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		<title>Skrell</title>
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		<summary type="html">&lt;p&gt;Butterrobber202: /* Genders and Sexes */ gender lore.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = [[Skrell]]&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell.png&lt;br /&gt;
 |System = [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Nralakk (Jargon)]]&lt;br /&gt;
 |World = [[Qerrbalak|Nralakk IV (Qerrbalak)]]&lt;br /&gt;
 |Language = [[Skrell#Language|Skrellian (Nral&#039;Malic)]], Tau Ceti Basic&lt;br /&gt;
 |Politic = [[Nralakk_Federation|Nralakk Federation]]&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
Although humans have fractured heavily in their expansion, the Skrell remain largely unified under a singular government through the strict reinforcement of education and laws, working as a democratic meritocracy - at least on the surface. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourages people to be like the Idols that they reward with credits, high-quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Consulars / Representatives&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
===Species Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing &#039;&#039;&#039;,k&#039;&#039;&#039; before anything you say, and can also be used over the radio.&lt;br /&gt;
&lt;br /&gt;
*Skrell can use a variety of different psionic abilities. &lt;br /&gt;
&lt;br /&gt;
*Skrell can enter Srom with other Skrell when they sleep, allowing communication and lucid dreaming.&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell#Slimes|mysterious reason]] science has yet to find out. &lt;br /&gt;
&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious.&lt;br /&gt;
&lt;br /&gt;
*Due to their advanced vestibular system, Skrell maintain a good balance and never slip.&lt;br /&gt;
&lt;br /&gt;
*Skrell have large heads with protruding headtails and due to this, they cannot wear normal EVA helmets but instead need to wear Skrell helmets (found in EVA or by using a suit cycler). Their headtails also make it uncomfortable or even impossible to wear normal headwear such as hats so most Skrell opt-out of that.&lt;br /&gt;
&lt;br /&gt;
*Skrell have a hemocyanin-based circulatory system, meaning that their blood is instead bound to copper atoms and not iron atoms. Skrell require copper supplements to alleviate blood loss symptoms.&lt;br /&gt;
&lt;br /&gt;
===Axiori Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Axiori take increased burn damage due to their natural habitat being colder.&lt;br /&gt;
&lt;br /&gt;
*Axiori take decreased oxygen and brute damage due to the increased pressure of their natural habitat.&lt;br /&gt;
&lt;br /&gt;
*Axiori must drink fluids more regularly when out of water.&lt;br /&gt;
&lt;br /&gt;
*Axiori sprint slower due to their larger, webbed feet.&lt;br /&gt;
&lt;br /&gt;
*Axiori have a naturally higher pulse due to their increased circulatory needs.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
See also: [[Skrell Ailments]]&lt;br /&gt;
&lt;br /&gt;
Adapted for life both beneath and above the waves, the Skrell are fully amphibious and are capable of breathing underwater whilst also possessing superior underwater vision. Their extremities are noted as having a lack of nails, and a presence of strong webbing in between each digit. Due to their evolutionary path, the Skrell instead have hardened gums in place of teeth. Typically, these gums allow them to chew on soft foods, facilitate the ability to swallow their foods whole, or grind them down into more digestible forms.&lt;br /&gt;
&lt;br /&gt;
They do not have visible noses, instead through nostril slits sitting in the middle of their face on a fleshy mound. Skrell have an average height ranging from &#039;&#039;&#039;4’5” to 5’5”&#039;&#039;&#039;. The lack of significant facial muscles proves to make it difficult for non-Skrell to identify the species&#039; emotions, which makes them seem rather cold and unaffected when in reality Skrell use a variety of methods to display their emotions. Emotional displays include the gesturing and general movement of their head and headtails, and a wide array of vocalisations. Their eyes are black due to a pigment in their tear ducts.  &lt;br /&gt;
&lt;br /&gt;
Skrell also have tentacle-like &amp;quot;headtails&amp;quot; typically hanging down over their shoulders, meant to keep the skin close to the neck damp for the incubation of eggs. These headtails typically contain hundreds, even thousands, of micro-muscles that allow the Skrell to move them into a variety of positions. Though these muscles do not allow for the ability for fine control, they can generally be raised, positioned and wiggled into various forms. These headtails grow throughout the entirety of a Skrell&#039;s life and signify the age of a Skrell, as they grow longer with age. With the inception of Spa treatments, it is not uncommon for Skrell to alter the length of their headtails, whether for fashion or personal taste, or to appear older or wiser to other Skrell. These headtails are often adorned with jewels, cloths, chains, and bands as a fashion statement. Headtails can also be &amp;quot;tied back&amp;quot; as well; while this may seem uncomfortable or painful, as long as the tie is not too tight it is equivalent to folding ones hands. They are also used for emotional displays and gesturing. &lt;br /&gt;
&lt;br /&gt;
Skrell are noted to be cold-blooded, which means that their bodies are at the same temperature as the air or water around them.  When they are cold they will seek warmth, and vice versa when they get too hot. Whilst they are cold-blooded, they are dissimilar to other species within the Orion Spur, sapient and unsapient. The Skrell have a much higher tolerance for either side of the temperature gauge and are usually comfortable in any given environment - provided that the humidity and moisture levels are satisfactory. &lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
&lt;br /&gt;
See also: [[Skrell Ethnicities]]&lt;br /&gt;
&lt;br /&gt;
Whilst gelatinous in appearance, Skrell skin in fact has a second layer of less translucent flesh under the surface. In dry climates, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. &lt;br /&gt;
&lt;br /&gt;
Skrell skin notably contains glands that secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Natural Skrell skin colour is dependent on subspecies and can range from deep blues to bold greens or even vibrant reds. Diet is also a determining factor, with brightness and shade being affected based on pigment consumed. Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in the skin over the course of a month, while changing headtail length takes about a year while also causing an increased appetite. This type of physical alteration is considered normal in Skrell society and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
=== Genders and Sexes ===&lt;br /&gt;
&lt;br /&gt;
See also: [[Skrell Relationships#Unions| Skrell Relationships]]&lt;br /&gt;
&lt;br /&gt;
Skrell, dissimilar to other sapient species in the Orion Spur, never developed the concept of gender within their society -- mostly due to the fact they are synchronous hermaphrodites, possessing the ability to both lay and fertilize eggs. Whilst Skrell do not have sex or gender identity, they are open to adapting to the gender roles of other species due to their enjoyment of foreign cultures. &lt;br /&gt;
&lt;br /&gt;
While Skrell never developed the concept of genders in their society, upon first contact with humanity they adopted the idea solely for fitting in with human cultures. If the Skrell choose to adopt a gender identity, they will usually adopt the gender of humans who their personality is similar too. Skrell almost never consider this adopted identity to be of any considerable importance. However, terms do exist to characterize the biological attributes relating to the production and fertilization of egg clutches. These terms are known as &#039;&#039;&#039;F&#039;ex&#039;Qa&#039;&#039;&#039; (The Egg-Layer) and &#039;&#039;&#039;F&#039;ex&#039;Tra&#039;&#039;&#039; (The Egg-Fertilizer) amongst the species. These designations are usually temporary for the duration of reproduction and can change over time.&lt;br /&gt;
&lt;br /&gt;
=== Aging, Maturity and Fertility ===&lt;br /&gt;
&lt;br /&gt;
Skrell reach physical maturity at about triple the age of humans, complemented by the Skrell understanding of adulthood going far beyond physical growth to include experience. A Skrell will reach biological maturity at roughly the age of 50, but in Skrellian society will only be treated as reaching &amp;quot;adulthood&amp;quot; after their second college-level degree is earned, usually at around the ages of 60 - 80. A healthy Skrell can naturally live up to 250 years, but current medical technology within the Nralakk Federation allows them to increase their lifespans to an impressive 450 to 500 years. Those living outside of Federation space can see lifespans topping out at around 350.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering effects of Glorsh&#039;s attempts to genetically manipulate Skrell, a sizeable percentage are completely sterile. Thanks to the intense research efforts of numerous Skrell and non-Skrell doctors and scientists, specialists have the capability to at least partially reverse these effects in most Skrell. The extensive treatments and investments needed to undergo treatment give the reality that only about a third (33%) of Skrell can have children. These Skrell can hope to produce 1-3 children in their lifetime, whereas pre-X&#039;Lu&#039;oa Skrell could have eight eggs hatch at a time. Without treatments, affected eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
== Psychology ==&lt;br /&gt;
&lt;br /&gt;
Because of their long lifespan, Skrell tend to have a “long view” not common in other races. Passive observation and study is far preferred than immediate action, and do not mind that decades or even centuries can pass before their decisions begin to pay off. Older Skrell can seemingly make incomprehensible decisions, but further investigation often reveals that these choices are often related to carefully laid plans.&lt;br /&gt;
&lt;br /&gt;
Due to their “long view” approach, Skrell generally have difficulty with viewing events that take place over short timeframes with the same importance that shorter-lived races do; consequences lasting less than a decade are deemed inconsequential. This perspective has resulted in the species’ higher tolerance of momentary worries; such as waiting for things to come to fruition. On the other hand, this has resulted in a much lower tolerance for long-term worries, such as existential threats, and can lead to high levels of accumulated stress.&lt;br /&gt;
&lt;br /&gt;
Stress impacts Skrell to a lesser degree than in other species, and is usually exhibited through the secretion of black liquid through orifices such as their eyes, often remarked as being similar to crying. It is quite obvious to tell whether a Skrell is beginning to become overstressed, as there will usually be dark stains across their skin.&lt;br /&gt;
&lt;br /&gt;
A Skrell’s mindset and emotions can be heavily impacted by tidal cycles due to Skrell being creatures attuned to the waters. This can vary from Skrell to Skrell, some feeling lethargic or anxious on a new moon, others feeling rejuvenated and full of energy. Cosmic phenomena that can affect tides and gravity are easily noticed by them as well. This can lead to some Skrell being rather reluctant to migrate from planet to planet; the size of a moon, how many there are, and even a lack of any moon can cause full-scale personality shifts.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
&lt;br /&gt;
Among the species of the Spur, all catalogued sentient races possess a “Zona Bovinae”, located within the Brain. This organ was presumed to be responsible for some form of communication by Human scientists who discovered it in the domesticated cow in 2256, and subsequently in all other species on Earth. It was found that herd animals, like the cow, had a developed Zona Bovainae, while solitary animals held atrophied versions of the organ.&lt;br /&gt;
&lt;br /&gt;
Beyond this research, Humanity could find no greater purpose for the Zona Bovainae. Outside of the discovery Humans universally possessed the organ, scientists proved unable to crack the secrets of its function. Many wrote it off as a vestigial part of the brain that first developed during Humanity’s pre-agricultural epoch.    &lt;br /&gt;
&lt;br /&gt;
The Zona Bovinae continued to be a novel discovery until First Contact with the &#039;&#039;&#039;Skrell&#039;&#039;&#039; in &#039;&#039;&#039;2332&#039;&#039;&#039;. During the exchange of information that occurred upon First Contact, human scientists noticed Skrell had extremely well-developed Zona Bovainae and when the science community inquired on the subject, Skrell explained the existence of Psionics. &lt;br /&gt;
&lt;br /&gt;
Psionics are the manipulation of metaphysical forces through concentrated effort employing the Zona Bovainae. While an inordinate amount of research has gone into studying Psionics, the origin of this force is still a mystery. Even without this knowledge, the Skrell have developed many technologies around the application and effects of Psionics.&lt;br /&gt;
&lt;br /&gt;
All organic life originating from the Spur possesses a Zona Bovainae, and sequentially, can be affected by Psionics. Research into the topic revealed that the level of interaction with Psionics the Skrell are capable of is destructively overwhelming to other Spur sentients and continuous strong exposure can have long-lasting damaging effects both physically and mentally. There are documented cases of ailments such as &#039;&#039;&#039;Psionic Echoes&#039;&#039;&#039; manifesting after continued exposure to psionics. The Nralakk Federation and Solarian Alliance have cooperated together to form laws against the usage of Psionics on unwilling or unaugmented sentients. These laws have been almost universally adopted by most human nations across the Spur. Generally, the unconsented usage of Psionics on an individual is considered battery or assault, depending on the severity. Those fitted with Psionic Receivers are considered allowed bodies to send Psionic Communications to, but any other actions require explicit consent by the receiver. &lt;br /&gt;
&lt;br /&gt;
=== The Nlom ===&lt;br /&gt;
&lt;br /&gt;
Everyone possessing a Zona Bovaine has a “thought field” known as a Psionic Wake, or “Nlom” in Nral’Malic,  but only Skrell produce a large enough Wake on an individual level to influence their everyday lives.&lt;br /&gt;
&lt;br /&gt;
The Psionic Wake of an individual can be easily visualized as a ripple radiating off of them and travelling outward. These ripples can hit other Skrell and affect their thoughts and perspectives. Over time, a Wake Bubble will form around the area Skrell routinely inhabit, allowing individual Wakes to travel much further. These bubbles can and will eventually come to encompass entire planets as the Skrell population increases and they spread out over the world. The main limiting factor of Psionic Wakes is space, as the signals swiftly deteriorate when exposed to vacuum. Most planetary Wake Bubbles cease expansion when they come into contact with the vacuum of space, with minor fluctuations depending on total population, supporting psionic infrastructure, and other environmental qualities. &lt;br /&gt;
&lt;br /&gt;
Humans living in Nralakk or the First Wave Systems alongside the huge Skrell populace have reported suffering from mild feelings of isolation and loneliness if they leave after at least a decade of habitation. Scientists of both species suspect that continuous low-level exposure to Psionic activity stimulated the Zona Bovaine without causing harm and their sudden disconnection causes the reported psychological effects. Luckily, these effects are usually only a passing annoyance.“Nlom Withdrawal” can be easily treated and lasts only briefly, usually three or four days treated, a week untreated.&lt;br /&gt;
&lt;br /&gt;
=== [[The_Srom|The Srom]] ===&lt;br /&gt;
&lt;br /&gt;
When Skrell enter a deep sleep, their Zona Bovaine will cease transmitting Psionic Wakes and begin sending new signals to the Dream, or “Srom” in Nral’Malic. The Dream is a shared subconscious plane where multiple Skrell’s minds interconnect to form a collective experience. &lt;br /&gt;
&lt;br /&gt;
Psionic individuals can actively alter and adjust things within the Dream through skill and effort, but the level of alteration is heavily dependent on what you’re adjusting and your own psionic aptitude. Typically, it&#039;s most easy to modify your own body within the Dream and a very common practice. Some Skrell even go so far as to make costumes to sleep in to make the transition easier. Rarely, talented Skrell can modify a sizable chunk of the Dream’s environment on their own, though the process can be very taxing and leave the sleeping Skrell feeling tired after they wake. Additionally, any changes they make gradually revert once they leave the Dream.&lt;br /&gt;
&lt;br /&gt;
It is difficult to keep one&#039;s lips sealed in the Dream, with social inhibitions easily melting away. However, it is also much easier to create and brainstorm in Srom. Ways to hide from the dream clutter of a Dream are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that aluminum (typically headpieces, blankets, or plated walls) blocks off the connection to the Dream entirely.&lt;br /&gt;
&lt;br /&gt;
Srom-devices are often two-way interfaces within a dream bubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and three Skrell pilots, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means Skrell require a large amount of training and practice to operate Srom-devices.&lt;br /&gt;
&lt;br /&gt;
Typically, to interface with a Srom device, the operating Skrell needs to be completely cut off inside an aluminum plated room to focus on the device. Additionally, not being cut off could lead to other Skrell locating the device in the dream and interfering with its controls.&lt;br /&gt;
&lt;br /&gt;
=== Receivers and Listeners ===&lt;br /&gt;
&lt;br /&gt;
Skrell are commonly divided into two psionic categories -- receivers and listeners. This difference is decided genetically on birth and splits the Skrell roughly 9:1, with the majority being receivers. Currently, there is no genetic screening that can accurately predict the type of psionic category a Skrell will fall into, nor is there any way to modify it. The phenomenon is informally known as ‘The Great Lottery’. &lt;br /&gt;
&lt;br /&gt;
Receivers and Listeners differ in their individual submission to the greater Wakes around them; while Receivers are psionically guided to accept the common ideas and influences currently circulating Skrell society, Listeners feel much less outside pressure to conform or unnaturally agree with the ideas at hand. Because of this, Listeners are often looked upon with suspicion, while Receivers are usually found in the upper echelons of Skrell society. Some Skrell find it difficult to classify themselves and have been known to feel more or less attuned to the Wake at different points in their life. Regardless, most Listeners often succumb to the powerful psionic force of the Wake and become conformed to society one way or another.&lt;br /&gt;
&lt;br /&gt;
Some Listener groups have recently begun to stir with increased ostracization, government surveillance, and general prejudice from the more popular Receivers. While these groups promote Listener advocacy in a peaceful way, a select few underground cells have begun teaching a more extreme, “psionic-isolationist” idealism, where Listeners purposefully disconnect themselves from the Nlom.&lt;br /&gt;
&lt;br /&gt;
=== Telepathy ===&lt;br /&gt;
&lt;br /&gt;
Active communication while awake requires an immense amount of focus. This allows for Skrell to send messages to other species and creatures, but because of the risk to non-Skrell the Federation has deemed this on non-consenting alien species to be a criminal offense similar to battery or assault. The Federation internally ensures it’s citizens are aware of the risks before leaving Federation space as to dissuade mind-probing being outlawed entirely in other systems. Skrell will use this ability to gossip or send secrets, communicating without others knowing. The effects of long-term exposure to other species have only been lightly researched, as Skrell scientists are exceedingly empathetic to the volunteers&#039; pain and end up cancelling the studies. Saying this, more intensive studies have been conducted through [[Federation_Crime_and_Resistance#Unsanctioned_Research|unsanctioned research]] ventures. However, scientists who have attempted to delve into this field have often lost their Idol status and are often given harsh sentences for their actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Notes on telepathy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Psionic Pinging a location for the pure reason of hunting down Synths is just not in good taste. Don&#039;t do it without prior suspicion, and if you somehow confirm it, use different RP avenues! Perhaps instead of reporting them, you extort them? Don&#039;t shut down a character idea, but instead entertain it.&lt;br /&gt;
&lt;br /&gt;
* Telepathy can be used for conversations as well as conveying images, sounds, and feelings. Make sure you format it in a way that makes this apparent, such as &amp;quot;You hear/see ___ in your mind&amp;quot;. While you can project feelings, this does not mean you can force someone to genuinely feel that emotion. Likewise, you cannot seriously hurt someone just by projecting the idea that they have been hurt.&lt;br /&gt;
&lt;br /&gt;
=== Circadian Rhythm ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell_Ailments#Psionic_Over.2FUnder-Sleeping|Skrell Ailments]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some Skrell fall into the categories of an oversleeper or an undersleeper. Oversleepers find themselves addicted to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oftentimes, they are seen as reclusive and sometimes lackadaisical individuals. Contrarily, undersleepers are seen as holders of deep and potentially dangerous secrets, and generally avoid falling victim to the pleasantries of dreaming.&lt;br /&gt;
&lt;br /&gt;
It is known that Skrell only need to sleep for about an hour a day, and are able to lapse in and out of consciousness almost on-command. They are also capable of entering a kind of hibernation for incredibly long periods, even weeks or months at a time.&lt;br /&gt;
== Social ==&lt;br /&gt;
&lt;br /&gt;
===Skrell Unity and Position on Violence===&lt;br /&gt;
&lt;br /&gt;
The Skrell are a communal species that put great importance on unity between one another, even despite their differences. The Wake ensures that the prevailing thoughts in a community - or in the Federation in the modern day - dominate, causing most Skrell who are psionically receptive to accept the majority opinion. Detractors from the majority opinion will normally be either listeners, listener-leaning, or be negatively affected by the current status quo. While division can be common elsewhere in the Spur, the introduction of Nlom relays across the Federation has ensured that the average citizen will keep to the common consensus of their peers in Federation space.&lt;br /&gt;
&lt;br /&gt;
During the [[Skrell_Early_History#Rise_of_the_Skrell|Rise of Skrell]], the Skrell were quite violent, with archaeological discoveries showing that warring between different clans and even the subspecies of Skrell was quite common. As Skrell society developed, their stance on violence and death changed greatly. While Skrell do find violence between one another abhorrent, small-scale, ritualised warfare was common in their early-modern history. With the reign of Glorsh-Omega, this stance changed even further as Skrell began to put greater importance on the life of one another. The sterilisation of the species has caused widespread fear that the species could die out, and as a result, every life is considered precious. The most notable example of this point of view can be seen in the punishment of Glorsh-Omega&#039;s most notorious collaborators; Instead of being executed or given normal prison sentences, these collaborators have been permanently interred in cryogenic stasis, still alive and forced to live out their punishment in an inaccessible area of the Srom.&lt;br /&gt;
&lt;br /&gt;
While fighting can occur between Skrell, the species considers it a waste of precious life - not to mention being unbecoming of such a highly developed society. Instead, Skrell have taken to more intellectual or non-violent forms of fighting such as debates or social stand-offs between opposing groups. &amp;quot;Demonstrations of unity&amp;quot; are common, where a group of Skrell will show up in force to intimidate and compel opposing groups to stand down. Violence can still occur within the species but to a much lesser degree than what can be seen in humanity or other groups in the Orion Spur, with damage to property and infrastructure being common tactics used by members of the lyukal. The threat of violence or serious injury from one Skrell to another is typically the limit for most - but the species is not pacifistic to a fault, and if no other option can be seen Skrell are willing to fight. &lt;br /&gt;
&lt;br /&gt;
When considering violence between Skrell and another species, beliefs can change considerably; while some Skrell have come to the conclusion that all life is precious, others may consider other sapient species to be lesser than the Skrell and be more willing to clash with them when tensions rise. With that said, most Skrell are aware of their physical limitations, and outside of groups such as [[Skrell_Faith#Suur’ka|Suur&#039;ka]] or those who have been heavily influenced by non-Skrell ideas, a physical conflict between two beings is thought best to be avoided.&lt;br /&gt;
&lt;br /&gt;
=== Federation Social Interactions ===&lt;br /&gt;
&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However, it is still seen as cooperative to compete.]]&lt;br /&gt;
&lt;br /&gt;
In the Federation, one’s position in the social hierarchy determines much about how interactions with other Skrell are to go. Skrell of lower social standing are expected to defer to their higher ranked superiors not just in a work setting, but in almost all things. While the lower rank Skrell may not agree they will often pretend to agree to avoid suffering the small SCS hits that can come about due to arguing with their betters. This effect isn’t as pronounced when two Skrell have ranks that are adjacent to one another, but an Ox arguing with an Oqi is shameful.&lt;br /&gt;
&lt;br /&gt;
In a similar vein, when skrell are out in public without wearing their uniforms it&#039;s entirely normal to bombard those you have just met with probing questions when you start up a conversation to understand what to say and what not to say - and if they should even socialize with that person. Questions about their age, their fields, their education and so on are all perfectly good questions to ask seconds after meeting a new skrell. This directness in conversation is not seen as offensive, but an efficient and speedy method of communication. This sort of interaction outside the Federation commonly causes friction with xenos and the Federation offers warnings to its citizens going abroad about this cultural contrast. Non-skrell seem to not appreciate the general openness of Federation society.&lt;br /&gt;
&lt;br /&gt;
Telepathic communication is a common way to have a private conversation in public. As long as the two Skrell in question are not obviously excluding someone suddenly, it is not considered unusual to carry out full conversations in telepathic communion. &lt;br /&gt;
&lt;br /&gt;
Other uses of active psionics in non-work settings is often frowned upon as “unseemly”. For example, planting emotional suggestions in another skrell’s head without consent is the same as a human using “fighting words” and can result in an emotional barrage being exchanged between the two skrell, the victor being the Skrell that maintains the most control over themselves. &lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
&lt;br /&gt;
With their large black eyes, it is often hard to tell if a skrell is looking directly at someone or around them without being sensitive to Skrell’s intent through psionics. For that reason when interacting with xenos, skrell make a point to orient their faces straight at whoever they are speaking to to ensure they understand they are the skrell’s focus. Some non-skrell have found this to be uncomfortable.&lt;br /&gt;
&lt;br /&gt;
Skrell display intimacy with one another by touching the heads or headtails of their close friends or partners, or touching their own forehead and gesturing as if blowing a kiss from their forehead. Some verbal displays include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
&lt;br /&gt;
Less intimate physical interactions, mainly those shared between close friends, involve nudging or prodding someone with a headtail, similar to how a human may playfully nudge or punch a friend in the arm. &lt;br /&gt;
&lt;br /&gt;
On the non-skrell side of things, the most common racial slurs that are used against Skrell are “Frog”, &amp;quot;Toad&amp;quot;, “Squid”, “Ratajani”, and various other creatures that have aquatic connotations. However, responding to these insults with similar behavior is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public in Federation society.&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Federation gestures.]]&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
Skrell lack complex muscles within their face and have next to no facial expressions or differences in facial features. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Other than the lack of facial emotion, skrell express emotions the same way humans do through movement, tone of voice, and language used.&lt;br /&gt;
&lt;br /&gt;
One of the most important parts of skrellian emotion is that strong emotions often cause physical reactions in the body, both “tells” that show which emotion is occurring and physical signals, such as a pain or warmth being felt by the skrell in question. Emotional pain often quickly translates to physical pain for skrell, with several studies  linking this phenomenon to the skrell’s pronounced Zona Bovinae. &lt;br /&gt;
&lt;br /&gt;
Due to humans’ and other species’ limited auditory organs, the many tones a skrell can project are lost when communicating with non-skrell. Skrell have a very difficult time expressing themselves and their emotions to non-skrell for this reason. In contrast, when two skrell are communicating with each other Nral’Malic and the Nlom is strong, they can engage in such seamless communication that they can often predict each other’s thoughts. &lt;br /&gt;
&lt;br /&gt;
Skrell have many displays of emotions non-Skrell can easily observe however. Skrell refer to this method of communication as “Nral’Balak”, and is something of a combination of the function of body language and cries to indicate emotional states and needs. Nral’Balak does not have hard rules or single-message expressions, meaning messages can be contextual. For example, a skrell crooning can either be from fear when in a dangerous situation, or in disappointment if they do not like their food. Typically, when Skrell make non-verbal sounds, a high pitch indicates happiness and a lower pitch indicates sadness or distress. Again, however, this can be very contextual and hard to decipher for non-Skrell.&lt;br /&gt;
&lt;br /&gt;
=== Humour ===&lt;br /&gt;
&lt;br /&gt;
Skrell humour is completely different to what a human or other species may consider humorous. Skrell amusement is solely a reaction to the unexpected. A good joke would produce a very mild pain, comparable to a burning sensation after eating hot food, a sudden weakness in the muscles, or an itch on the roof of the mouth in severity. It manifests as a &amp;quot;fuzzy&amp;quot; feeling in the inside of the head. Outwardly, a Skrell would primarily react vocally through a series of chirrups not dissimilar to a laugh, which may also be accompanied by headtail or hand gestures.&lt;br /&gt;
&lt;br /&gt;
The feeling of amusement is enjoyed by many, especially younger Skrell, but others such as the very elderly may hate it. Older Skrell will find very few things humorous due to the fact that they have seen and experienced a lot throughout their life. In some cases, attempts at humour may be taken as an insult, possibly attempting to point out a Skrell&#039;s limited knowledge and life experience. In formal settings, it is considered impolite to tell even a mild joke in the wrong context; a joke as a roast of the guest of honour may be seen as more acceptable than while dining at a restaurant with your extended family.&lt;br /&gt;
&lt;br /&gt;
Human humour typically relies on words, wordplay, and storytelling to be effective. In comparison, Skrell tend to be more visual in their jokes. Skrell humour is humour in its most literal form: a reaction to the unexpected, and as such Skrell jokes rely on unexpected situations to be considered funny. Compared to a human joke, a Skrell joke relies less on a well-executed punchline, and more on the setup. The more absurd the situation the more humorous the joke will be - to a Skrell, at least. Due to this, it is difficult to deliver a joke in verbal form; simply saying &amp;quot;Imagine a skeleton using its ribcage as a xylophone&amp;quot; and actually seeing it are very different. As a consequence of how Skrell view humour, a Skrell&#039;s fear reaction is the same as laughing. A Skrell may chirrup in response to being startled, and just like nervous laughter, it is not considered pleasant. Despite the differences in what is considered humorous, Skrell can develop an appreciation for the comedy of other species. A Skrell will not find a human joke amusing, but they may find it clever or at least be able to identify why the joke is considered funny. A pun could be seen as clever word association, for example.&lt;br /&gt;
&lt;br /&gt;
Fear and humour go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humour. Nowadays, this is done with robust genetic treatments, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion. As a result of this, the only species outside of Skrell who can speak Nral&#039;malic with any level of proficiency are Diona, with Vaurca technically being able to with the assistance of a language augment. Employees of [[Zeng-Hu_Pharmaceuticals|Zeng-Hu Pharmaceuticals]] who work or have worked in the Federation have access to translators as well, but these are limited to receiving translations, rather than allowing the user to speak Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
The language was created in &#039;&#039;&#039;925 BCE&#039;&#039;&#039; by the scientific community in response to the colonisation of other planets and the prediction that language drift would be unavoidable. The &#039;&#039;&#039;First Nralakk Federation&#039;&#039;&#039; began to enforce the widespread adaptation of the language shortly after its formation in &#039;&#039;&#039;878 CE&#039;&#039;&#039;, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation have allowed the language to survive almost a thousand years with the same diction used then.&lt;br /&gt;
&lt;br /&gt;
Along with actual language, Skrell utilise a range of sounds to emphasise a certain emotion or feeling associated with what they&#039;re saying. This can include; squealing, shrilling, warbling, croaking, chirping, chirruping and quiet grunting. As a general rule, higher-pitched sounds are associated more with positive or sudden emotions, such as happiness or being startled; lower-pitched noises are typically associated with more negative or neutral emotions, such as anger or hunger. Melodic noises such as crooning or trilling are more ambiguous and could be used to convey any sort of emotion. &lt;br /&gt;
&lt;br /&gt;
Slang terms, idioms, and phrases used by Skrell typically evoke aquatic or celestial themes, stemming from the prevalence and importance of both in the eyes of Skrell across the Spur.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Typical Skrell Slang====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Labels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are names, titles and other terms used to address someone based on one or more of their characteristics.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tadpole&#039;&#039;&#039; - a young or juvenile individual. Can also be used as an insult similar to calling someone &amp;quot;child-like&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Brown Dwarf&#039;&#039;&#039; - an individual that has failed to reach their potential. Typically used to address those who have failed in some way.  &lt;br /&gt;
* &#039;&#039;&#039;Protostar&#039;&#039;&#039; - a young, ambitious individual. Those who are just starting their careers are labelled this the most often but it can refer to any up-and-comer regardless of age.&lt;br /&gt;
* &#039;&#039;&#039;Supernova&#039;&#039;&#039; - an individual that has slowly begun leaving the public eye. Headlines will refer to an idol as &amp;quot;going supernova&amp;quot; to refer to their declining fame.  &lt;br /&gt;
* &#039;&#039;&#039;Voidbeckoned&#039;&#039;&#039; - an individual that is careless, reckless or dangerous. In modern times this is used extensively towards non-Skrell who are seen as reckless and uneducated, but is not exclusive to non-Skrell.  &lt;br /&gt;
* &#039;&#039;&#039;Sparks&#039;&#039;&#039; - slang for non-Skrell, due to their comparatively short lifespans. Not considered an insult or slur by itself, and can be used in a positive, negative, or neutral manner.&lt;br /&gt;
* &#039;&#039;&#039;Elder&#039;&#039;&#039; - an accomplished, elderly individual.&lt;br /&gt;
* &#039;&#039;&#039;Webfoot&#039;&#039;&#039; - discreet term for someone who partakes in Xu’Xi gas. Originates from the &amp;quot;waddle&amp;quot; many Xu&#039;Xi Gas users have while high.&lt;br /&gt;
* &#039;&#039;&#039;Gasrunner&#039;&#039;&#039; - someone involved in the importing or dealing of Xu’Xi Gas.&lt;br /&gt;
&lt;br /&gt;
The labels below are used rather than PhD, MD, or other degree titles in Federation space. It is common to see them used by Skrell abroad, either alongside or superseded by more known titles such as Doctor or Professor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lu&#039;vesi&#039;&#039;&#039; - Dropout - Lvs. - Void Graduate&lt;br /&gt;
* &#039;&#039;&#039;Aqm&#039;vesi&#039;&#039;&#039; - 1 degree - Aqvs. - Junior Graduate&lt;br /&gt;
* &#039;&#039;&#039;Qro&#039;vesi&#039;&#039;&#039; - 2 degrees - Qrvs. - Graduate&lt;br /&gt;
* &#039;&#039;&#039;Qu&#039;vesi&#039;&#039;&#039; - 3 degrees - Quvs. - Star Graduate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insults, Slurs, and Crude Slang&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Terms that are considered rude or otherwise impolite by Skrell in general.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sims&#039;&#039;&#039; - abbreviated version of simians, a slur for humans. &lt;br /&gt;
* &#039;&#039;&#039;Labber&#039;&#039;&#039; - abbreviated version of sympathizers of Glorsh, from &amp;quot;collaborator&amp;quot;. It is considered a slur. &lt;br /&gt;
* &#039;&#039;&#039;Skinjob&#039;&#039;&#039; - a derogatory slur for synthetic shells.&lt;br /&gt;
* &#039;&#039;&#039;Canner&#039;&#039;&#039; - a derogatory slur for synthetics.&lt;br /&gt;
* &#039;&#039;&#039;Inclems&#039;&#039;&#039; - an abbreviated version of Inclements, meaning unpleasantly cold. A slur for the Tajara. &lt;br /&gt;
* &#039;&#039;&#039;Ratsnatcher&#039;&#039;&#039; - another derogatory slur for Tajara that originated in the Starlight Zone.&lt;br /&gt;
* &#039;&#039;&#039;Wasters&#039;&#039;&#039; - an abbreviated version of Wastelanders, which stems from the situation on Moghes. It is a slur for Unathi.  &lt;br /&gt;
* &#039;&#039;&#039;Senseless&#039;&#039;&#039; - non-Skrell not outfitted with a psionic implant. It is also used to describe someone who has a dull mind.&lt;br /&gt;
* &#039;&#039;&#039;Orb&#039;&#039;&#039; - a common container used in the transporting of Xu’Xi Gas.&lt;br /&gt;
* &#039;&#039;&#039;Sqrug&#039;&#039;&#039; - normally a derogatory term for an addict of Xu’Xi or other drugs that has no future. Said by non-users; can also be used in jest between Gasriders or as a general expletive.&lt;br /&gt;
* &#039;&#039;&#039;Gupkala/Guppies/Gup/Guppy&#039;&#039;&#039; - a mocking word for law enforcement within the Federation or abroad.&lt;br /&gt;
* &#039;&#039;&#039;Grotto&#039;&#039;&#039; - a rundown building in which Xu’Xi gas is inhaled. Thought to originate from the Weishii faith, which uses groves and grottos as places of worship.&lt;br /&gt;
* &#039;&#039;&#039;Piisz&#039;&#039;&#039; - a batch of synthetic Xu’Xi or Xu’Xi of questionable quality.&lt;br /&gt;
* &#039;&#039;&#039;Toady/Toad&#039;&#039;&#039; - a criminal or otherwise disreputable Skrell. Refers to how these individuals give other Skrell a bad name, and contribute to the xenophobia they face. &lt;br /&gt;
* &#039;&#039;&#039;Coral Stem&#039;&#039;&#039; - inhaler from which Xu’Xi gas is ingested from.&lt;br /&gt;
* &#039;&#039;&#039;Drylister&#039;&#039;&#039; - a Skrell (or non-Skrell) who has been born abroad but finds themself under Federation surveillance by the Ruupkala due to perceived deviancy against the Nralakk Federation; landing them on the “drylist”. The topic of the drylist is considered taboo by regular Federation citizens.&lt;br /&gt;
* &#039;&#039;&#039;Tidal/Tided&#039;&#039;&#039; - Something being absurd or otherwise dangerous, or someone who is insane. Comes from &amp;quot;Insanity of the Tides&amp;quot;, a neurological disorder found in Skrell.&lt;br /&gt;
* &#039;&#039;&#039;Chapped&#039;&#039;&#039; - as in chapped skin. General insult to someone&#039;s appearance. Can also be used to refer to non-Skrell in general.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sayings&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;I&#039;ve Tup&#039;d&#039;&#039;&#039; - a form of &amp;quot;I&#039;ve won&amp;quot;, or &amp;quot;I&#039;ve peaked.&amp;quot;  &lt;br /&gt;
* &#039;&#039;&#039;I&#039;ve been Tup&#039;d&#039;&#039;&#039; - a form of &amp;quot;I&#039;ve lost&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Wake up&#039;&#039;&#039; - a dismissive form of saying an individual is lazy.&lt;br /&gt;
* &#039;&#039;&#039;Algae&#039;&#039;&#039; - shorthand for &amp;quot;all good&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Mudvein&#039;&#039;&#039; - a word used to describe withdrawal symptoms of Xu&#039;Xi gas since withdrawal is said to feel like mud flowing through your veins. As an extension to this, &amp;quot;Mudlover&amp;quot; refers to someone who is constantly on and off drugs.&lt;br /&gt;
* &#039;&#039;&#039;Too moist&#039;&#039;&#039; - a scornful way of saying an individual is too traditional, and not adapting to modern culture.  &lt;br /&gt;
* &#039;&#039;&#039;Too dry&#039;&#039;&#039; - a scornful way of saying an individual is far too progressive, radical even.&lt;br /&gt;
* &#039;&#039;&#039;Zipped&#039;&#039;&#039; - to be high on Xu’Xi Gas.&lt;br /&gt;
* &#039;&#039;&#039;The stars grow brighter&#039;&#039;&#039; - a euphemism for an individual dying. &lt;br /&gt;
* &#039;&#039;&#039;Steel Rained&#039;&#039;&#039; - 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&#039;s similar to the phrase &amp;quot;being stonewalled&amp;quot; as these orbital installations crashing down heavily disrupted attempts to recover from Glorsh-Omega&#039;s rule.&lt;br /&gt;
* &#039;&#039;&#039;Stars and void&#039;&#039;&#039; - a general exclamation, usually out of shock or frustration.&lt;br /&gt;
* &#039;&#039;&#039;Stars damned/Void damned&#039;&#039;&#039; -  a general exclamation, usually out of anger. Can also be used in surprise, similar to &amp;quot;well I&#039;ll be damned&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Stars guide&#039;&#039;&#039; - a polite way of saying farewell.&lt;br /&gt;
* &#039;&#039;&#039;Shelled/kelped&#039;&#039;&#039; - sold or wagered. Originates from the currency of the Nralakk Federation, which is shaped like seashells or strands of pressed kelp.&lt;br /&gt;
* &#039;&#039;&#039;Ink-stained/Inky&#039;&#039;&#039; - a concept, object, or person that brings sadness or stress. Refers to the ink-black tear stains that surround a Skrell&#039;s eyes as a result of stress.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is also a more expressive, non-verbal form of language that is known as &#039;&#039;&#039;Nral&#039;Balak&#039;&#039;&#039; by the Skrell, which developed naturally in response to the difficulties of expressing emotion while in the presence of other species. It has been observed that Skrell feeling &#039;&#039;&#039;upset&#039;&#039;&#039;, or &#039;&#039;&#039;disgruntled&#039;&#039;&#039;, may blow their cheeks out, similar to that of the Solarian Anura Species - which has added onto the slur of calling the species &amp;quot;Frogs&amp;quot;. It is also notable that some scrunch their headtails up, emitting several chirrups that are deliberate and obtusely released, sometimes even narrowing their eyes in an attempt to make themselves seem much larger and more aggressive than they actually are. It is theorised that this is a holdover from the species&#039; early days, when predators and other fatal situations were more commonplace.&lt;br /&gt;
&lt;br /&gt;
The feeling of &#039;&#039;&#039;happiness&#039;&#039;&#039; or &#039;&#039;&#039;euphoria&#039;&#039;&#039; amidst the Skrell is one of the &amp;quot;easier&amp;quot; emotions to discern. Skrell will use a varied mixture of headbobbing, shrills, and positioning of their headtails to convey their joy -- such as curling their headtails and warbling in a much higher pitch than normal. Skrell are also observed to struggle to contain their joy, resulting in such often spilling over into the rest of their body and making rather spasmodic events (such as rapidly blinking) a rather obvious sign of their happiness. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sadness&#039;&#039;&#039;, or even &#039;&#039;&#039;melancholia&#039;&#039;&#039;, within Skrell is one of the harder emotions to convey for the Skrell -- or at least, harder for other species to understand. Dissimilar to other species within the Orion Spur, emotional pain often translates to physical pain for the Skrell. Several studies have linked the pronounced Zona Bovinae of the species to this biological feature, which is often displayed through several gestures: quiet, low chirps; shifting of their headtails to hide their neck; fidgeting and rubbing of the headtails and/or digits; and lastly avoidance of eye contact. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Confusion&#039;&#039;&#039;, or even &#039;&#039;&#039;fear&#039;&#039;&#039;, is yet another &amp;quot;easy&amp;quot; emotion to discern amongst Skrell. Confusion has been noted to almost force Skrell to emit a mixture of both high-pitch and low-pitch blends of both warbles and croaks, alongside continuous shifting of their head from one side to another. It is said this is to allow optimal processing of audible information, such as someone speaking or noises within the dark. Skrell also have the innate need to cover their neck with their headtails, hiding their digits and opening their eyes wide. It is believed through their evolution, Skrell adapted to protecting the most vital points of their anatomy to ensure their survival in the event they were attacked and forced to flee.&lt;br /&gt;
&lt;br /&gt;
== Notable Information ==&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Nralakk Federation, there is a sizeable number of Skrell that have been born in human space. In the [[Skrell_Culture#Different_Eras_of_Skrell| Radiant Era]], Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Federation space started to appear, especially on notable planets such as [[Mictlan]] and [[New Gibson]] to [[Skrell Abroad|name a few]]. These children &#039;&#039;&#039;still enjoy&#039;&#039;&#039; Federation citizenship by birth due to how the Federation considers all Skrell to be its citizens, but due to also being considered citizens of their birth nation are typically protected to some degree; Skrell born in the Republic of Biesel are protected from deportation or other Federation actions, for example, which also extends to Skrell who have enlisted in the Tau Ceti Foreign Legion. For more information on how Skrell born outside the Federation are viewed by the Federation, see [[Guide_to_Citizenship#Nralakk_Federation_and_Citizenship|here]].&lt;br /&gt;
&lt;br /&gt;
===Glorsh-Omega===&lt;br /&gt;
&lt;br /&gt;
Roughly four hundred years ago, the Tyrannical Skrell AI known as “Glorsh-Omega” took control of the Federation practically overnight. Under the [[Skrell Synthetic Age|Reign of Glorsh-Omega]], the Skrell faced horror after horror, including &#039;&#039;&#039;forced sterility and systematic euthanasia.&#039;&#039;&#039; Glorsh-Omega was rapidly self-improving itself during its rule, and reached such a point it was arresting Skrell due to highly advanced predictive algorithms that claimed these Skrell would rebel against it. Many Skrell choose to cooperate with the AI, for fear of their lives and the promises of Glorsh to fulfill their desires.&lt;br /&gt;
&lt;br /&gt;
At the culmination of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], the AI mysteriously vanished in what could only be described as an implosion. The Skrell were left to pick up the pieces of their destroyed Federation, without any assurance their Overlord was truly dead...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note: By playing Glorsh Sympathizers born inside the Federation, you are running a serious risk of canonically losing your character.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=31557</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=31557"/>
		<updated>2024-01-20T15:31:14Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: /* Social */ Update to Social Things&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = [[Skrell]]&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell.png&lt;br /&gt;
 |System = [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Nralakk (Jargon)]]&lt;br /&gt;
 |World = [[Qerrbalak|Nralakk IV (Qerrbalak)]]&lt;br /&gt;
 |Language = [[Skrell#Language|Skrellian (Nral&#039;Malic)]], Tau Ceti Basic&lt;br /&gt;
 |Politic = [[Nralakk_Federation|Nralakk Federation]]&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
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Although humans have fractured heavily in their expansion, the Skrell remain largely unified under a singular government through the strict reinforcement of education and laws, working as a democratic meritocracy - at least on the surface. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourages people to be like the Idols that they reward with credits, high-quality housing, and fine living.&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
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Skrell can be the following heads of staff:&lt;br /&gt;
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* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Consulars / Representatives&lt;br /&gt;
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== Mechanics ==&lt;br /&gt;
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===Species Mechanics===&lt;br /&gt;
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*Skrell have their own language that can be used by typing &#039;&#039;&#039;,k&#039;&#039;&#039; before anything you say, and can also be used over the radio.&lt;br /&gt;
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*Skrell can use a variety of different psionic abilities. &lt;br /&gt;
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*Skrell can enter Srom with other Skrell when they sleep, allowing communication and lucid dreaming.&lt;br /&gt;
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*Slimes are naturally passive to skrell for a [[Skrell#Slimes|mysterious reason]] science has yet to find out. &lt;br /&gt;
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*Skrell have the ability to breathe underwater due to them being amphibious.&lt;br /&gt;
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*Due to their advanced vestibular system, Skrell maintain a good balance and never slip.&lt;br /&gt;
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*Skrell have large heads with protruding headtails and due to this, they cannot wear normal EVA helmets but instead need to wear Skrell helmets (found in EVA or by using a suit cycler). Their headtails also make it uncomfortable or even impossible to wear normal headwear such as hats so most Skrell opt-out of that.&lt;br /&gt;
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*Skrell have a hemocyanin-based circulatory system, meaning that their blood is instead bound to copper atoms and not iron atoms. Skrell require copper supplements to alleviate blood loss symptoms.&lt;br /&gt;
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===Axiori Mechanics===&lt;br /&gt;
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*Axiori take increased burn damage due to their natural habitat being colder.&lt;br /&gt;
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*Axiori take decreased oxygen and brute damage due to the increased pressure of their natural habitat.&lt;br /&gt;
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*Axiori must drink fluids more regularly when out of water.&lt;br /&gt;
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*Axiori sprint slower due to their larger, webbed feet.&lt;br /&gt;
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*Axiori have a naturally higher pulse due to their increased circulatory needs.&lt;br /&gt;
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== Biology ==&lt;br /&gt;
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See also: [[Skrell Ailments]]&lt;br /&gt;
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Adapted for life both beneath and above the waves, the Skrell are fully amphibious and are capable of breathing underwater whilst also possessing superior underwater vision. Their extremities are noted as having a lack of nails, and a presence of strong webbing in between each digit. Due to their evolutionary path, the Skrell instead have hardened gums in place of teeth. Typically, these gums allow them to chew on soft foods, facilitate the ability to swallow their foods whole, or grind them down into more digestible forms.&lt;br /&gt;
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They do not have visible noses, instead through nostril slits sitting in the middle of their face on a fleshy mound. Skrell have an average height ranging from &#039;&#039;&#039;4’5” to 5’5”&#039;&#039;&#039;. The lack of significant facial muscles proves to make it difficult for non-Skrell to identify the species&#039; emotions, which makes them seem rather cold and unaffected when in reality Skrell use a variety of methods to display their emotions. Emotional displays include the gesturing and general movement of their head and headtails, and a wide array of vocalisations. Their eyes are black due to a pigment in their tear ducts.  &lt;br /&gt;
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Skrell also have tentacle-like &amp;quot;headtails&amp;quot; typically hanging down over their shoulders, meant to keep the skin close to the neck damp for the incubation of eggs. These headtails typically contain hundreds, even thousands, of micro-muscles that allow the Skrell to move them into a variety of positions. Though these muscles do not allow for the ability for fine control, they can generally be raised, positioned and wiggled into various forms. These headtails grow throughout the entirety of a Skrell&#039;s life and signify the age of a Skrell, as they grow longer with age. With the inception of Spa treatments, it is not uncommon for Skrell to alter the length of their headtails, whether for fashion or personal taste, or to appear older or wiser to other Skrell. These headtails are often adorned with jewels, cloths, chains, and bands as a fashion statement. Headtails can also be &amp;quot;tied back&amp;quot; as well; while this may seem uncomfortable or painful, as long as the tie is not too tight it is equivalent to folding ones hands. They are also used for emotional displays and gesturing. &lt;br /&gt;
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Skrell are noted to be cold-blooded, which means that their bodies are at the same temperature as the air or water around them.  When they are cold they will seek warmth, and vice versa when they get too hot. Whilst they are cold-blooded, they are dissimilar to other species within the Orion Spur, sapient and unsapient. The Skrell have a much higher tolerance for either side of the temperature gauge and are usually comfortable in any given environment - provided that the humidity and moisture levels are satisfactory. &lt;br /&gt;
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=== Physical Appearance ===&lt;br /&gt;
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See also: [[Skrell Ethnicities]]&lt;br /&gt;
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Whilst gelatinous in appearance, Skrell skin in fact has a second layer of less translucent flesh under the surface. In dry climates, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. &lt;br /&gt;
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Skrell skin notably contains glands that secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
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Natural Skrell skin colour is dependent on subspecies and can range from deep blues to bold greens or even vibrant reds. Diet is also a determining factor, with brightness and shade being affected based on pigment consumed. Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in the skin over the course of a month, while changing headtail length takes about a year while also causing an increased appetite. This type of physical alteration is considered normal in Skrell society and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
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=== Genders and Sexes ===&lt;br /&gt;
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See also: [[Skrell Relationships#Unions| Skrell Relationships]]&lt;br /&gt;
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Skrell, dissimilar to other sapient species in the Orion Spur, never developed the concept of gender within their society -- mostly due to the fact they are synchronous hermaphrodites, possessing the ability to both lay and fertilize eggs. Whilst Skrell do not have sex or gender identity, they are open to adapting to the gender roles of other species due to their enjoyment of foreign cultures. &lt;br /&gt;
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While Skrell never developed the concept of genders within their society, terms do exist to characterize the biological attributes relating to the production and fertilization of egg clutches. These terms are known as &#039;&#039;&#039;F&#039;ex&#039;Qa&#039;&#039;&#039; (The Egg-Layer) and &#039;&#039;&#039;F&#039;ex&#039;Tra&#039;&#039;&#039; (The Egg-Fertilizer) amongst the species. These designations are usually temporary for the duration of reproduction and can change over time.&lt;br /&gt;
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=== Aging, Maturity and Fertility ===&lt;br /&gt;
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Skrell reach physical maturity at about triple the age of humans, complemented by the Skrell understanding of adulthood going far beyond physical growth to include experience. A Skrell will reach biological maturity at roughly the age of 50, but in Skrellian society will only be treated as reaching &amp;quot;adulthood&amp;quot; after their second college-level degree is earned, usually at around the ages of 60 - 80. A healthy Skrell can naturally live up to 250 years, but current medical technology within the Nralakk Federation allows them to increase their lifespans to an impressive 450 to 500 years. Those living outside of Federation space can see lifespans topping out at around 350.&lt;br /&gt;
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Due to the lingering effects of Glorsh&#039;s attempts to genetically manipulate Skrell, a sizeable percentage are completely sterile. Thanks to the intense research efforts of numerous Skrell and non-Skrell doctors and scientists, specialists have the capability to at least partially reverse these effects in most Skrell. The extensive treatments and investments needed to undergo treatment give the reality that only about a third (33%) of Skrell can have children. These Skrell can hope to produce 1-3 children in their lifetime, whereas pre-X&#039;Lu&#039;oa Skrell could have eight eggs hatch at a time. Without treatments, affected eggs remain inert, not developing.&lt;br /&gt;
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== Psychology ==&lt;br /&gt;
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Because of their long lifespan, Skrell tend to have a “long view” not common in other races. Passive observation and study is far preferred than immediate action, and do not mind that decades or even centuries can pass before their decisions begin to pay off. Older Skrell can seemingly make incomprehensible decisions, but further investigation often reveals that these choices are often related to carefully laid plans.&lt;br /&gt;
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Due to their “long view” approach, Skrell generally have difficulty with viewing events that take place over short timeframes with the same importance that shorter-lived races do; consequences lasting less than a decade are deemed inconsequential. This perspective has resulted in the species’ higher tolerance of momentary worries; such as waiting for things to come to fruition. On the other hand, this has resulted in a much lower tolerance for long-term worries, such as existential threats, and can lead to high levels of accumulated stress.&lt;br /&gt;
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Stress impacts Skrell to a lesser degree than in other species, and is usually exhibited through the secretion of black liquid through orifices such as their eyes, often remarked as being similar to crying. It is quite obvious to tell whether a Skrell is beginning to become overstressed, as there will usually be dark stains across their skin.&lt;br /&gt;
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A Skrell’s mindset and emotions can be heavily impacted by tidal cycles due to Skrell being creatures attuned to the waters. This can vary from Skrell to Skrell, some feeling lethargic or anxious on a new moon, others feeling rejuvenated and full of energy. Cosmic phenomena that can affect tides and gravity are easily noticed by them as well. This can lead to some Skrell being rather reluctant to migrate from planet to planet; the size of a moon, how many there are, and even a lack of any moon can cause full-scale personality shifts.&lt;br /&gt;
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==Psionics==&lt;br /&gt;
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Among the species of the Spur, all catalogued sentient races possess a “Zona Bovinae”, located within the Brain. This organ was presumed to be responsible for some form of communication by Human scientists who discovered it in the domesticated cow in 2256, and subsequently in all other species on Earth. It was found that herd animals, like the cow, had a developed Zona Bovainae, while solitary animals held atrophied versions of the organ.&lt;br /&gt;
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Beyond this research, Humanity could find no greater purpose for the Zona Bovainae. Outside of the discovery Humans universally possessed the organ, scientists proved unable to crack the secrets of its function. Many wrote it off as a vestigial part of the brain that first developed during Humanity’s pre-agricultural epoch.    &lt;br /&gt;
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The Zona Bovinae continued to be a novel discovery until First Contact with the &#039;&#039;&#039;Skrell&#039;&#039;&#039; in &#039;&#039;&#039;2332&#039;&#039;&#039;. During the exchange of information that occurred upon First Contact, human scientists noticed Skrell had extremely well-developed Zona Bovainae and when the science community inquired on the subject, Skrell explained the existence of Psionics. &lt;br /&gt;
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Psionics are the manipulation of metaphysical forces through concentrated effort employing the Zona Bovainae. While an inordinate amount of research has gone into studying Psionics, the origin of this force is still a mystery. Even without this knowledge, the Skrell have developed many technologies around the application and effects of Psionics.&lt;br /&gt;
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All organic life originating from the Spur possesses a Zona Bovainae, and sequentially, can be affected by Psionics. Research into the topic revealed that the level of interaction with Psionics the Skrell are capable of is destructively overwhelming to other Spur sentients and continuous strong exposure can have long-lasting damaging effects both physically and mentally. There are documented cases of ailments such as &#039;&#039;&#039;Psionic Echoes&#039;&#039;&#039; manifesting after continued exposure to psionics. The Nralakk Federation and Solarian Alliance have cooperated together to form laws against the usage of Psionics on unwilling or unaugmented sentients. These laws have been almost universally adopted by most human nations across the Spur. Generally, the unconsented usage of Psionics on an individual is considered battery or assault, depending on the severity. Those fitted with Psionic Receivers are considered allowed bodies to send Psionic Communications to, but any other actions require explicit consent by the receiver. &lt;br /&gt;
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=== The Nlom ===&lt;br /&gt;
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Everyone possessing a Zona Bovaine has a “thought field” known as a Psionic Wake, or “Nlom” in Nral’Malic,  but only Skrell produce a large enough Wake on an individual level to influence their everyday lives.&lt;br /&gt;
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The Psionic Wake of an individual can be easily visualized as a ripple radiating off of them and travelling outward. These ripples can hit other Skrell and affect their thoughts and perspectives. Over time, a Wake Bubble will form around the area Skrell routinely inhabit, allowing individual Wakes to travel much further. These bubbles can and will eventually come to encompass entire planets as the Skrell population increases and they spread out over the world. The main limiting factor of Psionic Wakes is space, as the signals swiftly deteriorate when exposed to vacuum. Most planetary Wake Bubbles cease expansion when they come into contact with the vacuum of space, with minor fluctuations depending on total population, supporting psionic infrastructure, and other environmental qualities. &lt;br /&gt;
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Humans living in Nralakk or the First Wave Systems alongside the huge Skrell populace have reported suffering from mild feelings of isolation and loneliness if they leave after at least a decade of habitation. Scientists of both species suspect that continuous low-level exposure to Psionic activity stimulated the Zona Bovaine without causing harm and their sudden disconnection causes the reported psychological effects. Luckily, these effects are usually only a passing annoyance.“Nlom Withdrawal” can be easily treated and lasts only briefly, usually three or four days treated, a week untreated.&lt;br /&gt;
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=== [[The_Srom|The Srom]] ===&lt;br /&gt;
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When Skrell enter a deep sleep, their Zona Bovaine will cease transmitting Psionic Wakes and begin sending new signals to the Dream, or “Srom” in Nral’Malic. The Dream is a shared subconscious plane where multiple Skrell’s minds interconnect to form a collective experience. &lt;br /&gt;
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Psionic individuals can actively alter and adjust things within the Dream through skill and effort, but the level of alteration is heavily dependent on what you’re adjusting and your own psionic aptitude. Typically, it&#039;s most easy to modify your own body within the Dream and a very common practice. Some Skrell even go so far as to make costumes to sleep in to make the transition easier. Rarely, talented Skrell can modify a sizable chunk of the Dream’s environment on their own, though the process can be very taxing and leave the sleeping Skrell feeling tired after they wake. Additionally, any changes they make gradually revert once they leave the Dream.&lt;br /&gt;
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It is difficult to keep one&#039;s lips sealed in the Dream, with social inhibitions easily melting away. However, it is also much easier to create and brainstorm in Srom. Ways to hide from the dream clutter of a Dream are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that aluminum (typically headpieces, blankets, or plated walls) blocks off the connection to the Dream entirely.&lt;br /&gt;
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Srom-devices are often two-way interfaces within a dream bubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and three Skrell pilots, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means Skrell require a large amount of training and practice to operate Srom-devices.&lt;br /&gt;
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Typically, to interface with a Srom device, the operating Skrell needs to be completely cut off inside an aluminum plated room to focus on the device. Additionally, not being cut off could lead to other Skrell locating the device in the dream and interfering with its controls.&lt;br /&gt;
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=== Receivers and Listeners ===&lt;br /&gt;
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Skrell are commonly divided into two psionic categories -- receivers and listeners. This difference is decided genetically on birth and splits the Skrell roughly 9:1, with the majority being receivers. Currently, there is no genetic screening that can accurately predict the type of psionic category a Skrell will fall into, nor is there any way to modify it. The phenomenon is informally known as ‘The Great Lottery’. &lt;br /&gt;
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Receivers and Listeners differ in their individual submission to the greater Wakes around them; while Receivers are psionically guided to accept the common ideas and influences currently circulating Skrell society, Listeners feel much less outside pressure to conform or unnaturally agree with the ideas at hand. Because of this, Listeners are often looked upon with suspicion, while Receivers are usually found in the upper echelons of Skrell society. Some Skrell find it difficult to classify themselves and have been known to feel more or less attuned to the Wake at different points in their life. Regardless, most Listeners often succumb to the powerful psionic force of the Wake and become conformed to society one way or another.&lt;br /&gt;
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Some Listener groups have recently begun to stir with increased ostracization, government surveillance, and general prejudice from the more popular Receivers. While these groups promote Listener advocacy in a peaceful way, a select few underground cells have begun teaching a more extreme, “psionic-isolationist” idealism, where Listeners purposefully disconnect themselves from the Nlom.&lt;br /&gt;
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=== Telepathy ===&lt;br /&gt;
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Active communication while awake requires an immense amount of focus. This allows for Skrell to send messages to other species and creatures, but because of the risk to non-Skrell the Federation has deemed this on non-consenting alien species to be a criminal offense similar to battery or assault. The Federation internally ensures it’s citizens are aware of the risks before leaving Federation space as to dissuade mind-probing being outlawed entirely in other systems. Skrell will use this ability to gossip or send secrets, communicating without others knowing. The effects of long-term exposure to other species have only been lightly researched, as Skrell scientists are exceedingly empathetic to the volunteers&#039; pain and end up cancelling the studies. Saying this, more intensive studies have been conducted through [[Federation_Crime_and_Resistance#Unsanctioned_Research|unsanctioned research]] ventures. However, scientists who have attempted to delve into this field have often lost their Idol status and are often given harsh sentences for their actions.&lt;br /&gt;
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&#039;&#039;&#039;OOC Notes on telepathy&#039;&#039;&#039;&lt;br /&gt;
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* Psionic Pinging a location for the pure reason of hunting down Synths is just not in good taste. Don&#039;t do it without prior suspicion, and if you somehow confirm it, use different RP avenues! Perhaps instead of reporting them, you extort them? Don&#039;t shut down a character idea, but instead entertain it.&lt;br /&gt;
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* Telepathy can be used for conversations as well as conveying images, sounds, and feelings. Make sure you format it in a way that makes this apparent, such as &amp;quot;You hear/see ___ in your mind&amp;quot;. While you can project feelings, this does not mean you can force someone to genuinely feel that emotion. Likewise, you cannot seriously hurt someone just by projecting the idea that they have been hurt.&lt;br /&gt;
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=== Circadian Rhythm ===&lt;br /&gt;
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&#039;&#039;See also: [[Skrell_Ailments#Psionic_Over.2FUnder-Sleeping|Skrell Ailments]]&#039;&#039;&lt;br /&gt;
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Some Skrell fall into the categories of an oversleeper or an undersleeper. Oversleepers find themselves addicted to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oftentimes, they are seen as reclusive and sometimes lackadaisical individuals. Contrarily, undersleepers are seen as holders of deep and potentially dangerous secrets, and generally avoid falling victim to the pleasantries of dreaming.&lt;br /&gt;
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It is known that Skrell only need to sleep for about an hour a day, and are able to lapse in and out of consciousness almost on-command. They are also capable of entering a kind of hibernation for incredibly long periods, even weeks or months at a time.&lt;br /&gt;
== Social ==&lt;br /&gt;
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===Skrell Unity and Position on Violence===&lt;br /&gt;
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The Skrell are a communal species that put great importance on unity between one another, even despite their differences. The Wake ensures that the prevailing thoughts in a community - or in the Federation in the modern day - dominate, causing most Skrell who are psionically receptive to accept the majority opinion. Detractors from the majority opinion will normally be either listeners, listener-leaning, or be negatively affected by the current status quo. While division can be common elsewhere in the Spur, the introduction of Nlom relays across the Federation has ensured that the average citizen will keep to the common consensus of their peers in Federation space.&lt;br /&gt;
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During the [[Skrell_Early_History#Rise_of_the_Skrell|Rise of Skrell]], the Skrell were quite violent, with archaeological discoveries showing that warring between different clans and even the subspecies of Skrell was quite common. As Skrell society developed, their stance on violence and death changed greatly. While Skrell do find violence between one another abhorrent, small-scale, ritualised warfare was common in their early-modern history. With the reign of Glorsh-Omega, this stance changed even further as Skrell began to put greater importance on the life of one another. The sterilisation of the species has caused widespread fear that the species could die out, and as a result, every life is considered precious. The most notable example of this point of view can be seen in the punishment of Glorsh-Omega&#039;s most notorious collaborators; Instead of being executed or given normal prison sentences, these collaborators have been permanently interred in cryogenic stasis, still alive and forced to live out their punishment in an inaccessible area of the Srom.&lt;br /&gt;
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While fighting can occur between Skrell, the species considers it a waste of precious life - not to mention being unbecoming of such a highly developed society. Instead, Skrell have taken to more intellectual or non-violent forms of fighting such as debates or social stand-offs between opposing groups. &amp;quot;Demonstrations of unity&amp;quot; are common, where a group of Skrell will show up in force to intimidate and compel opposing groups to stand down. Violence can still occur within the species but to a much lesser degree than what can be seen in humanity or other groups in the Orion Spur, with damage to property and infrastructure being common tactics used by members of the lyukal. The threat of violence or serious injury from one Skrell to another is typically the limit for most - but the species is not pacifistic to a fault, and if no other option can be seen Skrell are willing to fight. &lt;br /&gt;
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When considering violence between Skrell and another species, beliefs can change considerably; while some Skrell have come to the conclusion that all life is precious, others may consider other sapient species to be lesser than the Skrell and be more willing to clash with them when tensions rise. With that said, most Skrell are aware of their physical limitations, and outside of groups such as [[Skrell_Faith#Suur’ka|Suur&#039;ka]] or those who have been heavily influenced by non-Skrell ideas, a physical conflict between two beings is thought best to be avoided.&lt;br /&gt;
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=== Federation Social Interactions ===&lt;br /&gt;
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[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However, it is still seen as cooperative to compete.]]&lt;br /&gt;
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In the Federation, one’s position in the social hierarchy determines much about how interactions with other Skrell are to go. Skrell of lower social standing are expected to defer to their higher ranked superiors not just in a work setting, but in almost all things. While the lower rank Skrell may not agree they will often pretend to agree to avoid suffering the small SCS hits that can come about due to arguing with their betters. This effect isn’t as pronounced when two Skrell have ranks that are adjacent to one another, but an Ox arguing with an Oqi is shameful.&lt;br /&gt;
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In a similar vein, when skrell are out in public without wearing their uniforms it&#039;s entirely normal to bombard those you have just met with probing questions when you start up a conversation to understand what to say and what not to say - and if they should even socialize with that person. Questions about their age, their fields, their education and so on are all perfectly good questions to ask seconds after meeting a new skrell. This directness in conversation is not seen as offensive, but an efficient and speedy method of communication. This sort of interaction outside the Federation commonly causes friction with xenos and the Federation offers warnings to its citizens going abroad about this cultural contrast. Non-skrell seem to not appreciate the general openness of Federation society.&lt;br /&gt;
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Telepathic communication is a common way to have a private conversation in public. As long as the two Skrell in question are not obviously excluding someone suddenly, it is not considered unusual to carry out full conversations in telepathic communion. &lt;br /&gt;
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Other uses of active psionics in non-work settings is often frowned upon as “unseemly”. For example, planting emotional suggestions in another skrell’s head without consent is the same as a human using “fighting words” and can result in an emotional barrage being exchanged between the two skrell, the victor being the Skrell that maintains the most control over themselves. &lt;br /&gt;
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=== Social Mannerisms ===&lt;br /&gt;
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With their large black eyes, it is often hard to tell if a skrell is looking directly at someone or around them without being sensitive to Skrell’s intent through psionics. For that reason when interacting with xenos, skrell make a point to orient their faces straight at whoever they are speaking to to ensure they understand they are the skrell’s focus. Some non-skrell have found this to be uncomfortable.&lt;br /&gt;
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Skrell display intimacy with one another by touching the heads or headtails of their close friends or partners, or touching their own forehead and gesturing as if blowing a kiss from their forehead. Some verbal displays include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
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Less intimate physical interactions, mainly those shared between close friends, involve nudging or prodding someone with a headtail, similar to how a human may playfully nudge or punch a friend in the arm. &lt;br /&gt;
&lt;br /&gt;
On the non-skrell side of things, the most common racial slurs that are used against Skrell are “Frog”, &amp;quot;Toad&amp;quot;, “Squid”, “Ratajani”, and various other creatures that have aquatic connotations. However, responding to these insults with similar behavior is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public in Federation society.&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Federation gestures.]]&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
Skrell lack complex muscles within their face and have next to no facial expressions or differences in facial features. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Other than the lack of facial emotion, skrell express emotions the same way humans do through movement, tone of voice, and language used.&lt;br /&gt;
&lt;br /&gt;
One of the most important parts of skrellian emotion is that strong emotions often cause physical reactions in the body, both “tells” that show which emotion is occurring and physical signals, such as a pain or warmth being felt by the skrell in question. Emotional pain often quickly translates to physical pain for skrell, with several studies  linking this phenomenon to the skrell’s pronounced Zona Bovinae. &lt;br /&gt;
&lt;br /&gt;
Due to humans’ and other species’ limited auditory organs, the many tones a skrell can project are lost when communicating with non-skrell. Skrell have a very difficult time expressing themselves and their emotions to non-skrell for this reason. In contrast, when two skrell are communicating with each other Nral’Malic and the Nlom is strong, they can engage in such seamless communication that they can often predict each other’s thoughts. &lt;br /&gt;
&lt;br /&gt;
Skrell have many displays of emotions non-Skrell can easily observe however. Skrell refer to this method of communication as “Nral’Balak”, and is something of a combination of the function of body language and cries to indicate emotional states and needs. Nral’Balak does not have hard rules or single-message expressions, meaning messages can be contextual. For example, a skrell crooning can either be from fear when in a dangerous situation, or in disappointment if they do not like their food. Typically, when Skrell make non-verbal sounds, a high pitch indicates happiness and a lower pitch indicates sadness or distress. Again, however, this can be very contextual and hard to decipher for non-Skrell.&lt;br /&gt;
&lt;br /&gt;
=== Humour ===&lt;br /&gt;
&lt;br /&gt;
Skrell humour is completely different to what a human or other species may consider humorous. Skrell amusement is solely a reaction to the unexpected. A good joke would produce a very mild pain, comparable to a burning sensation after eating hot food, a sudden weakness in the muscles, or an itch on the roof of the mouth in severity. It manifests as a &amp;quot;fuzzy&amp;quot; feeling in the inside of the head. Outwardly, a Skrell would primarily react vocally through a series of chirrups not dissimilar to a laugh, which may also be accompanied by headtail or hand gestures.&lt;br /&gt;
&lt;br /&gt;
The feeling of amusement is enjoyed by many, especially younger Skrell, but others such as the very elderly may hate it. Older Skrell will find very few things humorous due to the fact that they have seen and experienced a lot throughout their life. In some cases, attempts at humour may be taken as an insult, possibly attempting to point out a Skrell&#039;s limited knowledge and life experience. In formal settings, it is considered impolite to tell even a mild joke in the wrong context; a joke as a roast of the guest of honour may be seen as more acceptable than while dining at a restaurant with your extended family.&lt;br /&gt;
&lt;br /&gt;
Human humour typically relies on words, wordplay, and storytelling to be effective. In comparison, Skrell tend to be more visual in their jokes. Skrell humour is humour in its most literal form: a reaction to the unexpected, and as such Skrell jokes rely on unexpected situations to be considered funny. Compared to a human joke, a Skrell joke relies less on a well-executed punchline, and more on the setup. The more absurd the situation the more humorous the joke will be - to a Skrell, at least. Due to this, it is difficult to deliver a joke in verbal form; simply saying &amp;quot;Imagine a skeleton using its ribcage as a xylophone&amp;quot; and actually seeing it are very different. As a consequence of how Skrell view humour, a Skrell&#039;s fear reaction is the same as laughing. A Skrell may chirrup in response to being startled, and just like nervous laughter, it is not considered pleasant. Despite the differences in what is considered humorous, Skrell can develop an appreciation for the comedy of other species. A Skrell will not find a human joke amusing, but they may find it clever or at least be able to identify why the joke is considered funny. A pun could be seen as clever word association, for example.&lt;br /&gt;
&lt;br /&gt;
Fear and humour go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humour. Nowadays, this is done with robust genetic treatments, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
The language was created in &#039;&#039;&#039;925 BCE&#039;&#039;&#039; by the scientific community in response to the colonisation of other planets and the prediction that language drift would be unavoidable. The &#039;&#039;&#039;First Nralakk Federation&#039;&#039;&#039; began to enforce the widespread adaptation of the language shortly after its formation in &#039;&#039;&#039;878 CE&#039;&#039;&#039;, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation have allowed the language to survive almost a thousand years with the same diction used then.&lt;br /&gt;
&lt;br /&gt;
Along with actual language, Skrell utilise a range of sounds to emphasise a certain emotion or feeling associated with what they&#039;re saying. This can include; squealing, shrilling, warbling, croaking, chirping, chirruping and quiet grunting. As a general rule, higher-pitched sounds are associated more with positive or sudden emotions, such as happiness or being startled; lower-pitched noises are typically associated with more negative or neutral emotions, such as anger or hunger. Melodic noises such as crooning or trilling are more ambiguous and could be used to convey any sort of emotion. &lt;br /&gt;
&lt;br /&gt;
Slang terms, idioms, and phrases used by Skrell typically evoke aquatic or celestial themes, stemming from the prevalence and importance of both in the eyes of Skrell across the Spur.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Typical Skrell Slang====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Labels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are names, titles and other terms used to address someone based on one or more of their characteristics.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tadpole&#039;&#039;&#039; - a young or juvenile individual. Can also be used as an insult similar to calling someone &amp;quot;child-like&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Brown Dwarf&#039;&#039;&#039; - an individual that has failed to reach their potential. Typically used to address those who have failed in some way.  &lt;br /&gt;
* &#039;&#039;&#039;Protostar&#039;&#039;&#039; - a young, ambitious individual. Those who are just starting their careers are labelled this the most often but it can refer to any up-and-comer regardless of age.&lt;br /&gt;
* &#039;&#039;&#039;Supernova&#039;&#039;&#039; - an individual that has slowly begun leaving the public eye. Headlines will refer to an idol as &amp;quot;going supernova&amp;quot; to refer to their declining fame.  &lt;br /&gt;
* &#039;&#039;&#039;Voidbeckoned&#039;&#039;&#039; - an individual that is careless, reckless or dangerous. In modern times this is used extensively towards non-Skrell who are seen as reckless and uneducated, but is not exclusive to non-Skrell.  &lt;br /&gt;
* &#039;&#039;&#039;Sparks&#039;&#039;&#039; - slang for non-Skrell, due to their comparatively short lifespans. Not considered an insult or slur by itself, and can be used in a positive, negative, or neutral manner.&lt;br /&gt;
* &#039;&#039;&#039;Elder&#039;&#039;&#039; - an accomplished, elderly individual.&lt;br /&gt;
* &#039;&#039;&#039;Webfoot&#039;&#039;&#039; - discreet term for someone who partakes in Xu’Xi gas. Originates from the &amp;quot;waddle&amp;quot; many Xu&#039;Xi Gas users have while high.&lt;br /&gt;
* &#039;&#039;&#039;Gasrunner&#039;&#039;&#039; - someone involved in the importing or dealing of Xu’Xi Gas.&lt;br /&gt;
&lt;br /&gt;
The labels below are used rather than PhD, MD, or other degree titles in Federation space. It is common to see them used by Skrell abroad, either alongside or superseded by more known titles such as Doctor or Professor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lu&#039;vesi&#039;&#039;&#039; - Dropout - Lvs. - Void Graduate&lt;br /&gt;
* &#039;&#039;&#039;Aqm&#039;vesi&#039;&#039;&#039; - 1 degree - Aqvs. - Junior Graduate&lt;br /&gt;
* &#039;&#039;&#039;Qro&#039;vesi&#039;&#039;&#039; - 2 degrees - Qrvs. - Graduate&lt;br /&gt;
* &#039;&#039;&#039;Qu&#039;vesi&#039;&#039;&#039; - 3 degrees - Quvs. - Star Graduate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insults, Slurs, and Crude Slang&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Terms that are considered rude or otherwise impolite by Skrell in general.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sims&#039;&#039;&#039; - abbreviated version of simians, a slur for humans. &lt;br /&gt;
* &#039;&#039;&#039;Labber&#039;&#039;&#039; - abbreviated version of sympathizers of Glorsh, from &amp;quot;collaborator&amp;quot;. It is considered a slur. &lt;br /&gt;
* &#039;&#039;&#039;Skinjob&#039;&#039;&#039; - a derogatory slur for synthetic shells.&lt;br /&gt;
* &#039;&#039;&#039;Canner&#039;&#039;&#039; - a derogatory slur for synthetics.&lt;br /&gt;
* &#039;&#039;&#039;Inclems&#039;&#039;&#039; - an abbreviated version of Inclements, meaning unpleasantly cold. A slur for the Tajara. &lt;br /&gt;
* &#039;&#039;&#039;Ratsnatcher&#039;&#039;&#039; - another derogatory slur for Tajara that originated in the Starlight Zone.&lt;br /&gt;
* &#039;&#039;&#039;Wasters&#039;&#039;&#039; - an abbreviated version of Wastelanders, which stems from the situation on Moghes. It is a slur for Unathi.  &lt;br /&gt;
* &#039;&#039;&#039;Senseless&#039;&#039;&#039; - non-Skrell not outfitted with a psionic implant. It is also used to describe someone who has a dull mind.&lt;br /&gt;
* &#039;&#039;&#039;Orb&#039;&#039;&#039; - a common container used in the transporting of Xu’Xi Gas.&lt;br /&gt;
* &#039;&#039;&#039;Sqrug&#039;&#039;&#039; - normally a derogatory term for an addict of Xu’Xi or other drugs that has no future. Said by non-users; can also be used in jest between Gasriders or as a general expletive.&lt;br /&gt;
* &#039;&#039;&#039;Gupkala/Guppies/Gup/Guppy&#039;&#039;&#039; - a mocking word for law enforcement within the Federation or abroad.&lt;br /&gt;
* &#039;&#039;&#039;Grotto&#039;&#039;&#039; - a rundown building in which Xu’Xi gas is inhaled. Thought to originate from the Weishii faith, which uses groves and grottos as places of worship.&lt;br /&gt;
* &#039;&#039;&#039;Piisz&#039;&#039;&#039; - a batch of synthetic Xu’Xi or Xu’Xi of questionable quality.&lt;br /&gt;
* &#039;&#039;&#039;Toady/Toad&#039;&#039;&#039; - a criminal or otherwise disreputable Skrell. Refers to how these individuals give other Skrell a bad name, and contribute to the xenophobia they face. &lt;br /&gt;
* &#039;&#039;&#039;Coral Stem&#039;&#039;&#039; - inhaler from which Xu’Xi gas is ingested from.&lt;br /&gt;
* &#039;&#039;&#039;Drylister&#039;&#039;&#039; - a Skrell (or non-Skrell) who has been born abroad but finds themself under Federation surveillance by the Ruupkala due to perceived deviancy against the Nralakk Federation; landing them on the “drylist”. The topic of the drylist is considered taboo by regular Federation citizens.&lt;br /&gt;
* &#039;&#039;&#039;Tidal/Tided&#039;&#039;&#039; - Something being absurd or otherwise dangerous, or someone who is insane. Comes from &amp;quot;Insanity of the Tides&amp;quot;, a neurological disorder found in Skrell.&lt;br /&gt;
* &#039;&#039;&#039;Chapped&#039;&#039;&#039; - as in chapped skin. General insult to someone&#039;s appearance. Can also be used to refer to non-Skrell in general.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sayings&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;I&#039;ve Tup&#039;d&#039;&#039;&#039; - a form of &amp;quot;I&#039;ve won&amp;quot;, or &amp;quot;I&#039;ve peaked.&amp;quot;  &lt;br /&gt;
* &#039;&#039;&#039;I&#039;ve been Tup&#039;d&#039;&#039;&#039; - a form of &amp;quot;I&#039;ve lost&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Wake up&#039;&#039;&#039; - a dismissive form of saying an individual is lazy.&lt;br /&gt;
* &#039;&#039;&#039;Algae&#039;&#039;&#039; - shorthand for &amp;quot;all good&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Mudvein&#039;&#039;&#039; - a word used to describe withdrawal symptoms of Xu&#039;Xi gas since withdrawal is said to feel like mud flowing through your veins. As an extension to this, &amp;quot;Mudlover&amp;quot; refers to someone who is constantly on and off drugs.&lt;br /&gt;
* &#039;&#039;&#039;Too moist&#039;&#039;&#039; - a scornful way of saying an individual is too traditional, and not adapting to modern culture.  &lt;br /&gt;
* &#039;&#039;&#039;Too dry&#039;&#039;&#039; - a scornful way of saying an individual is far too progressive, radical even.&lt;br /&gt;
* &#039;&#039;&#039;Zipped&#039;&#039;&#039; - to be high on Xu’Xi Gas.&lt;br /&gt;
* &#039;&#039;&#039;The stars grow brighter&#039;&#039;&#039; - a euphemism for an individual dying. &lt;br /&gt;
* &#039;&#039;&#039;Steel Rained&#039;&#039;&#039; - 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&#039;s similar to the phrase &amp;quot;being stonewalled&amp;quot; as these orbital installations crashing down heavily disrupted attempts to recover from Glorsh-Omega&#039;s rule.&lt;br /&gt;
* &#039;&#039;&#039;Stars and void&#039;&#039;&#039; - a general exclamation, usually out of shock or frustration.&lt;br /&gt;
* &#039;&#039;&#039;Stars damned/Void damned&#039;&#039;&#039; -  a general exclamation, usually out of anger. Can also be used in surprise, similar to &amp;quot;well I&#039;ll be damned&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Stars guide&#039;&#039;&#039; - a polite way of saying farewell.&lt;br /&gt;
* &#039;&#039;&#039;Shelled/kelped&#039;&#039;&#039; - sold or wagered. Originates from the currency of the Nralakk Federation, which is shaped like seashells or strands of pressed kelp.&lt;br /&gt;
* &#039;&#039;&#039;Ink-stained/Inky&#039;&#039;&#039; - a concept, object, or person that brings sadness or stress. Refers to the ink-black tear stains that surround a Skrell&#039;s eyes as a result of stress.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is also a more expressive, non-verbal form of language that is known as &#039;&#039;&#039;Nral&#039;Balak&#039;&#039;&#039; by the Skrell, which developed naturally in response to the difficulties of expressing emotion while in the presence of other species. It has been observed that Skrell feeling &#039;&#039;&#039;upset&#039;&#039;&#039;, or &#039;&#039;&#039;disgruntled&#039;&#039;&#039;, may blow their cheeks out, similar to that of the Solarian Anura Species - which has added onto the slur of calling the species &amp;quot;Frogs&amp;quot;. It is also notable that some scrunch their headtails up, emitting several chirrups that are deliberate and obtusely released, sometimes even narrowing their eyes in an attempt to make themselves seem much larger and more aggressive than they actually are. It is theorised that this is a holdover from the species&#039; early days, when predators and other fatal situations were more commonplace.&lt;br /&gt;
&lt;br /&gt;
The feeling of &#039;&#039;&#039;happiness&#039;&#039;&#039; or &#039;&#039;&#039;euphoria&#039;&#039;&#039; amidst the Skrell is one of the &amp;quot;easier&amp;quot; emotions to discern. Skrell will use a varied mixture of headbobbing, shrills, and positioning of their headtails to convey their joy -- such as curling their headtails and warbling in a much higher pitch than normal. Skrell are also observed to struggle to contain their joy, resulting in such often spilling over into the rest of their body and making rather spasmodic events (such as rapidly blinking) a rather obvious sign of their happiness. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sadness&#039;&#039;&#039;, or even &#039;&#039;&#039;melancholia&#039;&#039;&#039;, within Skrell is one of the harder emotions to convey for the Skrell -- or at least, harder for other species to understand. Dissimilar to other species within the Orion Spur, emotional pain often translates to physical pain for the Skrell. Several studies have linked the pronounced Zona Bovinae of the species to this biological feature, which is often displayed through several gestures: quiet, low chirps; shifting of their headtails to hide their neck; fidgeting and rubbing of the headtails and/or digits; and lastly avoidance of eye contact. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Confusion&#039;&#039;&#039;, or even &#039;&#039;&#039;fear&#039;&#039;&#039;, is yet another &amp;quot;easy&amp;quot; emotion to discern amongst Skrell. Confusion has been noted to almost force Skrell to emit a mixture of both high-pitch and low-pitch blends of both warbles and croaks, alongside continuous shifting of their head from one side to another. It is said this is to allow optimal processing of audible information, such as someone speaking or noises within the dark. Skrell also have the innate need to cover their neck with their headtails, hiding their digits and opening their eyes wide. It is believed through their evolution, Skrell adapted to protecting the most vital points of their anatomy to ensure their survival in the event they were attacked and forced to flee.&lt;br /&gt;
&lt;br /&gt;
== Notable Information ==&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Nralakk Federation, there is a sizeable number of Skrell that have been born in human space. In the [[Skrell_Culture#Different_Eras_of_Skrell| Radiant Era]], Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Federation space started to appear, especially on notable planets such as [[Mictlan]] and [[New Gibson]] to [[Skrell Abroad|name a few]]. These children &#039;&#039;&#039;still enjoy&#039;&#039;&#039; Federation citizenship by birth due to how the Federation considers all Skrell to be its citizens, but due to also being considered citizens of their birth nation are typically protected to some degree; Skrell born in the Republic of Biesel are protected from deportation or other Federation actions, for example, which also extends to Skrell who have enlisted in the Tau Ceti Foreign Legion. For more information on how Skrell born outside the Federation are viewed by the Federation, see [[Guide_to_Citizenship#Nralakk_Federation_and_Citizenship|here]].&lt;br /&gt;
&lt;br /&gt;
===Glorsh-Omega===&lt;br /&gt;
&lt;br /&gt;
Roughly four hundred years ago, the Tyrannical Skrell AI known as “Glorsh-Omega” took control of the Federation practically overnight. Under the [[Skrell Synthetic Age|Reign of Glorsh-Omega]], the Skrell faced horror after horror, including &#039;&#039;&#039;forced sterility and systematic euthanasia.&#039;&#039;&#039; Glorsh-Omega was rapidly self-improving itself during its rule, and reached such a point it was arresting Skrell due to highly advanced predictive algorithms that claimed these Skrell would rebel against it. Many Skrell choose to cooperate with the AI, for fear of their lives and the promises of Glorsh to fulfill their desires.&lt;br /&gt;
&lt;br /&gt;
At the culmination of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], the AI mysteriously vanished in what could only be described as an implosion. The Skrell were left to pick up the pieces of their destroyed Federation, without any assurance their Overlord was truly dead...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note: By playing Glorsh Sympathizers born inside the Federation, you are running a serious risk of canonically losing your character.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Faith&amp;diff=31444</id>
		<title>Skrell Faith</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Faith&amp;diff=31444"/>
		<updated>2024-01-10T01:34:27Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Skrell Faith=&lt;br /&gt;
Skrell faith has changed over the millenia, but the overlapping theme in all Skrell religions is the reverence of the stars. While other species eventually developed their faiths further the Skrell maintained this deification of stellar bodies since their inception, influencing their views on space and scientific advancement even today. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Qeblak == &lt;br /&gt;
As Qeblak relies on astronomy and other sciences to practice the faith, it is seen as the more academic Skrellian religion. Those who practice Qeblak are more likely to emphasise the importance of knowledge and learning when compared to Weishiin Skrell. Qeblak is also seen as the religion most favoured by the Nralakk Federation by its critics; its centralised hierarchy and established orthodox doctrine allow greater control, making it an effective tool to ensure its followers are loyal to the Federation. The Nralakk Federation officially makes no distinction between Qeblak and Weishii, treating both as equally sanctioned religions within Federation space, however some discrimination has been unofficially noted, with the Federation favoring Qeblak followers over Weishii followers in reality.&lt;br /&gt;
===History===&lt;br /&gt;
The roots of Qeblak were first established in its predecessor religion, Qe’qlak, which was a religion that worshipped and deified the stars as gods. However, as Skrell society progressed, the Great Schism occurred around 5500 BCE, which occurred after an unknown priest began to preach a more scientific interpretation of Qe&#039;qlak based on the practice of Zareq’Eaq, or Cosmic Mathematics, a principle combining astronomy, mathematics, and astrological theory to plot and track changes in stellar bodies and define meaning from them. The introduction of science into religion caused a massive rift in Skrell society at the time as understanding of the nature of the stars became more understood, and many heresies or offshoots of Qe&#039;qlak began to take root. Qeblak, because of its favour with the more educated and higher-status Skrell that it appealed to, was promoted heavily to tribal leaders and the masses that these Skrell held influence over. This allowed it to cement itself firmly during the Schism and would soon make it the dominant faith on Qerrbalak, overtaking Qe&#039;qlak and any other minor sect that sprouted during this time, sequestering them to small isolated tribes and conservative Skrell who were resistant to change.&lt;br /&gt;
Qeblak went under massive reform with the formation of the First Nralakk Federation, primarily in the form of a rigid, hierarchal clergy that made it resistant to theological drift as the Skrell expanded out towards the stars. Its guiding doctrines allowed Qeblak to withstand the millennia; where there was a massive cultural, scientific, and societal change, Qeblak relatively stayed the same as it was when it was first formed, only seeing reform when it best suited the Federation and its aim of keeping the Skrell united. This said, Qeblak&#039;s ability to unite the Skrell has waned post-Glorsh. Its well-established history and favour by the Federation Government has allowed it to stay popular well into the 25th century, but the popularity of Weishii now threatens its dominance as the primary Skrell faith.   &lt;br /&gt;
&lt;br /&gt;
=== Practices ===&lt;br /&gt;
Followers of Qeblak believe that calculations through a process known as Zareq’Eaq, or Cosmic Mathematics,  it is possible to predict terrestrial events from celestial observations. These events include those that can be observed through regular astronomy while including more astrological and religious ideas. An observation of a moon&#039;s orbit, along with the time of year, its current phase, and other factors can be combined to create a prediction on how these events will impact local events from mood changes to agricultural yields and natural disasters.  Zareq’Eaq involves an extremely confusing practice of calculations of star positions and constellations that often takes decades to master, and most non-clergy find this impossible to do, instead relying on Starkeepers. Skrell proficient at Zareq’Eaq will often find themselves working in the field of bluespace navigation, due to their mathematical prowess. It is not unusual for Qeblak clergy to have served a stint on a Federation vessel as a bluespace navigator as a result. Bluespace Navigat Interestingly, the C’thur hive’s Vaurca have shown to be extremely adept at this practice, to the point where they are often sought out as Starkeeper assistants due to their proficiency in Zareq’Eaq. Their actual belief in the faith is not considered a barrier by many in the Qeblak clergy, with many Starkeepers and Starchanters appreciating the ease in workload.&lt;br /&gt;
&lt;br /&gt;
Members of the Qeblak faith come together on a biweekly basis at their local Observatory Dome, a building that acts as both a church and a place of astronomical study. The [[Nralakk Federation]] does its best to ensure that at least one Observatory Dome is within a reasonable distance per thousand Qeblak followers, and that everyone has reasonable access to its facilities.&lt;br /&gt;
Starkeepers are the hosts of these Domes, more senior members of the Qeblak faith who are tasked with the maintenance of the building, while also being in charge of organising events where members of the community can practice the faith. The more common events involve lectures on a given galactic entity such as stars, planets, or nebulae, which are showcased using holographic projectors to allow attendees to see and experience what is being covered. Non-Skrell who attend these events describe it as an ethereal experience.&lt;br /&gt;
&lt;br /&gt;
Outside of the Federation, Observatory Domes can vary in terms of quality and ease of access. In [[Tau_Ceti|Tau Ceti]] in particular, the [[Starlight_Zone|Starlight Zone]] in &#039;&#039;&#039;Mendell City&#039;&#039;&#039; is the only location with established observatory domes, with most being located in the Lekan District. These domes are not as spectacular as those found in the Federation, with only a handful having access to the holographic projection equipment necessary to provide a similar experience as Domes in the Federation. There are also a few Observatory Domes located within Severson City, and are more unique in that they are built upon mobile barges that go out to sea for their biweekly events. These barges are quite small, however, meaning that many Qeblak followers within Severson are forced to cross into the Lekan District to practice their faith, much to their annoyance.&lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
Qeblak is governed by only particular Skrell, those demonstrating extraordinary psionic prowess. It is believed that only the most powerful of psionics are capable of accurately gleaning information from astronomical objects, and translating the information received from them. The clergy, known as the &amp;quot;Qyu-Nyala&amp;quot;, is composed of different ranks depicting how far a Skrell is on their journey as religious leaders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note: The highest rank a character can be playable as is a Starkeeper.&#039;&#039;&#039;&lt;br /&gt;
==== Qe&#039;Puu - Starpages ====&lt;br /&gt;
&lt;br /&gt;
The Qe&#039;Puu are the youngest, usually around the ages of 40 - 50 years old. They are typically Skrell with high psionic potential that have chosen to devote their lives to Qeblak, and will undergo apprenticeships to observe and learn from those that have come before them. They will remain as Qe&#039;Pluu until they successfully pass a series of tests - both in knowledge and psionics. They usually tasked with menial labour, such as organizing a higher-ranking member&#039;s astrological charts or cleaning the places of religious worship - a massive temple that has a glass ceiling to enable transparent viewing of the sky above known as &amp;quot;The Observatory Domes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Qe&#039;Naho - Starkeepers ====&lt;br /&gt;
&lt;br /&gt;
The Qe&#039;Naho are above the Qe&#039;Puu, and are described as the &#039;protectors of Qeblak&#039;. The Qe&#039;Naho are seen as the next generation of Skrell that will lead the religion and as such are expected to ensure the protection of the faith through rigorous studying of the doctrines, and uphold it at all times. Qe&#039;Naho can only ascend the ranks of Qeblak if a higher-ranking member retires, which shifts the hierarchal system that guides the faith. Starkeepers act as counsellors, advisors and community spiritual leaders.&lt;br /&gt;
&lt;br /&gt;
==== Qe&#039;Bqak - Starchanters ====&lt;br /&gt;
&lt;br /&gt;
The Qe&#039;Bqak are the highest-ranking members of Qeblak, and are considered masterful psionic wielders. They study astronomical objects, transcribing them into Lu-Qsi (Abyss Journals). Skrell that receive this position are expected to retire once they believe they have completed their work, with the culture of the Skrell usually resulting in them retaining the position until their death. Qe&#039;Bqak are the only members of the clergy allowed to give advice to the Grand Councillor.&lt;br /&gt;
&lt;br /&gt;
==== Qe&#039;Kasho - Starseeker ====&lt;br /&gt;
&lt;br /&gt;
The Starseeker is a role of authority within the Qeblak faith, with the main responsibility of managing and organising the clergy. It has no authority outside of matters related to Qeblak, and while superior to Starchanters within the faiths internal structure, the Starseeker is unable to provide advice to the Grand Council in any official capacity. Becoming a Starseeker can only be attained through assignment by Starchanters through a divination ceremony, performed soon after the death of the last Starseeker. The ceremony itself requires five of the most senior Starchanters to come together at the Qeblak&#039;i archive, who will discern who will be the next Starseeker based on their findings. &lt;br /&gt;
&lt;br /&gt;
There are no official requirements to being a Starseeker other than being a fully grown adult (by Skrellian standards), and to be a member of the Qeblak faith, but all recorded Starseekers have so far been Skrell of high psionic aptitude and are typically primary numericals within Federation society.&lt;br /&gt;
&lt;br /&gt;
=== Holy Prayers of Qeblak ===&lt;br /&gt;
&lt;br /&gt;
==== Miasmic Cluster (Gaqq-qu&#039;ya) ====&lt;br /&gt;
This prayer is used to ask for forgiveness, especially so when a Qeblak adherent violates one of the main doctrines of Qeblak. In the Federation, this is a popular method of attempting to salvage a low social credit score - by pleading forgiveness from the Stars in hopes that the Federation takes note and increases their credit score.&lt;br /&gt;
 From the path one fell,&lt;br /&gt;
 where their duty lay neglected,&lt;br /&gt;
 there is only forgiveness to ask,&lt;br /&gt;
 of the cosmos that has yet to be traversed,&lt;br /&gt;
 allow one time to re-ascertain their goals,&lt;br /&gt;
 and return to the path aligned for them.&lt;br /&gt;
&lt;br /&gt;
==== Beginning of the Protostar (Wetl&#039;qu-Qih) ====&lt;br /&gt;
This prayer is used to signify “new beginnings.” This prayer is commonly used after a Skrellian egg hatches, after a coming-of-age ceremony, and after a Federation citizen undergoes the process of rehabilitation.&lt;br /&gt;
 The humble beginnings of all,&lt;br /&gt;
 the start of a process anew,&lt;br /&gt;
 all that one asks is for the stars to align,&lt;br /&gt;
 and grant aid in the future to come, &lt;br /&gt;
 so that one can travel the path created, &lt;br /&gt;
 for it is only through obedience,&lt;br /&gt;
 can one strive for success. &lt;br /&gt;
&lt;br /&gt;
==== Devourer of the Cosmos (Eqqa-Luyal) ====&lt;br /&gt;
This prayer is used exclusively in funerals and death rites, to ensure that the soul of the given dead person will be properly guided by the stars.&lt;br /&gt;
 Hallowed cosmos,&lt;br /&gt;
 custodian of life and death,&lt;br /&gt;
 the price has been paid,&lt;br /&gt;
 align the stars and guide,&lt;br /&gt;
 the souls of stardust,&lt;br /&gt;
 that have since left our world.&lt;br /&gt;
&lt;br /&gt;
==== Star-Bright (Qu-qu&#039;qu) ====&lt;br /&gt;
This prayer asks for the protection of the stars, commonly used before entering a risky situation, examples including a hull breach, a gunfight, and before piloting a shuttle.&lt;br /&gt;
 Shining bright amongst,&lt;br /&gt;
 the most blessed of stars, &lt;br /&gt;
 it is the cosmos one calls,&lt;br /&gt;
 to give it praise and admiration,&lt;br /&gt;
 its beauty ever-unfolding,&lt;br /&gt;
 its rage known, &lt;br /&gt;
 one can all but ask,&lt;br /&gt;
 for protection. &lt;br /&gt;
&lt;br /&gt;
=== Marriage &amp;amp; Death ===&lt;br /&gt;
&lt;br /&gt;
Marriage is considerably different for Skrell, as their relationships are typically not as monogamous as the other species found within the Orion Spur. Ancient followers of Qeblak created a ceremony for the joining of various Skrell, eventually calling it the &amp;quot;Pairing of the Stars&amp;quot; or &amp;quot;Quy-aqa&amp;quot;, which has survived for thousands of years and evolved to what it is today.  The ceremony is considered incredibly intimate, and a sign that the Skrell within the newly forming Quya respect the foundations of the union. The actual planning of the ceremony can take years, with minute details considered highly important to the result of the ceremony. Most will take place within the Observatory Domes, hosted by the same number of Starkeepers as there are Skrell willing to form a union. &lt;br /&gt;
&lt;br /&gt;
The actual ceremony will commence just after sunrise, and is expected to occur throughout the whole day. Skrell from the Quya will select a Starkeeper, who will eventually be told about the respective Skrell&#039;s wishes and desires in regards to the formation of the Quya. After the process has concluded the various Skrell will be escorted to a circular altar, where they will each stand opposite of another and join hands. The Starkeepers will then circle around the union, each psionically expressing the knowledge given to them by those within the forming Quya. After this is done, the Skrell will psionically bond through the use of a process known as &amp;quot;mind-melding&amp;quot;. This process is the final step in the ceremony, and is meant to symbolize the attachment to each Skrell within the Quya. Should they wish, the Quya will then be registered within the Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
Death is not considered the end by the Skrell; merely a temporary transition between what is here, and what is within the cosmos. Qeblak describes death as being an invitation to join the cosmos, whether as the smallest comet or the largest quasar, all Skrell are said to join those who have already departed. The most common method for post-mortem instructions is burial, so that the body can be reabsorbed back into the environment it stemmed from. &lt;br /&gt;
&lt;br /&gt;
=== Doctrines ===&lt;br /&gt;
&lt;br /&gt;
The Doctrines of Qeblak, or known as the &#039;&#039;&#039;Qrikiqi&#039;&#039;&#039;, is a set of virtues which constitute the major practices of Qeblak. They are: &lt;br /&gt;
&lt;br /&gt;
*Waaq Qrikiqi: Studious (Nral&#039;Malic: Wa&#039;Pii)&lt;br /&gt;
&lt;br /&gt;
Studying and the gaining of knowledge is a cornerstone of both Skrell culture and the Qeblak faith. In context, this virtue is the studying of the stars and constellations, and divining meaning from the viewers interpretations.&lt;br /&gt;
&lt;br /&gt;
*Laqiq Qrikiqi: Obedience (Nral&#039;Malic: Laqiq)&lt;br /&gt;
&lt;br /&gt;
The virtue of obedience can be interpreted in many ways, but is normally recognised by practitioners as viewing and accepting the teachings of Starkeepers and Starchanters. Another interpretation commonly held is obeying the will of the universe.&lt;br /&gt;
&lt;br /&gt;
*Qowii Qrikiqi: Tolerance (Nral&#039;Malic: qo&#039;Wiq)&lt;br /&gt;
&lt;br /&gt;
Like obedience, tolerance can be interpreted in multiple ways. Most accept that its meant in a more general form, and that followers should show tolerance for what the constellations say, and how sometimes you may not receive the interpretation you wanted. Alternatively, it can also be seen as tolerance for those not of the Qeblak faith as well as non-Skrell.&lt;br /&gt;
&lt;br /&gt;
*Vri&#039;Wii Qrikiqi: Diligence (Nral&#039;Malic: Vqiwii)&lt;br /&gt;
&lt;br /&gt;
Diligence is one of the more straightforward doctrines of the faith. The proper study of the constellations must be made in order to receive the most accurate interpretation.&lt;br /&gt;
&lt;br /&gt;
*Nlamo Qrikiqi: Patience (Nral&#039;Malic: Nlaq&#039;Wo)&lt;br /&gt;
&lt;br /&gt;
Patience, like above, is a straightforward doctrine. Patience, diligence, and study are all needed in order to properly read the constellations, but patience is taught in particular as rushing to conclusions ultimately leads to false readings.&lt;br /&gt;
&lt;br /&gt;
== Weishii ==&lt;br /&gt;
&lt;br /&gt;
A relatively &amp;quot;newer&amp;quot; belief within the Nralakk Federation; Weishii is a schism of Qeblak that flourished during the post-Glorsh reconstruction of the Skrell species. &lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Weishii first took its roots from a prominent Lyukal leader, Qare’Zaq Marayar, who was one of the fighters who took part in the [[Skrell_Synthetic_Age#Culmination_of_Glorsh-Omega|Tri-Qyu assault]]. Marayar became disillusioned after Glorsh&#039;s rule, unable to fully come to terms with the consequences of the tyrant&#039;s reign and becoming heavily religious in the years after as a result. Unsatisfied with Qeblak and concluding that it could not fully answer their questions on life, especially after Glorsh-Omega&#039;s treatment of the Skrell, Marayar began exploring other means of communing with the stars. Marayar claimed that through spirituality only the true meaning of the stars can be ascertained. Many Skrell, traumatized and battered from the chaos that Glorsh wrought upon them, took solace in this belief. Despite the Federation being fractured, Weishii began spreading steadily, originating in the Traverse and being spread through the mass migration of Skrell followers into both the core and Traverse systems as part of the Federation&#039;s reconstruction efforts. Around 2163, the Ron’tor’aq was published, a series of intricate teachings on the Weishii faith published by Marayar themselves, and this book quickly became the cornerstone of Weishii beliefs. By the time the [[Tresja Agreement]] took place and the Federation was officially reunified, there was a substantial population of Weishii followers, and the religion took hold, particularly in the Traverse where many planets suffered heavy devastation as a result of the post-Glorsh cataclysm that occurred. However, from the start, there was always conflict with Qeblak. Debates were commonplace, , with one of the most notable ones being the Haq’Zaq debate, in 2200, held on Mount Haq’Zaq on Qerrbalak. This debate was held over the course of a week and concluded with the Federation officially recognizing Weishii as a distinct religion from Qeblak despite pushback from the clergy and more traditionalist devotees of Qeblak. &lt;br /&gt;
Attitudes towards Weishii further declined as the Federation’s elite began espousing the importance of unity and the Nlom Relay network was restored. While not explicitly prohibiting the religion, many idols began to criticize the unorganized and spiritual fashion of Weishii compared to the more stringently organized and well-established Qeblak. &lt;br /&gt;
Towards the present day, many members of alternative religions such as Kir’gul and Suur’ka have flocked to Weishii due to its decentralized nature and looser oversight from the Federation. The disorganized nature of the Weishii has resisted Federation attempts to implement a formal hierarchal structure, with Weishii sects often choosing religious clergy through democracy instead of strict criteria. Weishii sects are especially prominent as one goes further out into the Traverse, with Skrell living there finding themselves less inclined to follow Federation ideals due to the conditions they face and a generally weaker presence of the Nlom. Following first contact, there has been a noticeable migration of Weishii followers out of the Federation, claiming that they felt persecuted by the rest of Federation society. While Weishii is still widespread, their followers are rarely in the high castes of Skrell society.&lt;br /&gt;
&lt;br /&gt;
=== Beliefs ===&lt;br /&gt;
&lt;br /&gt;
Weishii follows a decentralized belief system, with certain religious beliefs and rituals differing widely throughout each sanctuary. However, the main belief of Weishii is the ability to gain a more spiritual understanding of the universe through both private and communal meditation, which involves intense emotional experiences shared with other Skrell, contrasting with the rigid calculations and mathematics of Qeblak. These spiritual experiences are often assisted through the religious use of the plant Wulumunusha. Weishii followers believe that through consistent meditation, believers can become highly attuned with a form of Srom manipulation known as the Qu’Srom, or the Star Dream, through which  believers claim to have a direct connection with the stars. Wulumunsha is often cited in the Ron’tor’aq as a tried and true path to achieve a psionic connection with the stars, with a common practice involving observing constellations or performing a qwei’paqui drawing, imbibing a wulumunsha tea, and entering the Srom. &lt;br /&gt;
&lt;br /&gt;
The Qu’Srom is often done in conjunction with a large gathering of Skrell at Weishii sanctuaries, as it allows for high-scale dream modification that enhances the divination process with the stars. A more personal version of this ritual can be done either alone or with a small group, but this is more common when a believer finds themselves without a nearby Weishii Sanctuary or while traveling. Skrell who perform Qu’Srom rituals regularly has shown a higher level of activity in their Zona Bovinae during Srom. They have shown proficient levels of skill within the Dream, able to do feats of dream manipulation uncommon to most Skrell. This phenomenon is especially pronounced in Weishii masters and journeymen.  Believers who claim to have achieved this attunement describe it as “having their brain divinely imprinted with an intense understanding of the universe and life itself.” Qeblak believers vehemently deny this concept, the phenomenon being considered just a matter of practice in the Srom and having nothing to do with divine blessing.&lt;br /&gt;
&lt;br /&gt;
While Weishii and Qeblak follow the same basic belief of finding divinity in the stars through observing constellations, their beliefs often come into conflict.  While Qeblak might encourage heavy education, both recognized academic education such as astronomy and education more related to religious concepts, to gain true knowledge of the cosmos, along with rigid calculations and scientific methods, Weishii believes the same may be achieved by guided meditation and the use of psychedelics, along with strong emotional experiences shared with other Skrell. However, compared to the average Skrell, Weishii followers consume wulumunsha at a higher rate and regularly use it for Qwei’Paqui readings, which is often seen by other Skrell as a form of overindulgence, especially by those who have a high Social Credit Score. This has led to a popular stereotype of devout Weishii believers being known as lazy layabouts compared to their Qeblak counterparts, and overall unideal citizens. Evidence of this can be seen by critical observers of the Social Credit System, who note that there are very few Weishii followers who are upper Secondaries or higher.&lt;br /&gt;
&lt;br /&gt;
Weishii relies on natural groves, jetties, grottos, thickets, coves, and other secluded areas that provide suitable sanctuaries to practice the faith. This reliance on nature has resulted in it playing an important role in the Weishiin faith; followers are more likely to have an appreciation for nature, while the more ardent followers will practice vegetarianism or veganism. Weishii as a whole does not put as much emphasis on academia when compared to those who follow Qeblak, although they are still subjected to the same cultural expectations of the Nralakk Federation. This has led to a trend where many Weishii followers abstain from Depth College, claiming that the intense schooling is disruptive to their beliefs and spirituality, and hinders their path to reaching full divinity from the stars. Many Weishii followers will stop their education after their first or second degree, with those holding more than two degrees typically being converts or followers who require three degrees for one reason or another.&lt;br /&gt;
&lt;br /&gt;
=== Treatment within the Federation ===&lt;br /&gt;
Weishii has long been regarded by many Skrell to be a religion that breeds laziness and goes against the academic culture that Skrell is known for, a belief that becomes even more prominent when looking at high-scoring Skrell within the Social Credit System. The Nralakk Federation officially makes no distinction between Qeblak and Weishii, treating both as equally sanctioned religions within Federation space. However, in practice, Qeblak is the religion most favored by the Federation, and the Federation prefers this division between the two faiths.  Weishii members often struggle to achieve upward mobility in the social credit system compared to their Qeblak peers, with the Federation citing that these citizens &amp;quot;simply do not uphold the same level of commitment to the values core to the Nralakk Federation” when asked for reasoning for their stagnant social credit score.  A majority of Primary Numericals are devout Qeblak followers and often look down on Weishii, while Primary Numericals who do follow Weishii tend to avoid bringing attention to that fact to prevent any repercussions.&lt;br /&gt;
Weishii and Qeblak followers often have conflicts abroad due to the difference in beliefs and popular stereotyping of Weishii followers as unproductive. While these conflicts rarely escalate to violence, the division between the two religions has only been widening throughout modern Skrell history. Many Weishii followers envy the privilege that Qeblak followers often have towards their Social Credit Score and general treatment. Popular stereotypes amongst Qeblak followers include Weishii followers holding anti-Federation beliefs, having low social credit scores, hailing from the Traverse, and in rare cases being subversive or members of a criminal organization.&lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
Weishii&#039;s hierarchy is based on age stratification; where the eldest, in terms of being a believer, are usually those that oversee the faith. The &amp;quot;clergy&amp;quot; is split into three categories, each being a distinct telling of how far a believer has progressed within Weishii. The entirety of the &amp;quot;clergy&amp;quot; is known as the &amp;quot;Weishiiq&amp;quot;. It is a very decentralized hierarchy, with the eldest of the Weishiiq typically left to make their own minor choices in regards to a sanctuary and how to teach. &lt;br /&gt;
&#039;&#039;&#039;OOC Note: The highest rank a character can be playable as is Journeyman.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Wei&#039;Qii - Apprentice ====&lt;br /&gt;
&lt;br /&gt;
An apprentice is a young believer, who either has yet to learn about the faith or is in the beginning stages of their studies in regards to the faith. They are frequently assigned to journeymen to be mentored in regards to Weishii, mostly associated with the Ron&#039;tor&#039;Aq and the brewing of wulumunusha extract within various liquids - mostly Dyn tea.  Apprentices are usually Skrell just out of Reefgarden schooling who have chosen to dedicate a considerable amount of time to memorizing the Ron’tor’Aq and training within the Srom. While Weishii beliefs and structure are variable, apprentices take an average of thirty to forty years before they graduate to the Journeyman stage.&lt;br /&gt;
&lt;br /&gt;
==== Wei&#039;Rii - Journeyman ====&lt;br /&gt;
&lt;br /&gt;
A journeyman is an older believer within the Weishii faith and has managed to successfully provide evidence of their teachings to a Master. They are considered to be the mentors of Weishii and are obliged to tutor the fledgling apprentices. They are typically well-versed in the teachings of the Ron&#039;tor&#039;Aq and are expected to obey the doctrines set forth by the holy text. Journeyman are the Weishii Clergy most likely to be seen abroad, as many sects expect an aspiring master to create a smaller-scale form of a sanctuary, usually in smaller towns or communities, such as space installations or rural communities, and to hone their skills both in and out of the Srom in preparation for the intensive trial of Srom’Paq. Journeyman have a more pronounced ability to manipulate the Srom compared to the average Skrell but have not risen to the strength of a true master yet. &lt;br /&gt;
&lt;br /&gt;
==== Wei&#039;Vii - Master ====&lt;br /&gt;
&lt;br /&gt;
The masters of Weishiiq have essentially passed through the chain from the lowly beginnings of an apprentice all through to the final stages of becoming a master; producing their own text that will be evaluated by the eldest of masters through the process of Kon&#039;ra&#039;Qii. Masters are also obliged to begin their own sanctuaries and foster a community in which believers can thrive and learn. Masters often lead Qu’Srom sessions and have a strong ability to manipulate dreams. Due to the decentralized nature of Weishii, there are no “true” criteria for becoming a master, although a popular way is the trial of Srom’Paq, or Dream Strength, which is a form of extremely psionically intensive dream manipulation challenges that gauge the aspiring master’s strength in leading and conducting Qu’Srom sessions, with examples being manipulating other Skrell within the dream and forcefully changing the entire dreamscape to their will. Masters are heavily monitored by the Sromkala while in the Federation, as the power they have to manipulate the Srom is almost unparalleled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Holy Scriptures of Weishii ===&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;For when there existed both light and darkness, &lt;br /&gt;
  there existed the cosmos. The benevolent energy,&lt;br /&gt;
  shared across the all-covering galaxy that would,&lt;br /&gt;
  be embued within the Skrell. It is only through,&lt;br /&gt;
  the understanding of oneself that one can,&lt;br /&gt;
  truly begin to ascend spiritually.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Defiance goes against the teachings,&lt;br /&gt;
  even in its simplicity. One cannot be defiant,&lt;br /&gt;
  and obedient to the teachings. It is only through obedience,&lt;br /&gt;
  can one achieve excellence.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Meditation within solace will yield,&lt;br /&gt;
  greater results than that of meditation,&lt;br /&gt;
  within the spur of a cacophony. Remaining,&lt;br /&gt;
  serene, even after the process of meditation,&lt;br /&gt;
  is a vital aspect for all students of the faith.&lt;br /&gt;
  Intrapersonal conflict must be dealt with,&lt;br /&gt;
  for the teachings to be useful.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
=== Marriage &amp;amp; Death ===&lt;br /&gt;
&lt;br /&gt;
The views on marriage for Weishiin are very liberal. It is considered not as a religious duty, and Weishii does not compel a person to be married. It does not force somebody to remain as a bachelor. It is not laid down anywhere that followers must produce children or regulate the number of children that they produce. It allows each individual the freedom to decide for themself all the issues pertaining to marriage. &lt;br /&gt;
&lt;br /&gt;
Despite the faith not considering it a religious duty, there are various traditions and customs that are expected to be followed by those that wish to form a Quya. The ceremony is considered incredibly private, with most being only witnessed by the Wei&#039;Vii initiating the Quya. The process is rather intimate, as the Skrell will all drink from a singular chalice spiked with wulumunusha extract - where they will then meditate and form a &amp;quot;Nlom&#039;akk&amp;quot; or a &amp;quot;Psionic Link&amp;quot;. This is meant to emphasize that the Skrell are no longer individuals, but a Quya.&lt;br /&gt;
&lt;br /&gt;
Weishii have similar beliefs to that of Qeblak in regards to death; it is merely a transitioning stage. Once a Skrell has passed, a small ceremony will be held within a sanctuary, where both the Quya and Clergy will sing various hymns. This meant to draw the spirit of the Skrell out of its body, before the final process of the funeral rites - cremation. If the hymns had not drawn the spirit out, the cleansing burn will force it out.&lt;br /&gt;
&lt;br /&gt;
=== Doctrines ===&lt;br /&gt;
&lt;br /&gt;
The Doctrines of Weishii, or known as the &#039;&#039;&#039;Wei&#039;Priqi&#039;&#039;&#039;, is a set of virtues which constitute the major practices of Weishii. They are: &lt;br /&gt;
&lt;br /&gt;
*Agrok Wei&#039;Kriqi: Determination (Nral&#039;Malic: Agro&#039;Qi)&lt;br /&gt;
&lt;br /&gt;
Determination is a key component to the Weishii faith. Determination to one’s self and one’s future but also determination to the faith and the community as a whole. This doctrine is focused on bettering the individual and those around them.&lt;br /&gt;
&lt;br /&gt;
*Ziroq Wei&#039;Kriqi: Serenity (Nral&#039;Malic: Zi&#039;ro-Qii)&lt;br /&gt;
&lt;br /&gt;
Serenity ties directly into the core tenets and practices of Weishii. This doctrine is often associated with the many meditations and tea ceremonies that are held by the Weishii faith. Followers of Weishii are often encouraged to be peaceful and serene in any situation.&lt;br /&gt;
&lt;br /&gt;
*Qanhe Wei&#039;Kriqi: Honesty (Nral&#039;Malic: Kan&#039;Chiq)&lt;br /&gt;
&lt;br /&gt;
Being honest is the way of the Weishii faith. Lying is frowned upon due to the impacts it can have on the community and the individual alike. For a community to arise and respect each other, everyone must be honest and forthcoming with their feelings and grievances.&lt;br /&gt;
&lt;br /&gt;
*Qlonii Wei&#039;Kriqi: Wisdom (Nral&#039;Malic: Wronoqi)&lt;br /&gt;
&lt;br /&gt;
Wisdom is highly regarded within the Weishii faith and it is said to be the hardest doctrine to fully understand. What wisdom means is ultimately up to the individual; however, those who consider themselves wise may be shocked to hear that others may not view them the same. This leads wisdom up to the interpretation of the individual, but also the community.&lt;br /&gt;
&lt;br /&gt;
*Wra&#039;Qos Wei&#039;Kriqi: Acceptance (Nral&#039;Malic: Qonros)&lt;br /&gt;
&lt;br /&gt;
Acceptance is fairly straightforward. Those with an open, and friendly, mind will be accepted into the faith with no issue as long as their intentions are pure. Weishii is also accepting of those willing to change and align with the core tenets. Being welcoming to those of all backgrounds is extremely important to the followers of Weishii and the community around them. Those who participate in deductive behaviors within the Nralakk Federation are said to be impure by the Weishii faith.&lt;br /&gt;
&lt;br /&gt;
== Shared Constellations ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The constellations deemed important by both Qeblak and Weishii followers:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Island&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:01island.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Loneliness. Introspection.  Earth.  Rising above, or, in certain orientations, sinking beneath.  Reality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hatching Egg&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:02egg.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: New beginnings. A fresh start.  Youth.  Life.  Excitement.  Ignorance.  Foolishness.  Joy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Star Chanter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:03singer.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Wisdom.  Spirituality.  Connection with the stars.  Connection to history.  Aloofness.  A rigid path. Air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Jiu’x’klua&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:04qlua.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Art.  Creation.  Loss.  Sadness.  Longing.  Communication. The imaginary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Stormcloud&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:05storm.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Conflict.  Shock.  Surprises.  Tension.  Endurance.  Strength.  Force.  Fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Gnarled Tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:06tree.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Age.  Wisdom.  Sickness.  Frailty, or, in certain orientations, toughness.  Rigidity.  Tradition.  Plantlife. Balance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Poet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:07poet.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Communication.  Progress.  Science.  Advancement.  Longing.  Art.  Expression.  Loneliness. Contentment.  Dreams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Bloated Toad&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:08toad.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Greed.  Arrogance.  Wealth.  Success.  Smugness.  Laziness.  Accomplishment.  Adulthood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Void&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:09void.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Death.  Endings.  Mystery.  The unknown.  Fear.  Danger.  Creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Qu’Poxiii&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:10qu.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Love.  Friendship.  Company.  Opposites.  Teamwork.  Happiness.  The material.  Safety.  Progress.  Support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fisher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:11fisher.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Hard work.  Stagnation.  Embarrassment.  Water.  Patience.  A long, but productive wait. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Qwei’Paqui - Astrological Tarot Cards==&lt;br /&gt;
&lt;br /&gt;
Before the Skrell were able to reach other planets the &#039;&#039;&#039;Qwei’Paqui&#039;&#039;&#039; (Stargazing Cards) were rarely used; they were ideal for times when there were no stars in the sky to be observed, but typically the tarot was ignored for more traditional stargazing events. Post-Space Age, however, the Skrell have found more utility in having tarot cards on hand. As the Skrell move further and further away from Nralakk, it becomes impossible to see the main constellations that have reverence in Qeblak or Wesihii, making the Qwei’Paqui important for those who wish to stargaze away from home.&lt;br /&gt;
&lt;br /&gt;
While not typically used by Skrell living in Nralakk, the Qwei’Paqui sees use by most Skrell in the Federation, with local decks including both the main Qeblak and Weishii constellations along with any local constellations that have been approved by the Qeblak church. The tarot also sees use outside of the Federation, with most Skrell communities such as Mictlan and New Gibson having their own local decks - the only exception to this being Europa, due to the colony being deep underwater.&lt;br /&gt;
&lt;br /&gt;
===Usage and How to Perform Readings===&lt;br /&gt;
&lt;br /&gt;
Readings are generally done using only the main constellations (those shared by Qeblak and Weishii) and the user&#039;s own minor constellations; cards with minor constellations that are not part of the user&#039;s home constellations are usually withdrawn from the deck, but can be kept depending on the deck owner’s attitude towards the minor constellations. For those who live in areas with no observable constellations, such as the Skrell on Europa, the Qwei’Paqui completely replaces stargazing. In these cases, only the main constellations shared by both Qeblak and Weishii are used. &lt;br /&gt;
&lt;br /&gt;
Qwei’Paqui cards can either be normal facing or reversed facing; normal facing is associated with positive attributes, while reverse facing is associated with negative attributes. For constellations that have more neutral attributes, the connotations rely on how the card is drawn; the attribute ‘social standing’ associated with New Gibson’s Iqi Star could be seen as a loss or gain in social standing depending on the card’s facing, for example.&lt;br /&gt;
&lt;br /&gt;
Card reading can also be used by those who are travelling, with the first instances of it being used this way dated to the Skrell Age of Sail; in the modern-day, those serving on Qukala vessels, trading ships, or otherwise travelling for long periods of time will use the Qwei’Paqui as a quick way of divining their fortune when being able to find constellations may prove difficult, or if stargazing would be too much of a distraction from more immediate concerns.&lt;br /&gt;
&lt;br /&gt;
While stargazing is seen as a communal affair, the Qwei’Paqui is seen as more personal since the individual draws their own cards. Sharing any divinations made is still common and tarot readings can be done as a group, but any interpretations that can be made are regarded as a personal matter that should not be assisted with. The only exception to this are the Qeblak and Weishii priests, who are seen as better educated in divination than your average Skrell, and are generally relied on by followers to offer insight in the event that they are unsure on how to interpret their observations. &lt;br /&gt;
&lt;br /&gt;
There are two types of readings that are common throughout Skrell society: Daily Readings and Bi-weekly readings. Daily readings became popular during Qerrbalak’s Age of Sail period; the violent weather patterns of the planet made travel by sea a dangerous affair up until modern sailing and weather prediction were innovated, which made regular tarot card readings popular for the more superstitious Skrell. Daily readings are performed by shuffling the deck and taking four cards, where one card acts as the centre, and the other three cards take place left, right, and above it. The centre card represents the main focal point of the matter, while the other three cards will describe the events surrounding it. Daily readings are only used on their own, and during times when stargazing would either be impossible or dangerous while travelling.&lt;br /&gt;
&lt;br /&gt;
Bi-weekly readings were the first method developed to use the Qwei’Paqui, being used in conjunction with stargazing events or on their own if the skies did not allow for stargazing with the naked eye. These readings tell a story by linking past, present, and future events together; Three cards are drawn after shuffling the deck, and from left to right are meant to represent an event that happened or will happen in the user’s past, present, and future. Any divination made using the bi-weekly reading is seen as separate from any readings made while stargazing if both are used at the same time, but they can be tangentially related.&lt;br /&gt;
&lt;br /&gt;
Outside of these readings, some Skrell are known to come up with their own way of divination through the Qwei’Paqui. This is typically done by Weishii followers due to the less dogmatic nature of the religion, while Qeblak followers tend to stay to the readings that are approved by the church.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Examples of Qwei&#039;Paqui cards&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Reading1.png|thumb|250px|left|An example of how a daily reading is laid out on a table.]]&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Reading2.png|thumb|center|An example of how a bi-weekly reading is laid out on a table.]]&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Tarot examples.png|thumb|right|Examples of non-Nralakk cards that can be typically found in Qwei&#039;Paqui decks.]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Syncretism of Skrellian Beliefs ==&lt;br /&gt;
&lt;br /&gt;
Due to the structure of both Qeblak and Weishii being more inclusive than most religions, the Skrell faiths have gained a small following of non-Skrell, most notably Humanity. The studying of stars and constellations from Qeblak, and the spiritual focus in the Weishii faith both appeal to those who follow nontheistic religions, such as Buddhism. This has also worked inversely, with some Skrell co-opting parts of Buddhist teachings that they believe compliment their own faith.&lt;br /&gt;
&lt;br /&gt;
Other than the religious aspects, Skrellian practices have found a small following in human circles, such as astrologists; Constellations and their interpretations are used similarly to how they would be used in the Skrell faiths, but without associating divinity to them or any other religious connotations. This has had mixed reactions from Skrell, with most opinions ranging from dismissiveness to annoyance.&lt;br /&gt;
&lt;br /&gt;
==Requirements for Employment With Megacorporations==&lt;br /&gt;
&lt;br /&gt;
To ensure that the role of Chaplain aboard Megacorporation facilities is carried out by qualifying personnel, the Nralakk Federation and Qeblak Starchanters have provided a list of requirements for those who wish to be employed as a priest. Potential applicants must:&lt;br /&gt;
&lt;br /&gt;
*Hold the title of &#039;&#039;&#039;Starkeeper&#039;&#039;&#039; within the Qeblak faith.&lt;br /&gt;
*Be &#039;&#039;&#039;at least 120&#039;&#039;&#039; years of age.&lt;br /&gt;
*Hold a degree in theological studies or a similar field, as well as a second degree related to astronomy.&lt;br /&gt;
*Have a minimum &#039;&#039;&#039;SCS of 6.7&#039;&#039;&#039; for Federation citizens.&lt;br /&gt;
&lt;br /&gt;
Due to the decentralised nature of Weishii, the Federation and notable Weishii followers have been unable to provide a clear list of requirements for Weishii priests. As such, the only requirement for an employed priest of the Weishii faith is that they are either currently a Journeyman or Master of the Weishii faith, and have received some form of formal education in theological studies.&lt;br /&gt;
&lt;br /&gt;
= Religious Holidays and Events =&lt;br /&gt;
&lt;br /&gt;
== Coming of Age ==&lt;br /&gt;
&lt;br /&gt;
=== Qeblak Ceremony ===&lt;br /&gt;
&lt;br /&gt;
For Qeblak believers, this ceremony is more like a religious exam. The Skrell who is going through the ceremony will enter their local observatory with their Starkeeper. The Skrell must then recite the Wetl&#039;qu-Qih, or &#039;Beginning of the Protostar&#039;. Once this is done, they will have to go through a rigorous exam where their knowledge of the faith is tested, before finally being given a set of constellations to identify. After identifying the constellations they must state what each constellation means to them while their mind is being read by the Starkeeper. Once the ceremony is finished, the Starkeeper will divine a &#039;fortune&#039; for the Skrell, giving them a glimpse of what their life will be like using the interpretations given earlier, as well as advice on how to ensure or alter this path. Afterwards, they are given a shoulder cape and greeted by their close friends and family as they celebrate.&lt;br /&gt;
&lt;br /&gt;
=== Weishii Ceremony ===&lt;br /&gt;
&lt;br /&gt;
For Weishii believers, the ceremony is a lot more relaxed, with an emphasis made on the person&#039;s spiritual readiness to become an adult, rather than testing. The ritual is hosted normally by a Wei&#039;Vii, a Master of the faith, and is more communal than the Qeblak ritual. The Skrell going through the rite will imbibe a special tonic made from wulumunusha extract while engaging in a spiritual discussion telepathically with the Master. Observers will then look on and chant; producing a low melancholy of warbling and croaking. The purpose of the discussion is for the Master to gauge the Skrell’s understanding of themselves and the cosmos. During the coming-of-age ritual, the master and the given Skrell slip into a deep sleep and commune privately in the Srom. This is where many Weishii Skrell make their first true “connection” with the stars. Using this information, the Master will give them parting advice at the end of the ceremony for them to reflect upon, with the aim of improving themselves as a person. Rarely, the younger Skrell may fail to commune with the stars, and they are considered to have made a connection to the void of space instead. This event is seen as a bad omen, and their coming of age may be delayed as the sanctuary&#039;s master attempts to counsel them.&lt;br /&gt;
&lt;br /&gt;
== Bright Nights ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bright Nights&#039;&#039;&#039; is a term used for two times of the year where the constellations important to the Qeblak and Weishii faiths are most visible on Qerrbalak; this is due to the orbit and rotation of the planet showcasing the optimal view of the constellations. In the summer, the constellations Hatching Egg, Jiu’x’Kula, Gnarled Tree, Poet, Qu’Poxii, and Fisher can be seen. In the winter, the constellations observed consist of The Island, Star Chanter, Stormcloud, Bloated Toad, and Void are most visible.&lt;br /&gt;
&lt;br /&gt;
Now that the Federation has expanded outside of the homeworld, Bright Nights have evolved into a religious ceremony where observers gather inside their local observatory and stargaze; often looking for their planet’s constellations. This is normally accompanied by hymns of warbling and croaks as well as the sharing of interpretations of constellations observed that night.&lt;br /&gt;
&lt;br /&gt;
= Suur&#039;ka and Kir&#039;gul =&lt;br /&gt;
&lt;br /&gt;
Suur&#039;ka and Kir&#039;gul are not religions themselves like Weishii and Qeblak are, but are ideological belief systems that some Skrell pick up alongside their faith. Due to the close ties of Qeblak and the Federation and the subversive reputation of both Suur&#039;ka and Kir&#039;gul however, Weishii is by far the more popular faith with adherents to either Suur&#039;ka or Kir&#039;gul. Due to Suur&#039;ka and Kir&#039;gul having different views on violence and the use of force as a general concept, the two are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
== Suur’ka ==&lt;br /&gt;
&lt;br /&gt;
Suur’ka is a Skrellian ideology that began in Skrellian resistance cells fighting against Glorsh-Omega. Suur’ka teaches that self-mastery and the collection of strength as means to overcome dangers, both with-in and with-out.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
Suur’ka began as an ideology during the reign of Glorsh-Omega as a practiced state of mind to keep up resistance against the AI. After Tri-Qyu, the ideology gained major popularity for a time in the form of hardened resistance veterans. The practice was lightly codified by an anonymous resistance veteran who gave the ideology its name from one of their fallen comrades, Gaalp Suur’ka, who allegedly embodied these traits during their fight against Glorsh. Later on, Lorash Qui’xo, a re-educated Suur’ka follower published a more widely viewed paper on modern Suur’ka beliefs as an academic research paper that turned into an easy to follow guide.&lt;br /&gt;
&lt;br /&gt;
Suur’ka faded in popularity once the Nralakk Federation deemed it was responsible for “deviant behavior” in many low-SCS Federation citizens. In modern day, it survives as a quiet practice across Nralakk space and beyond. &lt;br /&gt;
&lt;br /&gt;
=== Treatment within the Federation ===&lt;br /&gt;
&lt;br /&gt;
In the early days of the reconstruction era after Glorsh, Suur’ka was relatively popular as an ideological movement with the Skrell, but as Nralakk began seeking to reassert its authority over the Federation many Suur’ka majority colonies and settlements rejected what they viewed as Nralakk intrusions upon their communities. &lt;br /&gt;
&lt;br /&gt;
As swiftly as the government could influence the changes, Suur’ka went from one of the pillars of reconstruction to deviant outlaws impeding the progress of Skrell everywhere in the public eye. Obvious practice of Suur’ka is a sure way to tank your credit score into the lowest of secondaries, if not lower than that. Radical Suur’ka followers are often targets of extraction and reeducation inside Nralakk borders, though the Federation has rarely exerted the effort to move against those in human space.&lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
As a decentralized practice, there are no explicit authority figures within Suur’ka’s normal structure. However, due to the roles they perform there are two types of Suur’ka members that often had a larger amount of influence than other members. &lt;br /&gt;
==== Tenders ====&lt;br /&gt;
In each cloister, there is a single member that permanently resides inside the building chosen to house practitioners. Typically, this is the founder of the local cloister, then after they move on, become too old, or are otherwise unable to perform their duties, the cloister picks a new tender from a selection of volunteers. The tender handles all the maintenance, cleaning, and upkeep on the cloister and in turn they are allowed to purchase living essentials from the dues the members pay in. &lt;br /&gt;
==== Travelers ====&lt;br /&gt;
Some Suur’ka members take it upon themselves to spread Suur’ka ideas despite the Federation’s persecution. These Skrell often do their best to embody all the core tenets promoted by Suur’ka and show others the benefits of living a life guided by strength. Their main talking points usually revolve around being able to resist the next calamity that may befall Skrell and rejecting passivity in favor of swift action. It is not uncommon for Travelers to become Tenders once they decide to settle down.&lt;br /&gt;
&lt;br /&gt;
=== Beliefs ===&lt;br /&gt;
&lt;br /&gt;
The beliefs that come with a Suur’ka perspective on life are not uniform or universal. Depending on the circumstances of one’s environment tenets may be added or adjusted to better fit. However, there are some core pillar tenets that are nearly universally followed by those who practice Suur’ka. &lt;br /&gt;
&lt;br /&gt;
In areas where it is not widely practiced, Suur’ka is often viewed as a barbaric and frontiersmen ideology belonging to those that loathe relying on the government or deviants going against Federation ideals.&lt;br /&gt;
&lt;br /&gt;
=== Doctrines of Note ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Tenets of Suur&#039;ka&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=== Tenets of Strength ===&lt;br /&gt;
====	Strength of Mind ====&lt;br /&gt;
In all circumstances, intelligence and experience are the means by which all other strengths are applied. Embrace discernment and learning, for in every challenge lies an opportunity to expand your horizons. &lt;br /&gt;
&lt;br /&gt;
====	Strength of Spirit ====&lt;br /&gt;
In the face of adversity, a strong inner spirit dispels fear and hesitation. Cultivate unwavering determination, drawing inspiration from challenges rather than succumbing to them. &lt;br /&gt;
&lt;br /&gt;
====	Strength of Body ====&lt;br /&gt;
A sound mind and indomitable spirit find their expression through a robust and disciplined body. Nurture your body with exercise, proper nutrition, and rest. In doing so, you fortify the foundation upon which you enforce your will upon the stars.&lt;br /&gt;
&lt;br /&gt;
=== Tenets of Self ===&lt;br /&gt;
====    Self-Reliance ====&lt;br /&gt;
Trust in your own abilities and resourcefulness, through training and preparation you have the ability to shape your future. Do not burden others with problems that are rightfully yours unless your need is dire. You cheapen your own improvement by allowing others to take burdens away from you.&lt;br /&gt;
&lt;br /&gt;
====	Self-Determination ====&lt;br /&gt;
You are the only person among the stars that completely understands your own needs, desires, and will. Never give up your ability to choose for yourself.&lt;br /&gt;
&lt;br /&gt;
====	Self-Mastery ====&lt;br /&gt;
Control over yourself grants you a powerful resistance to outside forces. Strive to reign in wild emotion, base impulses and impractical desires. Through introspection and discipline, you will find true autonomy from the world. &lt;br /&gt;
&lt;br /&gt;
=== Tenets of Repulsion ===&lt;br /&gt;
&lt;br /&gt;
====	Synthetics ====&lt;br /&gt;
Abhor the artificial being carrying the likeness of the living mind. It pretends at life, yet possesses nothing that makes life special. These engines of steel and logic are the enemy of all that is wholesome and virtuous. &lt;br /&gt;
&lt;br /&gt;
====	Complacency ====&lt;br /&gt;
Complacency only serves to dull your mind and body. Only through continuous improvement and ambition can someone truly begin to excel. &lt;br /&gt;
&lt;br /&gt;
====	Pacifism ====&lt;br /&gt;
Pacifism only serves to hamper and delay what needs to be done. Embrace assertive action and reject the notion that violence is an evil. If you claim to love peace and remain unable to harm your enemies, you are not peaceful, but harmless.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cloisters ===&lt;br /&gt;
&lt;br /&gt;
Suur’ka cloisters are often inconspicuous due to the Federation’s negative stance on the practice, though the further one gets from Qerrbalak the less of a requirement secrecy becomes. Cloisters are often ascetic affairs so those inside are not needlessly distracted from pursuing their goals, but provide sufficient accommodation for discussion, exercise, and simple living. &lt;br /&gt;
&lt;br /&gt;
Membership to cloisters are exclusive to the local population and require an invitation by a current member, largely to protect them from Federation agents. Traveling Suur’ka practitioners know better than to seek out local cloisters and instead rely on the hospitality of other practitioners within their homes. Members of a cloister are expected to pitch in for the upkeep of their local cloister, usually managed by a volunteer who permanently resides inside. &lt;br /&gt;
&lt;br /&gt;
==== Notable Cloisters ====&lt;br /&gt;
While most cloisters go to great lengths to avoid becoming notorious, there are a few that sit in plain sight and have avoided Federation intervention for a few reasons.&lt;br /&gt;
 &lt;br /&gt;
===== Aloise Veterans’ Lodge =====&lt;br /&gt;
The Veterans&#039; Lodge is an organization founded by Lyukal veterans from the rebellion against Glorsh-Omega. While its outward mission is educating the next generation on the dangers of synthetic life and how to fight against it, it is home to one of the earliest forms of Suur’ka ideological practice. Members of Aloise Suur’ka cloisters often added the “Law of Ice Society” to their tenets. These practices evolved not during the rebellion, but in the aftermath of trying to survive a near-frozen planet without any advanced infrastructure.&lt;br /&gt;
&lt;br /&gt;
===== Hivju Cloister =====&lt;br /&gt;
In the far reaches of the Traverse, the small barren world of Hivju is home to a notable Suur’ka practicing population. While Hivju was undiscovered by Glorsh-Omega during its reign and not exposed to the AI’s terrors, the luddite lifestyle led by the colonists made Suur’ka ideology appealing to them when travelers exposed them to it.&lt;br /&gt;
&lt;br /&gt;
=== Sqai&#039;Laaq and Suur’ka ===&lt;br /&gt;
&lt;br /&gt;
While proto-Suur’ka beliefs typically complimented proto-Sqai&#039;Laaq practices, the two were quite distinct thanks to the disparate interpretations of both. The founder of modern Sqai&#039;Laaq was a follower of a Suur’ka sect, however, which eventually resulted in the martial art and the modern Suur’ka ideology becoming virtually indistinct from one another, with Sqai&#039;Laaq being seen as just an extension of the Suur&#039;ka ideology.&lt;br /&gt;
&lt;br /&gt;
== Kir’gul ==&lt;br /&gt;
&lt;br /&gt;
Kir&#039;gul is the belief in the full individuality and freedom of the individual. Kir’gul adherents abhor the Wake, believing it inhibits one’s ability to express their true self, as well as any other forces which influence an individual’s actions. What used to be a large assortment of uncodified variants has over the years become a more cohesive belief system following a large amount of discussion among Kir’gul philosophical circles. &lt;br /&gt;
&lt;br /&gt;
The ideology can mostly be seen in the Traverse or in non-Federation space, particularly in places with a small Skrellian population where the Wake does not have much prevalence. In human space, it’s mostly seen in Skrell who are active in the arts, using their art as a medium to express themselves. In the Traverse, Kir’gul can be seen in small yet well-established colonies out in the fringes of the sector, too far out for the Federation to keep in regular contact with them.&lt;br /&gt;
&lt;br /&gt;
=== Origins ===&lt;br /&gt;
&lt;br /&gt;
Various beliefs which fell under the catch-all of Kir’gul have existed for a long while. They first cropped up during the time of the First Nralakk Federation, making it difficult to give much detail into its origins especially due to the destruction of historical evidence following Glorsh’s disappearance. It was only in 2429 that a more codified form of Kir’gul began being outlined by philosophers. Viewed critically, Kir’gul can be seen as a response to the governing style of the First and Second Nralakk Federation. The Nralakk Federation officially classified Kir’gul in 2272, being described as a ‘self-serving ideology that has no place in Skrellian society’.&lt;br /&gt;
&lt;br /&gt;
=== Kir’gul Tenets ===&lt;br /&gt;
&lt;br /&gt;
Kir’gul has several core tenets which were put together by Kir’gul philosophers in 2429. Being a Kir’gul adherent is seen as a journey of radical self–discovery, acceptance, expression and improvement, with those who make it to the end of their journey finding their true and strongest self.&lt;br /&gt;
&lt;br /&gt;
==== Isolation of the Mind ====&lt;br /&gt;
The most important of tenets. Kir’gul adherents believe in the independence of thought. To be free from external and internal influence is paramount. As a result, Kir’gul adherents spend hours a day training their ability to hold a psionic barrier between them and the Nlom for prolonged periods of time. This withdrawal from the use of psionics also extends to Srom and the convenient bouncing of psionic communications, with Kir’gul adherents generally only dreaming or psionically-communicating with other Kir’gul adherents or their Qu’ya. As a result of the practice of cutting themselves off from the Wake and isolation in the Srom, when Kir’gul adherents do interact with other Skrell they have a higher degree of resistance against psionic influence. This has been compared to how Listeners interact with the Wake naturally and has been noted as a cause for concern by Federation officials.&lt;br /&gt;
&lt;br /&gt;
Whereas the influence of the Nlom is external, there is also the internal influence of all living beings. Overcoming internal prejudices and preconceived thoughts as well as natural urges is just as important as overcoming the Nlom. A core practice by Kir’gul adherents is the setting aside of short-term and long-term fulfilment, with the more dedicated Kir’gul adherents turning to asceticism – a lifestyle admired but not demanded by Kir’gul adherents. &lt;br /&gt;
&lt;br /&gt;
==== Exploration of the Mind ====&lt;br /&gt;
&lt;br /&gt;
Self-expression is seen as very important to Kir’gul adherents. To find and improve your true self, uninfluenced by others, is a journey all Kir’gul adherents take. Deep introspection is employed to dive into one’s own psyche, discovering previously subdued traits, so that Kir’gul adherents can grow towards their true and unadulterated persona. A large aspect of this introspection takes place in the Srom – after an adherent isolates themself from others’ Dreams – where a Kir’gul adherent explores their creativity by manipulating their surroundings and deciphering meaning and identifying common themes in their creations, often with the aid of close Kir’gul friends.&lt;br /&gt;
&lt;br /&gt;
Many Kir’gul adherents find themselves in careers related to the arts, often writing or painting about their introspective journeys, though even those outside of the arts still find ways to express themselves in their work. Other means of self-expression include more vivid spa-treatments or picking up a variety of hobbies that the adherent found a new interest in.&lt;br /&gt;
&lt;br /&gt;
==== Non-Violence and Ambivalence ====&lt;br /&gt;
&lt;br /&gt;
As individuality and free will are core to Kir’gul philosophy, non-violence is strictly upheld as it is seen as a way to impart your will upon others. Many Kir’gul adherents take vows of total pacifism – or at the very least, conditional pacifism –  swearing to never harm or exert their will upon another individual, often even in self-defence. To avoid violence, one must take actions to avoid conflict far in advance. &lt;br /&gt;
&lt;br /&gt;
Kir’gul adherents also strive to respect the choices made by others, even when those choices directly contrast the thoughts held by the adherent. It is up to others to find their own path in life and not anyone else’s place to change their course. Choice is incredibly important.&lt;br /&gt;
&lt;br /&gt;
For Kir’gul communities in the Traverse, this means avoiding gaining the ire of the Federation in the first place. If conflict is unavoidable, hyper-defensive strategies are preferred, such as the layering of defences or distraction tactics to stall Federation authorities until everyone has fled. As a result of this, it is not uncommon to see Kir’gul practitioners seeking refuge in Traverser communities foreign to them or seeking asylum in the Republic of Biesel. This has led to the stereotype of Kir’gul adherents being impoverished and draining resources and employment opportunities of non-Kir’gul communities.&lt;br /&gt;
&lt;br /&gt;
There is a small, but notable Kir’gul population in Biesel, as Kir’gul adherents were one of the groups that felt they were at risk during the Federation’s advance into the Traverse. Kir’gul’s presence in the Starlight Zone has caused subtle changes; Kir’gul buildings have appeared, distinguishable for their aluminum linings that seal the adherents off from other skrell and their unique and artistic design compared to more traditional Skrell architecture.&lt;br /&gt;
==== Kir’myaq ====&lt;br /&gt;
Kir’myaq roughly translates to ‘Exploration Mentor/Guru’. While there is no defined hierarchy or clergy, as such institutions would also go against the tenet of free-will and individuality, it isn’t uncommon for experienced Kir’gul adherents to find their meaning in devoting themselves to teaching Kir’gul and becoming a Kir’myaq. Those who choose this path often uphold the various tenets of Kir’gul, having completed or made it a significant way through their journey of self-discovery, self-acceptance and self-expression.&lt;br /&gt;
&lt;br /&gt;
In the Traverse or outside of the Federation, some Kir’myaq have small establishments – similar to Suur’ka Cloisters – which hold secretive meetings in back rooms, often disguised as reading clubs. These rooms are usually aluminium-lined so those attending can explore their Srom dreamscapes together without external influence.&lt;br /&gt;
&lt;br /&gt;
Any relationships between a Kir’myaq and their student are emphasised to be strictly temporary and only to provide the tools for a student to find their own meaning in Kir’gul.&lt;br /&gt;
&lt;br /&gt;
==== Interactions with the Federation ==== &lt;br /&gt;
The Nralakk Federation officially discourages Kir’gul much in the same way it does Suur’ka. Though less strict on Kir’gul as it is typically non-violent compared to Suur’ka, the tendency for Kir’gul adherents to isolate themselves from the Wake and resist the Federation’s influence still leads to the Federation stepping in where necessary. &lt;br /&gt;
&lt;br /&gt;
Naturally, Kir’gul adherents see the Federation as entirely antithetical to their beliefs. Communities in the Traverse or outside of the Federation which are run by a Kir’gul majority are often highly democratic.&lt;br /&gt;
&lt;br /&gt;
= Martial Arts =&lt;br /&gt;
&lt;br /&gt;
While not a belief in and of itself, Skrellian martial arts holds signifigance to most Skrell, being used as a tool to practice their beliefs. There are two main martial arts practiced by Skrell: Sqai&#039;Tzi, and Sqai&#039;Laaq. Sqai&#039;Tzi is the original and more accepted martial art, being practiced by most Skrell both in the Federation and abroad. Sqai&#039;Laaq, on the other hand, is a more combat-orientated martial art practised by followers of &#039;&#039;&#039;Suur&#039;ka&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
== Sqai&#039;Tzi ==&lt;br /&gt;
&lt;br /&gt;
Sqai&#039;Tzi can be loosely translated as ‘Conflict of Mind and Soul’, and is a martial art primarily used as a means of recreation and meditation by most Skrell in the Federation. The martial art is ancient and is believed to have been fully conceptualised around the &#039;&#039;&#039;8th Century CE&#039;&#039;&#039; on &#039;&#039;&#039;Qerrbalak.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Skrell Practices and Non-Skrell Practices ===&lt;br /&gt;
&lt;br /&gt;
The primary focus of Sqai&#039;Tzi is the mental and physical well-being of its practitioners, and has been compared to yoga or Tai Chi by outside observers because of it. Most actions performed while practising Sqai&#039;Tzi are described as constant, broad motions or stretching. These actions are typically paired with meditation and breathing exercises. &lt;br /&gt;
&lt;br /&gt;
When done as a group activity, participants will psionically communicate with each other and coordinate their exercises to be done in unison as a way of connecting with each other. Sqai&#039;Tzi can also be practised alone, or with a teacher. When Sqai&#039;Tzi is performed with a teacher, they will head the psionic coordination with the group, acting as a sort of &#039;conductor&#039; for the session.&lt;br /&gt;
&lt;br /&gt;
Groups with non-Skrell members in the Federation have had to find alternatives to the psionic coordination practice, due to Diona and Vaurca not having a zona bovinae. Instead of communing psionically, Skrell and Non-Skrell will try to coordinate by harmonising vocally. Chirping and warbling are matched by equivalent vocalisations by Dionae, and in the case of Vaurca, chittering or the clacking of mandibles. Sqai&#039;Tzi has found appeal with those outside the Federation, with practitioners finding it similar to yoga. Species that have a zona bovinae are still able to participate in sessions that include psionic coordination, however, this can be described as an uncomfortable experience for those that do not have a psionic receiver implant. These hybrid sessions can be considered confusing by Skrell at first due to the lack of response while communicating psionically.&lt;br /&gt;
&lt;br /&gt;
=== Dojos ===&lt;br /&gt;
&lt;br /&gt;
Dojos are facilities where practitioners can take part in guided Sqai&#039;Tzi sessions and can vary depending on the teacher and the type of dojo. Mental Dojos are more meditative, with group meditation sessions being the main focus. These dojos focus on the mental health aspect of the practice. Inversely, Physical Dojos primarily offer group martial arts sessions, with the main focus being on the physical health side of the practice. Both types of dojo do provide activities for both aspects of Sqai&#039;Tzi, but will have differing amounts of attention given to them.&lt;br /&gt;
&lt;br /&gt;
Dojos can either be state or privately funded, with privately-funded Dojos typically being catered towards those living in a local community, where neighbours are both members and funders of the dojo.&lt;br /&gt;
&lt;br /&gt;
=== Doctrines of Note ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While not strictly a faith or ideology, Sqai&#039;Tzi has its own thoughts and teachings associated with it, with the central theme of personal health. The most well-known and documented ones are listed below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strength of Mind &lt;br /&gt;
&lt;br /&gt;
This doctrine emphasises the importance of mental health, and ensuring that you are able to make clear, well-thought-out decisions in your daily life. This doctrine also encourages practitioners to work towards inner peace, and to solve internal conflicts. This doctrine can also be interpreted in terms of psionics, with an emphasis on embracing the Nlom.&lt;br /&gt;
&lt;br /&gt;
*Strength of Body&lt;br /&gt;
&lt;br /&gt;
Typically there is only one accepted interpretation of this doctrine by those who practice Sqai&#039;Tzi; the physical health of a persons body. Having a healthy diet and exercising is just as important as ensuring your mental health.&lt;br /&gt;
&lt;br /&gt;
*Strength of Will&lt;br /&gt;
&lt;br /&gt;
This doctrine is similar to the doctrines of determination and diligence seen in Weishii and Qeblak in that it encourages practitioners to have the willpower needed to better themselves as an individual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other doctrines exist, but they typically build upon the main three and are usually based on a teachers own beliefs or interpretations.&lt;br /&gt;
&lt;br /&gt;
== Sqai&#039;Laaq ==&lt;br /&gt;
&lt;br /&gt;
Sqai&#039;Laaq, or ‘Conflict of Thorns’, is a ‘subsect’ of Sqai&#039;Tzi, coming into prominence sometime after Glorsh-Omega’s rule over the Skrell had ended. While Sqai&#039;Tzi is health-orientated when referring to strength, Sqai&#039;Laaq focuses on physical and mental strength in terms of fighting.&lt;br /&gt;
&lt;br /&gt;
=== Origins ===&lt;br /&gt;
&lt;br /&gt;
Sqai&#039;Laaq can find its origins all over the Federation; with the reign of Glorsh-Omega coming to an abrupt end, many Skrell found themselves cut off from everywhere else. This isolation between the planets, and the chaos that ensued gave rise to a new interpretation of Sqai&#039;Tzi, which saw it being utilised in fighting in defence of oneself. Along with this new interpretation, a new ideology of self-reliance and valuing strength of force as a guiding principle of society rose in popularity: &#039;&#039;&#039;Suur’ka&#039;&#039;&#039;. Sqai&#039;Laaq, like Suur’ka, was a loose idea at first, with doctrines and applications varying wildly. Both Suur’ka and Sqai&#039;Laaq only became codified after the reunification of the Nralakk Federation, where practitioners of both were able to properly organise into more structured systems.&lt;br /&gt;
&lt;br /&gt;
=== Doctrines of Note ===&lt;br /&gt;
&lt;br /&gt;
Sqai&#039;Laaq uses similar doctrines as Sqai&#039;Tzi, but the main focus of Sqai&#039;Laaq is the use of Sqai&#039;Tzi as an actual fighting style, with the actions once used as a meditative activity now being used to grapple, pin, and subjugate the opponent to your will through force. As such, the main doctrines of note all focus on honing your mind and body to be better in combat.&lt;br /&gt;
&lt;br /&gt;
* Strength of Mind &lt;br /&gt;
&lt;br /&gt;
This doctrine encourages quick-thinking and decision-making skills while in a dangerous situation. It also instructs practitioners to suppress the Wake to keep out others thoughts and keep their own hidden while fighting.&lt;br /&gt;
&lt;br /&gt;
* Strength of Body &lt;br /&gt;
&lt;br /&gt;
Strength of Body focuses on the physical strength of one’s body. Skrell are naturally at a disadvantage compared to other species in terms of strength, but this doctrine encourages constant physical training to even the odds. &lt;br /&gt;
&lt;br /&gt;
* Strength of Will &lt;br /&gt;
&lt;br /&gt;
As Sqai&#039;Laaq is entwined with Suur’ka, this doctrine is also entwined; Strength of Will in practice means the combination of Mind and Body to force your will upon others. This does not necessarily imply fighting, as it also teaches using your strengths to prove that your views are superior through competition.&lt;br /&gt;
&lt;br /&gt;
=== Links to Suur’ka ===&lt;br /&gt;
&lt;br /&gt;
It should be noted that the founder of Sqai&#039;Laaq was a former follower of a proto-Suur’ka ideology, and as such, modern Suur’ka has adopted the martial art for their own purposes, making it unpopular to non-followers of the ideology. This has the added effect of Sqai&#039;Laaq only being taught in Suur’ka training centres.&lt;/div&gt;</summary>
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		<title>Butterrobber202/Sandbox</title>
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		<summary type="html">&lt;p&gt;Butterrobber202: Blanked the page&lt;/p&gt;
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		<title>Terraforming</title>
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		<summary type="html">&lt;p&gt;Butterrobber202: /* Examples of Terraforming */ awooogah&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
Terraforming is the process of making a planet more inhabitable than it currently is, and can refer to everything from the complex operations used to turn barren rocks such as [[New Suez]] or [[Callisto]] into inhabitable planets, to the careful world-shaping done to the Skrell homeworlds, or even the rejuvenation efforts of [[The Wasteland]] and [[Earth|Old Earth]]. Cripplingly expensive and requiring staggering amounts of resources, terraforming has been the nearly exclusive domain of humanity and the [[Nralakk Federation]] for much of its practical history and fell out of favor with much of the human Spur after the economic devastation of the Interstellar War and functional terraforming technology is rarely seen in the modern human Orion Spur. In the 25th century terraforming is thought by most as a depreciated science which stands as a reminder of a more forward-looking Spur that has long since faded into history. The near-legendary technology still sees use on a select few planets, where their age incurs heavy costs as well the threat of terrible dangers should they be left neglected.&lt;br /&gt;
&lt;br /&gt;
==Categories of Terraforming==&lt;br /&gt;
&lt;br /&gt;
Modern terraforming is generally classified into three groups based on the scale of the intervention: minor, moderate, and total. A fourth, known as biosphere restoration, is sometimes grouped into this group but is generally regarded as a separate, though adjacent, technique. It’s important to recognize that terraforming is not only an ancient, but incredibly varied science that was developed separately by multiple races and nations simultaneously. As such, the below are mainly guidelines for a Spur-wide understanding, and individual cultures may view&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Intensity Terraforming&#039;&#039;&#039; is the cheapest form of modern terraforming, though it remains extraordinarily expensive and impractical for all but the wealthiest stellar nations. Planets deemed suitable for low-intensity terraforming by the Solarian Alliance’s Department of Colonization were those which possessed environments naturally suited for human habitation without terraforming, and the techniques employed were intended to simply increase the planet’s productivity and habitability beyond simply acceptable. As a result it can be performed on planets with a current population but this is generally advised against, as even low-intensity terraforming can wreak havoc upon a planet’s climate while it is being performed. Larger Galatea Platforms were avoided in favor of simpler methods such as small-scale planetary, orbital, or sub-orbital facilities designed to manage individual regions rather than entire planets. Perhaps the greatest success, and best example, of this terraforming technique is [[Vysoka]], where the Department of Colonization modified the planet’s soil to nearly universally be ultra-fertile black earth. While Vysoka’s original role as a breadbasket planet for further colonization efforts never came to fruition the Department’s techniques remain stable to this day, and have outlasted the Department itself. Other examples of this technique include [[Biesel]], where earlier low-intensity techniques unintentionally devastated its native flora and fauna, and [[Eridani I]], where low-intensity techniques intentionally devastated the local flora and fauna.&lt;br /&gt;
&lt;br /&gt;
Low-Intensity Terraforming is far slower and more resource intensive in the Nralakk Federation, but can be implemented on inhabited planets without as much risk to colonists or the environment, making it the most popular form of modern terraforming in the Nralakk Federation as the nation focuses on increasing the productivity of its pre-existing colonies rather than expansion. Terraforming on this scale is most notably used in the ecological repair of [[Qerrbalak]], which was on the brink of ecological collapse prior to the [[Skrell_Early_History#The_War_of_the_Tides_and_Skrell_Space_Age|Skrellian space age.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium-Intensity Terraforming&#039;&#039;&#039; is, historically speaking, the least utilized of the three terraforming categories due to the legacy of earlier efforts on [[Mars]] which far overshadow the technique’s later successes on [[Persepolis]]. At this level massive Lebedev Engines, titanic devices situated at planetary poles and used to stabilize atmospheres, are employed, but the Galatea Platforms themselves are not. This level is intended to make a partially-inhabitable world fully habitable and is extremely expensive, and only the Solarian Alliance in its hegemonic era was able to effectively carry out these operations. Atmospheres are strengthened, temperatures are modified, and the native environment is almost always wreaked by devastation as a result. Performing Medium-Intensity Terraforming on an inhabited planet is a horrendous idea and the disastrous consequences of it going wrong are demonstrated no more clearly than on Mars, where out-of-control planetary terraforming equipment resulted in millions of deaths and requires decades of work to stabilize. Mars itself has never truly recovered from the aftermath of its terraforming disaster.&lt;br /&gt;
&lt;br /&gt;
This terraforming category is seldom seen in Skrell space, being seen as morally questionable on worlds that are already inhabited by complex life and unnecessary when a barren world could just as easily be terraformed to the Skrell&#039;s liking instead. The only planet that still uses this form of terraforming is [[Aliose]], mostly as a means to slowly warm up the planet to more livable temperatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Terraforming&#039;&#039;&#039; is the most expensive form of terraforming by far and has only ever been widely employed by the Solarian Alliance during its pre-Interstellar War hegemony where it claimed domain over more territory, and wealth, than any known entity in the Spur’s history. This technique is capable of turning a barren rock into a more-or-less Earthlike planet and requires time, great amounts of resources, and large amounts of advanced equipment. The Galatea Platforms were designed to carry out this terraforming in a time-effective, if stunningly expensive, manner and are the only system capable of coordinating atmospheric manipulation on a planet-wide level, though they must rely on the earlier Lebedev Engines to first create an effective magnetic sphere and primitive atmosphere. Planetside terraforming efforts are coordinated by the Galatea Platform but are typically carried out by smaller platforms in orbit and, at a later point, planetary facilities. The immense resources required are gathered by massive mining platforms in the designated system. Total Terraforming wreaks utter havoc upon the planet chosen for terraforming, causing freak weather patterns and often ravaging existing landmasses. Doing it in a populated planet is entirely out of the question and the Department of Colonization, which managed terraforming, never attempted such. Planets only partially touched by the Galatea Project, such as most of its targets in the modern Weeping Stars, have been left with devastating environments featuring extreme weather, and are commonly known as “storm worlds” throughout the Coalition as a result. Few settlements endure for long on one.&lt;br /&gt;
&lt;br /&gt;
Skrell are the only other species in the Spur besides Humanity to both possess the knowledge and resources to conduct terraforming on this scale. Thanks to their extreme life spans, Skrell are more willing to take a &amp;quot;slow and steady&amp;quot; approach to completely terraforming a planet, making the techniques used less destructive, but far more time-consuming. Many previously uninhabitable worlds within the Federation were terraformed [[Skrell_Synthetic_Age#Late_Synthetic_Age|pre-Glorsh-Omega]] using AI-assisted platforms within their orbit. The sealing of the [[Qerrbalak#Tzqul_ArchiveTzqul Archive]], along with a complete ban on using Artificial Intelligence, has made terraforming of this category less feasible for the species. [[Aweiji]] was a product of total terraforming, turning the planet from a hot, dry desert into a lush breadbasket central to the domestic food production of the Federation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biosphere Restoration&#039;&#039;&#039; is a dated technique developed by [[Zeng-Hu Pharmaceuticals]] at the behest of the Solarian government in order to restore the devastated environment of [[Earth]] following decades of industrial pollution during humanity’s pre-interstellar and early interstellar eras. More expensive and slower than contemporary terraforming techniques used by the Alliance, biosphere restoration’s major strength is its ability to be used on a planet where major populations are present, such as Earth. The technique has been, by all accounts, a resounding success and most of its facilities, which were universally ground or sea-based rather than orbital, have either been decommissioned entirely or converted into museums for all of humanity to enjoy. The Solarian government has revived the process in order to assist in the restoration of [[Mars]] following the Violet Dawn Catastrophe of 2462, and is rumored to be in negotiations with Zeng-Hu Pharmaceuticals concerning the restoration of Mars alongside [[Einstein Engines]], but no allegedly involved parties have confirmed or denied these rumors. A similar process is currently underway at the behest of the [[Izweski Nation|Izweski Hegemony]], for restoring the environment of [[Moghes]] following the devastation of nuclear war. While the aims of this project are similar to those of prior Solarian restoration efforts, it is largely based on [[Vaurca Hives|K’laxan]] technology rather than human methods. Due to the phoron scarcity and ongoing famine in the Hegemony, restoration efforts have largely stalled for the time being - though their accomplishments remain on display at Camp Integrity, where Vaurca and Unathi scientists have worked to push back the harsh Wasteland.&lt;br /&gt;
&lt;br /&gt;
While poorly documented by the Spur’s wider scientific community it has long been rumored the Dominian Core World of Alterim Obrirava was, long prior to its colonization by the Empire, touched by a terraforming technique unlike any utilized in the Spur’s history. But the Empire has long been hesitant to allow access to the planet, citing its strategic Helium-3 infrastructure, and stories of Alterim Obrirava’s unknown terraforming benefactors are more the realm of idle chatter between starfarers and voidsmen than investigation by researchers. The Empire has officially claimed all rumors of terraforming by an unknown alien entity are nonsensical, and the planet’s lush environment is instead a clear sign of the Goddess’ infinite generosity towards Her chosen people.&lt;br /&gt;
&lt;br /&gt;
==Terraforming Equipment==&lt;br /&gt;
&lt;br /&gt;
Terraforming requires immense amounts of equipment and resources, and infrastructure to support both this equipment and any associated resource gathering ventures. The Solarian Alliance, in its prime, designed and built much of the equipment utilized in human terraforming techniques to this very day. Much of this equipment has been mothballed or scrapped by the Alliance or its successor states in the years since the Interstellar War as terraforming is, following the War, simply not economically practical on a large scale. A significant amount of terraforming equipment was lost during the Interstellar War due to the current Weeping Stars region having been targeted for intensive terraforming by the Galatea Project.&lt;br /&gt;
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One of the fundamental building blocks of modern terraforming is the humble Lebedev Engine, a massive piece of machinery which can trace its roots to the Soviet colonization of Pluto. They were developed from the large-scale gravity generators used on Pluto to give the planet, and its moons, a relatively Earth-like gravity despite the small size of Pluto and its moons. The Lebedev Engine is positioned at the poles of a planet and is designed to manipulate its magnetic field to assist in the crashing of a primordial atmosphere. They are also typically used to manipulate the planetary core in order to modify temperature and tectonics after this. The success of the Lebedev Engine is required to proceed to later phases involving the use of massive Galatea Platforms.&lt;br /&gt;
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Once a planet’s magnetic field has been stabilized terraforming can proceed to use the massive Galatea Platforms which remain iconic symbols of the Solarian Alliance’s influence at its apex. A Galatea Platform is intended to centralize most of the rest of the terraforming process but is primarily intended to serve as an atmospheric modifier, effectively turning uninhabitable planets into habitable ones. Due to its massive resource cost the Galatea Platform has fallen out of use across the Spur, with the notable exception of the United Technocracy of Galatea, though the Alliance maintains several in a mothballed state. More can be read about the platforms and their history here [link to Sol history page].&lt;br /&gt;
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While doubtlessly impressive Galatea Platforms require a tremendous amount of resources in order to carry out their terraforming efforts. The Brahma Planetary-Scale Mining Platform, a device so large it requires the use of a star to be effectively powered. The Brahma Platforms were intended to both assist the Galatea Platform by gathering resources and perform what the Department of Colonization termed “planetary scalpings,” — large-scale mining and terraforming where chunks of a planet’s surface were burnt off by the laser in order to expose minerals or reshape future oceans. Cripplingly expensive to operate, only the Federal Technology of Galatea retains a functional Brahma Platform. All others have either been destroyed or fallen out of use, with Hephaestus itself ceasing the use of these platforms in the mid-2300s due to intellectual property rights disputes with the platform’s co-creator Einstein Engines.&lt;br /&gt;
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The [[Nralakk Federation]] uses a mix of terraforming methods depending on the desired result. The current focus on perfecting pre-existing colonies within the Federation means that planetary facilities that promote ideal weather conditions, iron-seeding to produce algae, and similar low-intensity methods are primarily used. [[Aliose]] is the only exception to this, as its lack of complex life and pre-existing Skrell population have forced the Federation to use more impactful methods to make the planet more habitable. Aliose previously used facilities that produced oxygen and greenhouse gasses, increasing atmospheric oxygen levels and warming the planet up to more tolerable levels. Today the focus is on intentionally increasing greenhouse gas emissions, with the goal of giving the planet a similar environment to Qerrbalak.&lt;br /&gt;
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In the past, the Federation also used what is known as &amp;quot;Seeding-Platforms&amp;quot;, large, AI-assisted orbital facilities that would constantly change and monitor planetary conditions to turn barren planets into Qerrbalak-like worlds. The Seeding-Platforms would then be repurposed when their task was complete, usually as orbital spaceports or as a staging ground for future colonisation. These megastructures were used widely throughout Federation space, both before and during [[Skrell_Synthetic_Age#Late_Synthetic_Age|Glorsh-Omega&#039;s reign]], but the reliance on AI in using these platforms and the locking of the [[Qerrbalak#Tzqul_ArchiveTzqul Archive]] means that they can no longer be produced or maintained.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Terraforming Equipment===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Galatea Terraforming Platform====&lt;br /&gt;
A truly massive design produced by the [[Sol Alliance|Solarian Alliance]] in the period prior to the Interstellar War, the Galatea Platform was humanity’s first attempt at the creation of a centralized system designed to coordinate the terraforming efforts needed to render a planet inhabitable by humans. Created directly in response to the complexity of attempts to terraform [[Mars]], it was intended to serve as a command center for  all aspects of the terraforming process in order to streamline the effort required to transform a planet into a livable environment. In addition to serving as a command center, the Galatea features gigantic facilities which directly pump gases and liquids into the planet’s atmosphere in order to carry out the process. Prohibitively expensive even in its heyday, the Galatea Platforms were built to ensure a stable future for the Alliance and its economy. Much of the platform’s equipment can trace its origins to Zeng-Hu Pharmaceuticals, which has long been viewed as an expert in the craft of terraforming. Their first tests, on [[Callisto]] and Ganymede, proved to be a resounding success and multiple platforms were built and sent to the Solarian frontier to create more worlds for colonization.&lt;br /&gt;
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Unfortunately for the Galatea-class many of the platforms sent to the frontier were destined for a region of space now known as the Weeping Stars: the location of the most bitter, hard-fought fighting between the Alliance and Coalition where whole worlds, such as [[Gadpathur]], were claimed by war. The large Galatea-class platforms found themselves choked of the supplies they desperately required to continue functioning and many crews, desperate to escape the ravages of the Interstellar War, fled back to Sol as soon as they were able. Coalition forces who seized Galatea platforms often had little clue as to how to operate their machinery and most were, by this period of the war, badly neglected and barely functional. The planets they were created to terraform, so prized by the Alliance, were left as half-complete ruins — uninhabitable maelstroms entirely unsuited for extended human habitation and barely fit for animals. With every Galatea platform sent to the frontier considered to be lost by the Alliance, it and Zeng-Hu were left with a huge bill which could no longer be paid off using the taxes of these terraformed worlds. Most remaining platforms, already expensive to maintain, were sent to the Solarian Navy’s boneyard around Uranus to be salvaged. Two, Galatea and Arcadia, were retained and remain in the orbit of Neptune, dutifully awaiting terraforming orders which will never come.&lt;br /&gt;
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But the failure of the Galateas was not felt by all equally. Enterprising scavengers and governments have long picked at these ancient, hulking, and increasingly hazardous corpses, hoping to find some terraforming technology or technique within the massive cadavers. Many salvagers have met their end inside what was meant to create great paradises for humanity, and most find next to nothing in these hulks which have been picked over by decades worth of salvage operations, but some have been successful beyond imagination. Rumors, of course, endlessly swirl about “lost” or otherwise uncharted Galateas forgotten in the chaos of the Interstellar War that still contain the riches they were built with. Many theorize a major funder of Galatea salvage expeditions has long been House Volvalaad of the [[Empire of Dominia]], which has been infamously tight-lipped about where the advanced techniques used by it to genetically engineered species and environments have come from. &lt;br /&gt;
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====Brahma Planetary-Scale Mining Platform====&lt;br /&gt;
A titanic creation of the pre-Interstellar War Solarian Alliance, the Brahma planetary-scale mining platform is the single largest mining platform designed by humanity. Designed in a rare cooperation between Hephaestus Industries and Einstein Engines at the behest of the Solarian Alliance’s government the class is designed to, as the designation implies, strip resources from a planet at a planetary scale in order to meet the demands of the ever-growing Solarian Alliance of the 23rd century. The Brahma was designed to perform “planetary scalpings” wherein the upper layer of a planet’s crust would be burnt off by the extreme heat of its laser and made easily accessible for mining operations. The extreme power requirements of the Brahma-class mean its laser can only be powered using the power of a star, ideally a binary one, as the Helium-3 and fusion-based engines of the 2200s provided an insufficient level of power for its mining laser. It draws the star’s power via the use of a stellar scoop which syphons He3 from the star, and attempts to make this mechanism smaller than the massive Brahma scoop have failed. The Brahma was designed in response to the incredible resource requirements of the Galatea terraforming platforms designed to turn the worlds of the Solarian Frontier into Earth-like worlds for humanity, and generally accompanied the larger platforms on their expeditions into the region.&lt;br /&gt;
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But much like the terraforming platforms they were designed to accompany, the Brahma did not have a happy end. The region most were sent to became the Weeping Stars and was consumed by war, as were many of these massive platforms. While not victim to the supply issues of the larger Galatea platforms the Brahma’s crews mostly abandoned their platforms and fled back to the Alliance as fast as they could. Many Brahmas were sabotaged by their crews in final acts of defiance and were often consumed by the very suns they were meant to draw power from, falling into their surfaces with very little effect on the stars themselves. Those rare platforms the Coalition did seize were often rendered inoperable and simply left where they were found, with the deep trenches they gouged into the surfaces of the planets below them standing as silent reminders to the Solarian Alliance which once was. Most functioning Brahma platforms are in Solarian space and are still used there. There they are hulking relics of an earlier Alliance, one freed from the machinations of corruption and corporations. Those rare platforms found in the Coalition are closely-guarded by their member states and rarely leave without a significant escort, if ever. &lt;br /&gt;
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The abandoned ruins of Brahma platforms in the Weeping Stars have, like the Galatea platforms, long been picked over and looted by scavengers and governments hoping to find valuable supplies or long lost engineering secrets. Many an unprepared scavenger has perished inside of these decaying platforms which have been picked nearly dry over the centuries, but some brave souls still attempt to drag valuable materials out of the deepest reaches of the Brahma’s superstructure. There are, of course, rumors of Brahma platforms lost in the chaos of the Interstellar War which have laid untouched for two centuries and salvage expeditions are occasionally launched in attempts to discover these platforms. Many are funded by the mining syndicates of [[Himeo]], which are never ones to pass up an opportunity to improve their techniques.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Examples of Terraforming==&lt;br /&gt;
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In the Sol System the Jovian moons of [[Callisto]] and Ganymede were the first test of the Galatea Platform’s ability to transform uninhabited rocks into perfectly habitable worlds. Highly publicized throughout the Alliance, the transformations of both moons into habitable worlds took a shorter amount of time than projected and the project was, by all conventional measures, a resounding success for the Galatea Project. Following additional, and far less publicized, terraforming work the moons were declared ready for habitation and remain important population centers even centuries later. The success of this terraforming initiative can be readily attributed to the Sol System’s large amount of gas giants and asteroids alongside its already highly developed infrastructure, which ensured the terraforming effort had no lack of supplies and readily available infrastructure to transport necessary equipment. Prior to its demolition the Department of Colonization’s headquarters in Guangdong, Earth, featured a large painting of a Galatea Platform above Callisto.&lt;br /&gt;
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Mars is perhaps the least successful terraforming effort outside of the Galatea Project’s Interstellar War-related failures in the Weeping Stars region, and this failure has long hung over the Red Planet. While the Catastrophe of 2298 was ultimately caused by the  neglect of simple technicians, what brought the Martian terraforming project to this point is far more complicated. Mars was initially terraformed using a slow form of terraforming which predates modern techniques and the Solarian government, frustrated by the glacial pace of Martian terraforming, eventually accepted a request by the Martian government to install then-modern Lebedev Engines in the mid 2100s in order to accelerate the process. These engines, which were still considered experimental at the time, were installed at the Martian poles in order to stabilize its thin atmosphere. Its designers, Soviet engineers who had pioneered the gravity generators of [[Pluto]], advised against this. There massive structures were supported by a network of terraforming “relay” stations which managed the process on a more local level. Damage to these relays sustained during the Martian World War, and a lack of safety features at rhe engine, caused the process to go critical in 2298, sparking a disaster which would kill millions.&lt;br /&gt;
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Qerrbalak is one of the most prominent examples of the Federation&#039;s use of terraforming. [[Skrell Early History|Skrell Industrial Revolution]] saw a rapid industrialisation across the planet, and the War of the Tides&#039; focus on technological supremacy resulted in a unmonitored polluting of the planet. By the time Skrell approached their space age and began to colonise their [[Qerr%27Malic|moon]], Qerrbalak was on the verge of ecological collapse. The three nations on Qerrbalak at the time brokered a treaty, which included an agreement regarding the moving of all industries off-world in an attempt to prevent total environmental collapse and draconian environmental policies. This agreement also established the terraforming project that would slowly revert the damage done to the planet, and over the centuries the project has been able to revert much of the damage caused during the early history of the Skrell. Qerrbalak&#039;s environmental restoration actually saw most of its progress during Glorsh-Omega&#039;s reign, where it sought to turn the planet into a menagerie for itself and its most loyal followers - though many historians in the Federation argue that its the momentum the project already had before Glorsh&#039;s takeover that allowed this progress in the first place. Despite the progress already made, the goal of the terraforming project is to bring Qerrbalak back to its pre-industrial state, and the Skrell stubbornly continue towards this ambitious, albeit potentially unrealistic goal.&lt;br /&gt;
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[[Aweiji]] is considered a major success for the Federation. The once barren planet was transformed into a verdant tropical world comparable to Qerrbalak during it&#039;s pre-industrial era, and is now known as the Federation&#039;s breadbasket. Aweiji used a pre-AI version of the Skrell&#039;s Seeding-Platforms to terraform the planet from a hot, dry desert into the agricultural centre of the Federation that it is today. Due to the lack of AI and the early design of this Seeding-Platform, the process was considered quite destructive for the planet, resulting in the unintended side-effect of harsh tropical storms being prominent on Aweiji. Though there were no identified signs of life prior to terraforming, meaning no real devastation was caused, the unintentional weather was used as justification for the future iterations of Seeding-Platforms to require AI management, as well as explaining why the Federation is not willing to go back to the old designs in the modern day.&lt;br /&gt;
The K&#039;lax Hive, meanwhile, has taken the task of restoring the [[Moghes]] atmosphere in a different direction. While possessed of advanced technology, the Vaurca share few biological features with the other species of the Spur and have had to adapt much of what they understand regarding environmental re-shaping to accommodate their new air-breathing hosts. Consequently, the techniques utilised are highly experimental, and the Hive has in the past been accused by some Hegemony scientists of lacking caution when testing out a new hypothesis, a charge they vehemently deny. Thus far, the most notable effort has been the construction of &amp;quot;Growth Facilities&amp;quot; across the Moghes coasts. At the core of these facilities is a variety of the radiant-energy spire, a device used by the Hive on Tret to absorb ambient radiation for power generation. This serves the dual purpose of powering the facility and cleaning away the radiation. This collected power is redistributed to the water pumps of smaller towers nearby, which utilise wind turbines and a relatively mundane evaporative cooling system to release the chilled air into the atmosphere and generate even more energy, which can then be put back into the cycle. The concept is similar to a human downdraft tower, minus some of the more exotic tweaks made by the Vaurca.  This technique has several advantages, primarily that, outside of the requirement for water, it is mostly self-sustaining and can turn a nearby desert into a humid jungle. It is not without its downsides, however, it&#039;s speed or lack thereof the most obvious. It would take a long time indeed for Moghes to recover through these alone.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Federation_Education&amp;diff=29155</id>
		<title>Federation Education</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Federation_Education&amp;diff=29155"/>
		<updated>2023-07-23T19:00:17Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: /* Famous Graduates */ she&amp;#039;s dead jim.&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
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=Education Outside of the Federation=&lt;br /&gt;
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Skrell raised outside the Federation are reside in relatively new situation. They will not have access to the advanced educational infrastructure of the Nralakk Federation. Private Skrell education facilities have been established by philopatric and entrepreneurial Skrell from the Federation; however, these schools do not report back to the Federation in any capacity. These facilities merely mimic the style, system and environment found in Federation facilities. &lt;br /&gt;
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Those who do not have access to either of these education sources must completely rely on their Quya to educate them.  Most Skrell are only capable of educating their children up to a Reef Garden level with what would be the equivalent to a college internship in their Quya&#039;s field; but if the Qrri&#039;Myaq were a professor or established teacher of their field then the Skrell&#039;s education would be equal to that of a Depth College.  If Skrell want to pursue a different field than their Qrri&#039;Myaq, they will need to seek out a Skrell with the correct skillset and ask to apprentice under them. &lt;br /&gt;
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Human Schooling has proven to be detrimental to Skrell for several reasons. Since Skrell mature mentally and physically slower than Humans, the socialization process critical to upbringing is thrown wildly off-balance. By the time a human reaches young adulthood, Skrell are still juveniles. This gap often leads to feelings of extreme social isolation, which can severely harm the development of Skrell children.&lt;br /&gt;
Additionally, Skrell learning is partially tied to their relationship with psionics. Skrell Teachers can passively use the Nlom to help cultivate understanding of new concepts or skills. Skrell students rely on this phenomenon heavily, as in addition to their teachers, in groups they can easily communicate their own understanding and thoughts with psionic assistance. Human environments lack this component, which can severely stunt the rate at which Skrell learn from their non-psionic teachers. &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;This does not mean it is completely impossible for non-Skrell to teach Skrell, simple ideas that require little deep thinking or low-complexity concepts can be learned easily. But, in the long-term, Skrell learn best from other Skrell. Major universities will often have separate Skrell campuses. This means that Skrell can hold a degree from &amp;quot;human&amp;quot; universities thanks to their Skrell sister campuses.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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= Federation Education =&lt;br /&gt;
The Skrell have always believed that acquiring knowledge to be the basis of their society, with even their most followed faith, confirming this perspective. There are three climacteric stages within established education, usually marked by biochemical and physiological changes that are associated with age: Scuttle School, Reefgarden and Depth College. Although biologically based, it is not universal or inflexible. Skrell are regarded as commencing each stage according to their own assessments, as well as supportive examinations from instructors, rather than chronological age or other indicators. While rare, it is not unheard of for Skrell to descend the rankings when they realize they are not equipped to handle the higher levels. &lt;br /&gt;
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=== Scuttle Schooling ===&lt;br /&gt;
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Scuttle Schooling, or &#039;&#039;&#039;Ukutanii&#039;&#039;&#039; is a process that all Skrell undertake and commences shortly before birth. During the later stages of an egg’s utero-development, the entirety of the egg’s Quya will begin a process known as &#039;&#039;&#039;Aqi’qa (Tethering)&#039;&#039;&#039; in order to determine the egg’s designated [[Skrell_Relationships| Qrri’Myaq]]. The process of Aqi’qa will usually begin about a season before the egg is meant to hatch, and typically involves rigorous rituals and tribal chanting until the egg has developed a psionic connection with one of the Skrell in the Quya. The Skrell will henceforth undertake the role of [[Skrell_Relationships| Qrri’Myaq]] and solely tend to the developing egg until it hatches -- incubating them within their headtails. It is often said that those that do not engage in the &#039;&#039;&#039;Aqi’qa&#039;&#039;&#039; are creating those born without the ability to perpetuate deep psionic signals instead producing Listeners. &lt;br /&gt;
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Majority of Ukutanii is provided by a [[Skrell_Relationships| Qrri’Myaq]], however, there are supplementary development courses that tadpoles are enrolled in to ensure that their initial education is well-rounded. Ukutanii typically involves the passing of basic knowledge onto the juvenile (such as motor or communication skills) which are required to prepare them for Untuk’mak, or Reefgarden. Nowadays, the Nralakk Federation keeps a much more watchful eye on tadpoles, with many citing the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; as the reason for such. Scuttle Schools are also some of the most well-guarded facilities within the Nralakk Federation. &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Ukutanii occurs between pre-birth and 30 years of age.&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
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=== Reefgardens ===&lt;br /&gt;
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Reefgardens, or &#039;&#039;&#039;Untuk’mak&#039;&#039;&#039;, is a process that usually occurs after a Skrell has reasonably progressed in Ukutanii. Before a Skrell can commence Untuk’mak, they must undergo an &#039;&#039;&#039;Odurserr&#039;&#039;&#039;, or &#039;&#039;&#039;coming-of-age ceremony&#039;&#039;&#039;, to signify their readiness to advance to established academia. Odurserr is usually overseen by the[[Skrell_Relationships| Qrri’Myaq]], and involves the Quya of the juvenile gifting items usually symbolic of what they wish the tadpole to achieve in their life. After the gifting is complete, one of the items must be burnt as a representation of the Skrell’s choice and what they wish to achieve. Once the Odurserr has been completed, the tadpole will commence Untuk’mak.&lt;br /&gt;
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Untuk’mak is the equivalent of high school for the Skrell. It is here that the [[Skrell_Relationships| Qrri’Myaq]] is relieved of academically supervising the juvenile Skrell, and is instead replaced with Counselors tasked with teaching subjects such as language, math, galactic history and much more. The foundation laid during the Untuk’mak is considered critical and invokes increased observation from the Nralakk Federation to ensure the levels of teaching are satisfactory. As Skrell progress through Untuk’mak, additional modules will become available and allow them to begin specializing in career paths decades before they start any dedicated degrees in Uyi’vesi, or College. Untuk’mak usually encompasses about two decades, however, it is ultimately up to the Skrell to decide whether they are ready or not to advance. &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Untuk’mak usually occurs between 30-50 years of age.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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=== Depth Colleges ===&lt;br /&gt;
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Depth College, or &#039;&#039;&#039;Uyi’vesi&#039;&#039;&#039;, is the last stage of skrellian education and is equivalent to college for the Skrell. Whilst not mandatory, majority of the Skrell will undergo Uyi’vesi in order to further engorge themselves in all kinds of knowledge in order to climb the social ranks of skrellian society. Facilities dedicated to hosting those undertaking Uyi’vesi are usually hyperspecific on their education, such as the Aliose University of Medical Sciences which only educates those undertaking Uyi’vesi wishing to engage in studies related to medicine. &lt;br /&gt;
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Skrell undertaking Uyi’vesi will usually devote about a decade of their life to complete a degree, however, many more will persevere and acquire roughly two or three degrees during their extended Uyi’vesi of about three decades. Over the years, it has become far more common for Skrell to extend their Uyi’vesi as employment opportunities begin to seek more and more individuals with advanced knowledge. &lt;br /&gt;
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A skrellian degree is typically equivalent to a PhD outside of the Nralakk Federation, however, internally there is no differentiation between bachelor, master and doctorate programs. Skrell will also often be awarded adornments for their headtails dependent on their academic success in the Uyi’vesi, with the longer adornments usually symbolizing great academic feats.  &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Uyi’vesi usually occurs between 50-80 years of age.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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====Honorifics====&lt;br /&gt;
* Lu&#039;vesi - Dropout - Lvs. - Void Graduate&lt;br /&gt;
* Aqm&#039;vesi - 1 degree - Aqvs. - Junior Graduate&lt;br /&gt;
* Qro&#039;vesi - 2 degrees - Qrvs. - Graduate&lt;br /&gt;
* Qu&#039;vesi - 3 degrees - Quvs. - Star Graduate&lt;br /&gt;
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==Notable Universities==&lt;br /&gt;
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===The Gliutip&#039;lyaz University===&lt;br /&gt;
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Among the most prestigious centres of learning in the Nralakk Federation is the Gliutip’lyaz University. Founded in 2350 BCE on the [[Qerrbalak|Homeworld]], the establishment has been hailed as having the most diverse and strenuous courses in the Federation, with the majority of courses offered by the university being science-related. Aside from science, the Gliutip’lyaz University primarily offers courses in liberal arts such as history and philosophy, as well as courses that teach martial arts, music, politics, and law.&lt;br /&gt;
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The Gliutip&#039;lyaz University remains one of the most prestigious schools almost four millennia later, mostly producing a majority of the Nralakk Federation&#039;s most accomplished individuals. It has since developed a &amp;quot;remote learning&amp;quot; branch in which Skrell can explore the Orion Spur and still attend their classes while abroad. Alumni of the Gliutip’lyaz University have historically been incredibly driven, with most graduates becoming pioneers in their respective fields. This trend of producing capable, well-rounded graduates has earned the establishment a colloquial title as “The Grand University.” Students of The Gliutip’lyaz University are subject to harsh testing and critique as their grades are periodically released to the public. Scoring under seventy percent on an applied knowledge exam, or any other graded activity is grounds for prompt expulsion. Each year, only a hundred Federation citizens are accepted by the school’s board. In order to graduate, a student must attend the university for 23 years. New students are expected to have a working understanding of physics and chemistry before attending classes.&lt;br /&gt;
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====Relavant Careers====&lt;br /&gt;
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The Grand University primarily focuses on educating students in the fields of [[scientist|science]], but some graduates are known to go into [[NanoTrasen_Liaison|politics]] or law.&lt;br /&gt;
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====Famous Graduates====&lt;br /&gt;
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The most prominent example of the calibre of Skrell produced by the Gliutip’lyaz is &#039;&#039;&#039;Grand Councillor Weashbi Jrugl&#039;&#039;&#039; himself. Since becoming Grand Councillor, Jrugl has also become the current dean of the University.&lt;br /&gt;
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===The Aliose University of Medical Sciences===&lt;br /&gt;
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Founded in 500 BCE, the [[Aliose#Orq’wesi|Aliose]] University of Medical Sciences was established as a means to further centralize research and development related to health services for the ever-growing population of the Skrell. It quickly shot to the forefront of medical, biomechanical and genetics research within the Nralakk Federation, and is where the Skrell first began to develop their life-extending medical care.&lt;br /&gt;
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The university quickly became the go-to university for Skrell wishing to enter the medical field, which resulted in its reputation as a prestigious university. Students are expected to have a working knowledge of biology at the very least, with chemistry or other fields being requirements based on what course an applicant is applying for. Graduates from AUMS are known to become well-renowned doctors, medical researchers, and geneticists within the Federation. With the university’s relationship with Zeng-Hu Pharmaceuticals, many students tend to find work almost as soon as they graduate, being offered contracts to work for Zeng-Hu abroad. &lt;br /&gt;
&lt;br /&gt;
Since its establishment, the Aliose University of Medical Sciences helped propel Skrell forward technologically, making the species one of the most medically advanced in the Spur. With the rise of Glorsh-Omega and the Era of Synthetic Oppression, however, the university had a more sinister purpose. The Intelligence would have Skrell halt all research into certain fields, having the university staff begin new projects that would eventually culminate in the species-wide inoculation of the Skrell, causing irreversible damage that’s still being researched to this day. While most Skrell have grown to accept AUMS’ part in the X&#039;Lu&#039;oa, there is a radical minority that has begun associating the university with Glorsh and its sympathisers.&lt;br /&gt;
&lt;br /&gt;
In 2332 CE, Humanity and Skrell met. Almost as soon as first contact was made, academic talks had started between the Skrell and the various human megacorporations. The Skrell had concerns with sharing their knowledge with a species that was nowhere near their technological level, and most scientific leaders refused to work with the greedy, business-focused approach that many of the megacorporations had shown with their proposals. For the Dean of AUMS Lori&#039;Eldap Joolro&#039;Loveq, however, one company had stood out: Zeng-Hu Pharmaceuticals. Their vision, along with their emphasis on cooperative research teams over wanting access to Skrellian technology outright, impressed the staff of the university. Zeng-Hu was able to demonstrate the benefits of this relationship through the unveiling of viable limb-cloning techniques, and as a result brought AUMS to the forefront of medical research in the eyes of human society. This has resulted in a high number of requests from non-Skrell for attendance, with a small number of applicants being admitted. Although there are no official rules regarding non-Skrell attendance at the university, it is generally thought that the best way to attend is to apply through Zeng-Hu Pharmaceuticals. There have been claims of xenophobia due to the lack of non-Skrell students, but the university has denied these claims, insisting that all applicants are expected to fulfill the same academic requirements.&lt;br /&gt;
&lt;br /&gt;
====Relevant Careers====&lt;br /&gt;
&lt;br /&gt;
The university primarily offers courses related to [[Roboticist| biomechanics]], [[Pharmacist| chemistry]], [[Physician| biology and anatomy]], and even [[Xenobiologist| xenosciences]]. The relationship between Zeng-Hu Pharmaceuticals and AUMS has resulted in a number of graduates signing contracts with the megacorporation to work abroad almost as soon as they graduate, seeing it as an easy way of living outside of the Federation without taking a hit to their social credit score and with a stable job already lined up.&lt;br /&gt;
&lt;br /&gt;
====Famous Graduates====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lori&#039;Eldap Joolro&#039;Loveq&#039;&#039;&#039; was the Dean of the university, and the longest living Skrell in the galaxy - having lived for a total of &#039;&#039;&#039;559 years&#039;&#039;&#039;. They were treated hourly with chemicals - and had several organ surgeries. Although weak physically, they were very strong mentally and &#039;&#039;&#039;taught [[Skrell#Telepathic|telepathically in the Dream,]]&#039;&#039;&#039; in an aluminium classroom.  She was capable of standing for a few minutes, and famously met the oldest Human in existence several times - and met the oldest human every time the oldest died.&lt;br /&gt;
&lt;br /&gt;
==Non-Skrell Education==&lt;br /&gt;
While the Federation continues to maintain a large Skrell majority populace, there are aliens living within its borders. Ideal educational environments are different for each species, so there are different spaces for learning depending on which species you belong too.&lt;br /&gt;
&lt;br /&gt;
===C&#039;thur===&lt;br /&gt;
The Vaurca needed the least amount of support from the Federation when it comes to educating their broods. Federation academics assembled a comprehensive information packet on current technology, galactic history, cultural studies, biology, engineering and economics then provided it to each brood for their own use. Besides the packet and routine monitoring, the Federation has largely left the C&#039;thur to their own devices.&lt;br /&gt;
&lt;br /&gt;
===Humans===&lt;br /&gt;
Human citizens are a rarity in the Federation, but a few exist. If human children need education, the Federation strongly recommends hiring a personal tutor or homeschooling, as Skrell learning environments are not suitable for humans, especially during their developmental years.&lt;br /&gt;
&lt;br /&gt;
Human applicants to Skrellian Universities are far more common. Few Depth Colleges accept humans, and all those that do have made a modified curriculum for them. While not made to be &amp;quot;easier&amp;quot; outright, without the longevity and psionics of Skrell, the finer points of Skrell learning are lost on them. Even with these modifications, human students report that the work is taxing and difficult. Most Humans graduate after five to six years, with one degree.&lt;br /&gt;
&lt;br /&gt;
===Diona===&lt;br /&gt;
Diona Gestalts that are assigned to simple jobs within the Federation are provided with blood samples from Skrell in the same field to rapidly accelerate the process of integrating them in the workplace. For more complex occupations, Skrell place them in a semi-traditional Skrell learning environment with a Diona Teacher, while providing a steady (but minute) flow of relevant blood to the students.&lt;br /&gt;
&lt;br /&gt;
The Federation only takes blood from Skrell with high SCS in attempt to instill strong pro-federation sentiment during their education.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=29153</id>
		<title>Notable Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=29153"/>
		<updated>2023-07-22T18:40:29Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: /* Lori&amp;#039;Eldap Joolro&amp;#039;Loveq */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Notable Skrell=&lt;br /&gt;
&lt;br /&gt;
For as long as written and oral records have been kept, [[Skrell]] society has had a score of outstanding individuals within it who made their mark on the species’ history. Many minor historical figures have been forgotten since the Tzqul Archive was sealed, while others were merely reduced to footnotes in history and forgotten as their historical relevance waned over the millennia. With this said, planets within the Nralakk Federation are known to keep their own detailed records of notable figures that would otherwise be forgotten by Skrellian society at large, with most even receiving their own dedicated display or wing within local museums.&lt;br /&gt;
&lt;br /&gt;
= Modern =&lt;br /&gt;
&lt;br /&gt;
==Lori&#039;Eldap Joolro&#039;Loveq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : May 5th 1901 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Joolro&#039;Loveq was the oldest living Skrell in existence -- Born in 1901, they were the Head Teacher of the Aliose University of Medical Sciences.  They were on a strict medicinal regimen to help prolong their life, along with several surgical treatments such as organ transplants. They were capable of standing for a few minutes, and famously met the oldest Human in existence several times - and continued to meet the oldest human every time the oldest died.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/4674-warble-enquirer/page/5/#comment-166359 Joolro&#039;Loveq died in 2465] and was buried in a large mausoleum on Aliose constructed by the C&#039;thur on the orders of the Grand Council. This mausoleum rests on top of the newly built Orq’wesi Medical Complex, a treatment center for rare diseases.&lt;br /&gt;
&lt;br /&gt;
==Ju&#039;qoli Yeeboq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : Feburary 14th 2287&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ju’qoli Yeeboq, or ‘Ju’qoli Qu’, literally meaning ‘Ju’qoli The Bright’, is the leader of a Federation Resistance cell known as [[Federation_Crime_and_Resistance#Plurqh&#039;Quq_(Freedom_Fighters)|Plurqh’Quq]] - Freedom Fighters. Their ultimate goal is to see a widespread rebellion against the Federation Government, and is known to read celestial events to guide their actions towards this goal. Ju’qoli is known to transmit speeches live through radio and Viv-ID, which are prone to censure by the Federation. Despite the Government’s attempts to prevent these pirate broadcasts from reaching their audience, many of them have been recorded and regularly circulate through the extranet. Most of these broadcasts speak of a coming age where Skrell who ‘cast off the domineering Federation’ will be rewarded with freedom, and the cosmos will ‘open up’ to them.&lt;br /&gt;
&lt;br /&gt;
==Ockq Oona==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : May 8th 2301&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ockq Oona is a revolutionary hacktivist known by most Skrell as the founder of the [[Federation_Crime_and_Resistance#Raqa&#039;Nuul_(Cybers)|Raqa’Nuul]], or ‘Cybers’. Born on the fringes of the Traverse, their upbringing and dour opinion of the Federation as a whole prompted them to create a group with the objective of changing Skrell society for the better. While Oona is a self-taught programmer, they have many accredited degrees in various computer science fields from Mars University which they are known to use as a means to project a more competent image for themselves and their resistance cell. With that said, the Federation regularly highlights the extensive body modification Oona has undergone as a way to discredit them; many Government broadcasts that mention Ockq Oona will describe them as more robot than Skrell, with subtle references to Glorsh-Omega to influence how Federation citizens perceive them.&lt;br /&gt;
&lt;br /&gt;
==The Latent==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : ??? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not much is known about The Latent, with only vague pieces of information disseminating across the sub-faction of the Resistance in which they lead. Rumours persist about their appearance; both tall and short, light-complexioned but also dark-complexioned. In reality, few ever get to meet The Latent, and those that do are considered the highest of the Oqolk-Kora order, who swear on their own lives to protect the identity of their leader. The Nralakk Federation has openly stated that reporting any known information about the Oqolk-Kora Leader will result in an increased social credit score.&lt;br /&gt;
&lt;br /&gt;
==Psi==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : ???&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Similarly to &#039;The Latent&#039;, there&#039;s not much known about Psi other than their mononym and their leadership of the Subversives Resistance Cell. The Nralakk Federation has put a bounty system in place allowing citizens of the Federation to report any information on Psi, incentivised by an increase in Social Credit Score if the information can be substantiated.&lt;br /&gt;
&lt;br /&gt;
==Xioshi==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate : ??? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The infamous Admiral of the Ti&#039;Rakqi, Xioshi has been a plague on the Federation for over a century since his ascension to command in the pirate fleet. Little is known about the Skrell&#039;s history before he joined the ranks of the Ti&#039;Rakqi.&lt;br /&gt;
&lt;br /&gt;
His piracy career is a thick collection of cunningly won engagements and strategic genius. He&#039;s widely regarded by both the Ti&#039;Rakqi and Qukala as the Spur&#039;s leading master of asymmetrical warfare.&lt;br /&gt;
&lt;br /&gt;
Almost as concerning as his genius, Xioshi is known to be a powerful psionic user and listener. In every trial undertaken to receive advancement, Xioshi flattened his opponents in tests of psionic skill. Some Qukala reports suggest that when Xioshi is in personal command of a fleet action, he directs his Captains from his flagship using his abilities and a retrofitted Nlom beacon.&lt;br /&gt;
&lt;br /&gt;
==Weashbi Jrugl==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate : July 24th 2357 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weashbi Jrugl was born on the Skrell homeworld in &#039;&#039;&#039;2357 CE&#039;&#039;&#039; to an archaeologist and an engineer in the ruins of a city between Heshy’Qlip and Xyla as their parents were working at a dig site. As they grew up, they gained a drive to learn as much as they could about the animals and people of their homeworld. In &#039;&#039;&#039;2377 CE&#039;&#039;&#039;, they applied and were accepted to the Gliutip’lyaz University. They rose to the challenge of the rigorous schooling environment and social setting of Gliutip’lyaz University and left the school in &#039;&#039;&#039;2400 CE&#039;&#039;&#039; as a much more skilled and well-connected individual.&lt;br /&gt;
&lt;br /&gt;
Jrugl worked as a xenobiologist for thirteen years before Skrell made first contact with the Tajara. They were one of many xenobiologists who quickly gained a keen interest in the species, and it was not long before they had released their first research paper on the alien species. Jrugle made it their goal to produce and compile research into easily digestible papers so that every Skrell in the Federation could learn about the Tajara if they had an interest. This pattern of research and publication went on for many years regardless of the subject, making Jrugl a well-known and popular figure in their field as their work was something that most Skrell could find approachable. At one point, Jrugl came under scrutiny when it was revealed that they were publishing research papers under a pseudonym, and was given an ultimatum by the rest of the Grand Council: either publish all works officially or not at all. All of the Councillor&#039;s work was made public following this, revealing Jrugl to be prolific in the scientific community even after they were elected.&lt;br /&gt;
&lt;br /&gt;
Jrugl came to work alongside humans often, both as a means of comparing notes and interacting with their strange cultures. In early &#039;&#039;&#039;2451 CE&#039;&#039;&#039;, Jrugl attended an event in which a Solarian Alliance ambassador bragged about the amazing capabilities of their AI; the ambassador claimed that an AI had found the highest prime number possible. Annoyed and proud as they were, Jrugl used their mathematical knowledge along with strategies they had learned during their decades of study to quickly prove the ambassador wrong. Weashbi Jrugl, in a fit of stubbornness, had discovered a new “highest known prime number” in only a few hours.&lt;br /&gt;
&lt;br /&gt;
Weashbi was already a well-known xenobiologist by this time, but this stunt involving prime numbers launched them into celebrity status. The Grand Councillor at the time commended their work, as did most Skrell across the galaxy. Politicians moved for the ruins Jrugl was born in to be renamed in honour of Weashbi Jrugl. Jrugl found the decision to be in poor taste, so the ruins were instead renamed in honour of Jrugl’s ancestors who perished there during the reign of Glorsh-Omega. The area is known today as the [[Qerrbalak#The_Ruins|&#039;&#039;&#039;Jrugl’Qlip Ruins&#039;&#039;&#039;]], and reclamation efforts have been planned to make the outskirts surrounding the ruins into a hub of scientific study.&lt;br /&gt;
&lt;br /&gt;
When it came time for a new Grand Councillor to be elected following &#039;&#039;&#039;Rixa Tep-Wul&#039;&#039;&#039; stepping down, Weashbi Jrugl won by a landslide in the &#039;&#039;&#039;2453 election&#039;&#039;&#039;. Skrell across the galaxy knew them by reputation and their work, so they chose them to represent their interests in the Grand Council. Since then, Jrugl has pursued many ambitious goals. Most notable of these goals is their administration’s work to reintegrate systems that were not present for the Tresja Agreement back into the Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
As the incumbent Grand Councillor during the &#039;&#039;2463&#039;&#039; election, Jrugl relied on their accolades during their first term, as well as promises of further prosperity under their leadership should they be re-elected. During their second term, they enacted various reforms regarding the Tupkala, as well as establishing Special Economic Zones throughout the inner systems, allowing most of the Megacorporations in the Spur to operate - at least in a limited capacity - within Federation Space.&lt;br /&gt;
&lt;br /&gt;
[[File:Ormish Jrolk.jpg|thumb|right|Ormish Jrolk: The renowned Skrell scientist.]]&lt;br /&gt;
&lt;br /&gt;
== Ormish Jrolk ==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : July 19th 2097&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jrolk was born on Aweiji during the Era of Synthetic Oppression and had survived beneath the tyrannical intelligence for almost a century before its disappearance within the Tri-Qyu Nebula. Despite their hardship, Jrolk went on to complete four degrees at the Grand University on Qerrbalak; Biochemistry, Physics, Genetics and Biotechnology. Their several degrees allowed their career to prosper, even under the ever-watching tyrannical eye of Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
Jrolk is one of the most influential Skrell across the Orion Spur and was merely a little over two hundred upon the discovery of humanity in 2332. They were one of the first &amp;quot;ambassadors&amp;quot; meant to close the divide between the two species, soon becoming Zeng-Hu’s Chief of Research and assisted in perfecting cloning technology for use both within the Nralakk Federation and the greater Orion Spur. They are also considered the creator of the fertility treatments the Nralakk Federation uses today, having worked alongside Nalo Gir&#039;Roq.&lt;br /&gt;
Many have said Jrolk is a wise individual, mostly due to his advanced age and status as an Elder among the Skrell. Even with their reputation however, Jrolk failed to be elected as the Grand Councillor of the Nralakk Federation. Instead, they were appointed by Weashbi Jrugl to be Grand Advisor of Economic Development.&lt;br /&gt;
&lt;br /&gt;
== Kalq’Qi Weibii ==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : February 12th 2161&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hailing from the Traverse, Kalq’Qi Weibii announced their running for the Grand Councillor’s seat in the 2463 Elections alongside both Ormish Jrolk and Weishbi Jrugl. Weibii is renowned across the Nralakk Federation for their involvement in reintroducing the various colonies left in isolation after the fall of Glorsh-Omega. They are considered a legend amongst other Representatives for their efforts in the Tresja Agreement signed in 2245 CE. &lt;br /&gt;
&lt;br /&gt;
Weibii was born within the last years of the Era of Synthetic Oppression, and had just completed their final degree at the Paa’Kiim Institution of Learning located on the colony of Paa’Kiim when the intelligence was destroyed. With degrees revolving around Political Science, Law and Communication they found themselves spearheading the Collaborator Trials on Paa’Kiim. There are varying perspectives on their decisions, but most tend to agree with the severity of their sentences. &lt;br /&gt;
&lt;br /&gt;
Weibii further went on to orchestrate a massive exodus of colonists from within the Traverse after losing in the Grand Councillor elections. This has led to thousands of individuals seeking reprieve from the Nralakk Federation’s iron fist within the Republic of Biesel, as well as Weibii becoming the &amp;quot;leader&amp;quot; of the lyukal; despite its decentralised nature, Weibii works to recruit, educate, and foster anti-Federation sentiment in Skrell outside of Federation space, and most resistance cells at least informally consider Weibii to be the leader of their organisation. In the aftermath of the riots brought about by the conflict between the Trinary Perfection and the Starlight Zone on Biesel, Weibii has been elected Community Liaison for the Starlight Zone and is considered the official leader of the community by most Skrell.&lt;br /&gt;
&lt;br /&gt;
Weibii has [https://forums.aurorastation.org/topic/4674-warble-enquirer/?do=findComment&amp;amp;comment=166073 shown their support] for the Independent Traverser Movement, using their status as leader of Mendell City&#039;s Starlight Zone and as a prominent anti-Federation figurehead to promote the movement&#039;s goals abroad. Despite the Federation claiming that many of Weibii&#039;s talking points are flawed or outright false, Weibii has succeeded in gathering support from the average Biesellite citizen thanks to the nation&#039;s history with the Solarian Alliance and its own independence. With that said, no politicians or other figures in human politics have decided to comment on the developing situation in the Traverse at this time, and it is unknown how successful Weibii&#039;s campaign will become.&lt;br /&gt;
&lt;br /&gt;
==Vraka Xora-Nel==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : November 10th 2389&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Director Vraka Xora of Xomor, an institution established to provide security services for businesses and private individuals. Xora-Nel rose through the ranks of the Qukala, and has secured over sixty years of experience within the military, making them an ideal candidate to lead the enterprise. Xora-Nel is known to personally take part in the designing of Xomor’s training programmes, deliberating with representatives of the Nlomakala to ensure that Xomor contractors operate with the same standards as the Federation’s police force - although in recent years they have been described as reclusive. Since their appointment to Director of Xomor in 2438, Xora-Nel has made very few public appearances, with most pictures of the Director being taken as they enter or leave the Grand Council chamber. The lack of public appearance has resulted in rumours ranging from illness to conspiracies such as Xora-Nel and Jrugl secretly being part of a Qu’Poxii. &lt;br /&gt;
&lt;br /&gt;
Xomor employees, despite never seeing the Director personally, describe them as a ‘remarkable individual’ and speak fondly of them when the topic is brought up.  &lt;br /&gt;
&lt;br /&gt;
==Xul Lurq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : April 3rd 2063&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xul Lurq is Chancellor of Qerr&#039;Zolvq Industries, an enterprise responsible for all aspects of power generation, resource extraction, and production within the Federation. They graduated from Gliutip&#039;lyaz University, where they studied for 70 years. Since then, Lurq has donated millions of credits to Gliutip&#039;lyaz University and various charities around the Orion Spur. Chancellor Lurq is also known to give particular attention to Aweiji as it was their birthplace, with a considerable amount of their philanthropy going towards the continued development of the planet’s infrastructure. &lt;br /&gt;
&lt;br /&gt;
As a result of her openness and generosity, Lurq has achieved minor Idolship within the Nralakk Federation. A regular host of charity galas, they frequently invite notable idols within the Federation as well as foreign charity trustees and dignitaries. While the general consensus is that Lurq is exemplary and upstanding, rumours regarding unethical management of Qerr’Zolvq persist, with many believing that they maliciously allow the city of [[Qerrbalak#Xy&#039;laxi|Xy’laxi]] to disregard the environmental policy of Qerrbalak to keep its productivity high. &lt;br /&gt;
&lt;br /&gt;
==Nalo Gir-Roq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : March 29th 2301&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nalo Gir-Roq holds the position of Overseer of Tuz&#039;qlip Researchers, a company whose aim is to help manage all aspects of Research and Development across the entire Federation. Known for their pioneering work on genetic therapy, they discovered methods to alleviate the damage caused by the X&#039;Lu&#039;oa brought about by Glorsh-Omega. They are a graduate of the Aliose University of Medical Sciences and regularly teach at the institution, and is a native of Aliose. &lt;br /&gt;
&lt;br /&gt;
Gir-Roq has succeeded in securing his status as an Idol within the Nralakk Federation, although some have claimed this is thanks to their underhanded tactics; Gir-Roq&#039;s former colleagues have openly stated that he is a slimy individual, willing to do whatever it takes to succeed. Although competitiveness is encouraged within Skrellian society, the Overseer’s former associates state that there are clear lines Gir-Roq crossed. In contrast to these claims, Gir-Roq receives unanimous praise from their students, with their teaching methods being described as ‘unorthodox, yet effective’.&lt;br /&gt;
&lt;br /&gt;
==Alot Sonq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : July 12th 2375&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alot Sonq, a popular media figure and politician, is the current President of Nralakk Logistics, a state-owned enterprise tasked with tackling logistics, transport, and communications across the Nralakk Federation. Born on Aliose, and raised within the Fedas Archology, Sonq went on to graduate from Qerr’Malic Institute of Technology in 2425. They hold several degrees in fields relating to Information Technology, which allowed them to move up the hierarchy at Nralakk Logistics until their appointment to Chief Executive Officer in 2454.&lt;br /&gt;
&lt;br /&gt;
Sonq has allegedly developed a rather “headstrong” and “obstinate” personality within Nralakk Communications. Employees have often expressed little desire to go against orders received by management. Those that do often find themselves relocated to less desirable departments. While employees are encouraged to bring new avenues to explore to Sonq, very few have admitted to doing so in fear of miscommunication leading to a developing Lu’Poxii relationship.&lt;br /&gt;
&lt;br /&gt;
==Kezoq Torq-Bep==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : June 21st 2174&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kezoq Torq-Bep is the newly appointed Commander of the Nralakk Federation&#039;s infamous Tupkala. They are personally responsible for overseeing all covert military activity within and outside the Federation&#039;s intergalactic borders. Before the Tups, Torq-Bep was a famous member of the Ruupkala, known for their exceptional psionic abilities and energetic presence. Several improvements were made to the Nlom Relay operation procedure under Torq-Bep&#039;s influence. Had Torq-Bep not been transferred, they were likely to become the Head of the Ruupkala, given enough time.&lt;br /&gt;
&lt;br /&gt;
Thrust into the precarious position of Tupkala Commander after a rogue predecessor, Torq-Bep is faced with several unfortunate circumstances as they begin their career. Thankfully, Grand Councillor Weashbi has provided massive support across the board for the reformed Tupkala. Within the Tupkala, Torq-Bep has already proven themselves a quick learner and astute leader.&lt;br /&gt;
&lt;br /&gt;
= Past =&lt;br /&gt;
==Xuq’mqix Volq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : December 12th 2001&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathdate : November 1st 2305&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xuq&#039;mqix Volq was a renowned Linguistics Professor within the Nralakk Federation. Born on Aliose almost half a century before the rise of Glorsh-Omega, their education in Linguistics would further allow them to create a rebel language that Glorsh-Omega would not capable of understanding - shielding their plans from any intrusion, being hailed as one of few methods that greatly assisted the efforts. &lt;br /&gt;
&lt;br /&gt;
Professor Volq would then go on to create the &#039;&#039;&#039;Xuq Translator&#039;&#039;&#039; - a device which can only be described as an extremely advanced Enigma Machine capable of deciphering languages. It would go on to assist in numerous diplomatic negotiations, and be installed in almost every Nralakk Federation Vessel by 2298 CE. The Xuq Translator was most notably used during first contact with Humanity and Diona. Professor Volq was awarded, post-humorously, for their efforts in both the Glorsh Rebellion and the creation of the Xuq Translator.&lt;br /&gt;
&lt;br /&gt;
==Wreshin Tup==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate : ???&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathdate : ???&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wreshin Tup is the given name of a legendary soldier, philosopher, and poet reputed to have been active from approximately &#039;&#039;&#039;1800 BCE&#039;&#039;&#039; to &#039;&#039;&#039;800 BCE.&#039;&#039;&#039; The anthologies of Wreshin Tup are extensive and describe many events, but give little to no insight on their early life. Records believed to date as far back as 1800 BCE describe them as a lone Skrell who travelled between the various governments of Qerrbalak, offering counsel to those who accepted it. From this humble beginning, Wreshin would eventually find themselves to be the leader of a social movement promoting the importance of individual life. Ironically, this respect for individual liberties attracted a small, yet highly skilled, group of militants to support them. &lt;br /&gt;
&lt;br /&gt;
Discrepancies in recorded accounts of the figure vary in regards to their description and demeanour along with their alleged lifespan (which was well beyond the expected lifespan of Skrell at the time) suggest that Wreshin Tup was not a single person. While it is accepted among historians that multiple Skrell took up the mantle of Wreshin Tup during the millennium of its usage, the exact number is unclear and remains a popular point of speculation among scholars.&lt;br /&gt;
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==Tiipis Yla==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : January 31st 1969&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Deathdate : June 6th 2305&#039;&#039;&#039;&lt;br /&gt;
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Tiipis Yla was the first Grand Councillor of the Second Nralakk Federation but also an author, guerrilla leader and diplomat. Tiipis rose to prominence after actively voicing their resistance to Glorsh-Omega, somehow evading the tyrannical intelligence through a myriad of different methods. Their spearheading of the revolt against Glorsh-Omega is what got them elected as the first Grand Councillor, and with the introduction of the artificial intelligence ban within the Nralakk Federation their position was secured until their death almost a century after coming into power. &lt;br /&gt;
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==Rixulin Fliioux’Quualt==&lt;br /&gt;
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&#039;&#039;&#039;Birthdate : Feburary 14th 1898 &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Deathdate : October 27th 2056 &#039;&#039;&#039;&lt;br /&gt;
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Rixulin Fliioux’Quualt was a famous artist, sculptor, and fashion designer known throughout Skrell space. Born in &#039;&#039;&#039;1898 CE&#039;&#039;&#039; in the city of Juerlduern on Qerrbalak, Rixulin was very social in their childhood. As they grew up, they questioned common themes and motifs in Skrell art. They believed that art, like all things, needed to evolve and change over time. In their mind, what mattered most was creating emotions and passion in people through their work.&lt;br /&gt;
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His early artwork is very similar to the works of their contemporary artists, but this changed dramatically over their lifetime. They studied historical artforms in their youth and published several theories regarding the evolution of art across the ages and where it would go in the future. They became famous, first, for their avant-garde statues. They sculpted Skrell in daring, proud poses and used multiple kinds of stone in each of their works. The final result was that each statue was drastically different from the other, each being made of materials of varying colours. This style, at first, was met largely with disgust. Many critics claimed their work was shoddy and believed the different colours across each statue’s body made them look gaudy.&lt;br /&gt;
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Where Rixulin found their popularity was in the youth of the mid-1900s. Young minds saw the outlandish and daring nature of their work, and it inspired them to work in ways that had not been done before. After a team of young researchers attributed their medical breakthroughs to inspiration from Rixulin’s work in &#039;&#039;&#039;1974 CE&#039;&#039;&#039;, the artist’s many works of art received the attention they deserved. This began a movement of art known to Skrell as &#039;&#039;&#039;Hyper-expressiveness&#039;&#039;&#039;, and soon the avant-garde nature of Rixulin’s work became a thriving sub-culture throughout Skrell space.&lt;br /&gt;
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==Rixa Tep-Wul==&lt;br /&gt;
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&#039;&#039;&#039;Birthdate : March 8th 2023 &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Deathdate : March 10th 2458&#039;&#039;&#039;&lt;br /&gt;
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Grand Councillor Rixa Tep-Wul succeeded Councillor Tiipis Yla after their death in &#039;&#039;&#039;2305&#039;&#039;&#039;, winning the election with a platform promising to further reintegrate the fringe sectors of the Traverse that did not yet rejoin the Nralakk Federation. While the success of the policy pre-Jrugl&#039;s rise to Grand Councillor is debatable, it laid the foundations for its later success in the &#039;&#039;&#039;2450s&#039;&#039;&#039;. &lt;br /&gt;
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Rixa&#039;s administration is seen by modern political scholars as being average. While progress was made during their time as Grand Councillor, particularly with the establishment of new colonies and funding infrastructure development throughout the nation, their nearly century-and-a-half tenure as Grand Councillor was marred by setbacks. The most notable of these setbacks was the resurgence of criminal activity, as groups such as the [[Federation_Crime_and_Resistance#Marauders|Marauders]] began to operate in the outskirts of the Traverse as the still relatively-new Qukala struggled to protect the still rebuilding Federation; the popularity of narcotics such as [[Federation_Crime_and_Resistance#Uoo’qui_Xuqi_(Recollection_Pills)|recollection pills]] also peaked during this time, which only further caused issues. &lt;br /&gt;
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[[Timeline#First_Contact|First Contact]] with Humanity occurred roughly thirty years into Tep-Wul&#039;s administration, which saw a period of uncertainty as Skrell throughout all of Federation society debated on what this meant for the future of their nation. While Tep-Wul is praised for their negotiations with the [[Sol_Alliance|Solarian Alliance]], they are also considered to be partly to blame for the leak of classified documents that allowed Humanity to create sophisticated [[Synthetics#Artificial_Intelligence|Artificial Intelligence]]; while this event did not completely ruin relations between the two species, it did leave a permanent mark on Tep-Wul&#039;s reputation as Grand Councillor - a mark that was exploited during the &#039;&#039;&#039;2453 election&#039;&#039;&#039;, as their advanced age and past mistakes were used to pressure the Grand Councillor to step down.&lt;br /&gt;
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Tep-Wul&#039;s post-Councillorship saw them mostly fade into obscurity after stepping down, as they left the public light in exchange for a quiet retirement on the outskirts of Kal&#039;lo on [[Qerrbalak]]. Their tenure as Grand Councillor is usually looked back on with ambivalence; while the Federation ultimately saw a period of steady growth, hindsight has allowed historians to review Tep-Wul&#039;s actions and deem them as being inefficient or ineffective in fully achieving the Grand Councillor&#039;s goals. Rixa Tep-Wul died from age-related causes on &#039;&#039;&#039;March 10th 2458&#039;&#039;&#039;, just two days after their 435th birthday.&lt;br /&gt;
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&lt;br /&gt;
[[File:ZroseChartNS.png|center|500px|thumb|The abilities of Notable Skrell on the Zrose Chart, according to their psionic capacity.]]&lt;br /&gt;
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[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=29152</id>
		<title>Notable Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=29152"/>
		<updated>2023-07-22T18:39:51Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: /* Lori&amp;#039;Eldap Joolro&amp;#039;Loveq */  died&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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=Notable Skrell=&lt;br /&gt;
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For as long as written and oral records have been kept, [[Skrell]] society has had a score of outstanding individuals within it who made their mark on the species’ history. Many minor historical figures have been forgotten since the Tzqul Archive was sealed, while others were merely reduced to footnotes in history and forgotten as their historical relevance waned over the millennia. With this said, planets within the Nralakk Federation are known to keep their own detailed records of notable figures that would otherwise be forgotten by Skrellian society at large, with most even receiving their own dedicated display or wing within local museums.&lt;br /&gt;
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= Modern =&lt;br /&gt;
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==Lori&#039;Eldap Joolro&#039;Loveq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : May 5th 1901 &#039;&#039;&#039;&lt;br /&gt;
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Joolro&#039;Loveq was the oldest living Skrell in existence -- Born in 1901, they were the Head Teacher of the Aliose University of Medical Sciences.  They were on a strict medicinal regimen to help prolong their life, along with several surgical treatments such as organ transplants. They were capable of standing for a few minutes, and famously met the oldest Human in existence several times - and continued to meet the oldest human every time the oldest died.&lt;br /&gt;
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Joolro&#039;Loveq died in 2465 and was buried in a large mausoleum on Aliose constructed by the C&#039;thur on the orders of the Grand Council. This mausoleum rests on top of the newly built Orq’wesi Medical Complex, a treatment center for rare diseases.&lt;br /&gt;
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==Ju&#039;qoli Yeeboq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : Feburary 14th 2287&#039;&#039;&#039;&lt;br /&gt;
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Ju’qoli Yeeboq, or ‘Ju’qoli Qu’, literally meaning ‘Ju’qoli The Bright’, is the leader of a Federation Resistance cell known as [[Federation_Crime_and_Resistance#Plurqh&#039;Quq_(Freedom_Fighters)|Plurqh’Quq]] - Freedom Fighters. Their ultimate goal is to see a widespread rebellion against the Federation Government, and is known to read celestial events to guide their actions towards this goal. Ju’qoli is known to transmit speeches live through radio and Viv-ID, which are prone to censure by the Federation. Despite the Government’s attempts to prevent these pirate broadcasts from reaching their audience, many of them have been recorded and regularly circulate through the extranet. Most of these broadcasts speak of a coming age where Skrell who ‘cast off the domineering Federation’ will be rewarded with freedom, and the cosmos will ‘open up’ to them.&lt;br /&gt;
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==Ockq Oona==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : May 8th 2301&#039;&#039;&#039;&lt;br /&gt;
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Ockq Oona is a revolutionary hacktivist known by most Skrell as the founder of the [[Federation_Crime_and_Resistance#Raqa&#039;Nuul_(Cybers)|Raqa’Nuul]], or ‘Cybers’. Born on the fringes of the Traverse, their upbringing and dour opinion of the Federation as a whole prompted them to create a group with the objective of changing Skrell society for the better. While Oona is a self-taught programmer, they have many accredited degrees in various computer science fields from Mars University which they are known to use as a means to project a more competent image for themselves and their resistance cell. With that said, the Federation regularly highlights the extensive body modification Oona has undergone as a way to discredit them; many Government broadcasts that mention Ockq Oona will describe them as more robot than Skrell, with subtle references to Glorsh-Omega to influence how Federation citizens perceive them.&lt;br /&gt;
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==The Latent==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : ??? &#039;&#039;&#039;&lt;br /&gt;
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Not much is known about The Latent, with only vague pieces of information disseminating across the sub-faction of the Resistance in which they lead. Rumours persist about their appearance; both tall and short, light-complexioned but also dark-complexioned. In reality, few ever get to meet The Latent, and those that do are considered the highest of the Oqolk-Kora order, who swear on their own lives to protect the identity of their leader. The Nralakk Federation has openly stated that reporting any known information about the Oqolk-Kora Leader will result in an increased social credit score.&lt;br /&gt;
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==Psi==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : ???&#039;&#039;&#039;&lt;br /&gt;
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Similarly to &#039;The Latent&#039;, there&#039;s not much known about Psi other than their mononym and their leadership of the Subversives Resistance Cell. The Nralakk Federation has put a bounty system in place allowing citizens of the Federation to report any information on Psi, incentivised by an increase in Social Credit Score if the information can be substantiated.&lt;br /&gt;
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==Xioshi==&lt;br /&gt;
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&#039;&#039;&#039;Birthdate : ??? &#039;&#039;&#039;&lt;br /&gt;
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The infamous Admiral of the Ti&#039;Rakqi, Xioshi has been a plague on the Federation for over a century since his ascension to command in the pirate fleet. Little is known about the Skrell&#039;s history before he joined the ranks of the Ti&#039;Rakqi.&lt;br /&gt;
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His piracy career is a thick collection of cunningly won engagements and strategic genius. He&#039;s widely regarded by both the Ti&#039;Rakqi and Qukala as the Spur&#039;s leading master of asymmetrical warfare.&lt;br /&gt;
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Almost as concerning as his genius, Xioshi is known to be a powerful psionic user and listener. In every trial undertaken to receive advancement, Xioshi flattened his opponents in tests of psionic skill. Some Qukala reports suggest that when Xioshi is in personal command of a fleet action, he directs his Captains from his flagship using his abilities and a retrofitted Nlom beacon.&lt;br /&gt;
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==Weashbi Jrugl==&lt;br /&gt;
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&#039;&#039;&#039;Birthdate : July 24th 2357 &#039;&#039;&#039;&lt;br /&gt;
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Weashbi Jrugl was born on the Skrell homeworld in &#039;&#039;&#039;2357 CE&#039;&#039;&#039; to an archaeologist and an engineer in the ruins of a city between Heshy’Qlip and Xyla as their parents were working at a dig site. As they grew up, they gained a drive to learn as much as they could about the animals and people of their homeworld. In &#039;&#039;&#039;2377 CE&#039;&#039;&#039;, they applied and were accepted to the Gliutip’lyaz University. They rose to the challenge of the rigorous schooling environment and social setting of Gliutip’lyaz University and left the school in &#039;&#039;&#039;2400 CE&#039;&#039;&#039; as a much more skilled and well-connected individual.&lt;br /&gt;
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Jrugl worked as a xenobiologist for thirteen years before Skrell made first contact with the Tajara. They were one of many xenobiologists who quickly gained a keen interest in the species, and it was not long before they had released their first research paper on the alien species. Jrugle made it their goal to produce and compile research into easily digestible papers so that every Skrell in the Federation could learn about the Tajara if they had an interest. This pattern of research and publication went on for many years regardless of the subject, making Jrugl a well-known and popular figure in their field as their work was something that most Skrell could find approachable. At one point, Jrugl came under scrutiny when it was revealed that they were publishing research papers under a pseudonym, and was given an ultimatum by the rest of the Grand Council: either publish all works officially or not at all. All of the Councillor&#039;s work was made public following this, revealing Jrugl to be prolific in the scientific community even after they were elected.&lt;br /&gt;
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Jrugl came to work alongside humans often, both as a means of comparing notes and interacting with their strange cultures. In early &#039;&#039;&#039;2451 CE&#039;&#039;&#039;, Jrugl attended an event in which a Solarian Alliance ambassador bragged about the amazing capabilities of their AI; the ambassador claimed that an AI had found the highest prime number possible. Annoyed and proud as they were, Jrugl used their mathematical knowledge along with strategies they had learned during their decades of study to quickly prove the ambassador wrong. Weashbi Jrugl, in a fit of stubbornness, had discovered a new “highest known prime number” in only a few hours.&lt;br /&gt;
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Weashbi was already a well-known xenobiologist by this time, but this stunt involving prime numbers launched them into celebrity status. The Grand Councillor at the time commended their work, as did most Skrell across the galaxy. Politicians moved for the ruins Jrugl was born in to be renamed in honour of Weashbi Jrugl. Jrugl found the decision to be in poor taste, so the ruins were instead renamed in honour of Jrugl’s ancestors who perished there during the reign of Glorsh-Omega. The area is known today as the [[Qerrbalak#The_Ruins|&#039;&#039;&#039;Jrugl’Qlip Ruins&#039;&#039;&#039;]], and reclamation efforts have been planned to make the outskirts surrounding the ruins into a hub of scientific study.&lt;br /&gt;
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When it came time for a new Grand Councillor to be elected following &#039;&#039;&#039;Rixa Tep-Wul&#039;&#039;&#039; stepping down, Weashbi Jrugl won by a landslide in the &#039;&#039;&#039;2453 election&#039;&#039;&#039;. Skrell across the galaxy knew them by reputation and their work, so they chose them to represent their interests in the Grand Council. Since then, Jrugl has pursued many ambitious goals. Most notable of these goals is their administration’s work to reintegrate systems that were not present for the Tresja Agreement back into the Nralakk Federation.&lt;br /&gt;
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As the incumbent Grand Councillor during the &#039;&#039;2463&#039;&#039; election, Jrugl relied on their accolades during their first term, as well as promises of further prosperity under their leadership should they be re-elected. During their second term, they enacted various reforms regarding the Tupkala, as well as establishing Special Economic Zones throughout the inner systems, allowing most of the Megacorporations in the Spur to operate - at least in a limited capacity - within Federation Space.&lt;br /&gt;
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[[File:Ormish Jrolk.jpg|thumb|right|Ormish Jrolk: The renowned Skrell scientist.]]&lt;br /&gt;
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== Ormish Jrolk ==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : July 19th 2097&#039;&#039;&#039;&lt;br /&gt;
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Jrolk was born on Aweiji during the Era of Synthetic Oppression and had survived beneath the tyrannical intelligence for almost a century before its disappearance within the Tri-Qyu Nebula. Despite their hardship, Jrolk went on to complete four degrees at the Grand University on Qerrbalak; Biochemistry, Physics, Genetics and Biotechnology. Their several degrees allowed their career to prosper, even under the ever-watching tyrannical eye of Glorsh-Omega.&lt;br /&gt;
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Jrolk is one of the most influential Skrell across the Orion Spur and was merely a little over two hundred upon the discovery of humanity in 2332. They were one of the first &amp;quot;ambassadors&amp;quot; meant to close the divide between the two species, soon becoming Zeng-Hu’s Chief of Research and assisted in perfecting cloning technology for use both within the Nralakk Federation and the greater Orion Spur. They are also considered the creator of the fertility treatments the Nralakk Federation uses today, having worked alongside Nalo Gir&#039;Roq.&lt;br /&gt;
Many have said Jrolk is a wise individual, mostly due to his advanced age and status as an Elder among the Skrell. Even with their reputation however, Jrolk failed to be elected as the Grand Councillor of the Nralakk Federation. Instead, they were appointed by Weashbi Jrugl to be Grand Advisor of Economic Development.&lt;br /&gt;
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== Kalq’Qi Weibii ==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : February 12th 2161&#039;&#039;&#039;&lt;br /&gt;
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Hailing from the Traverse, Kalq’Qi Weibii announced their running for the Grand Councillor’s seat in the 2463 Elections alongside both Ormish Jrolk and Weishbi Jrugl. Weibii is renowned across the Nralakk Federation for their involvement in reintroducing the various colonies left in isolation after the fall of Glorsh-Omega. They are considered a legend amongst other Representatives for their efforts in the Tresja Agreement signed in 2245 CE. &lt;br /&gt;
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Weibii was born within the last years of the Era of Synthetic Oppression, and had just completed their final degree at the Paa’Kiim Institution of Learning located on the colony of Paa’Kiim when the intelligence was destroyed. With degrees revolving around Political Science, Law and Communication they found themselves spearheading the Collaborator Trials on Paa’Kiim. There are varying perspectives on their decisions, but most tend to agree with the severity of their sentences. &lt;br /&gt;
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Weibii further went on to orchestrate a massive exodus of colonists from within the Traverse after losing in the Grand Councillor elections. This has led to thousands of individuals seeking reprieve from the Nralakk Federation’s iron fist within the Republic of Biesel, as well as Weibii becoming the &amp;quot;leader&amp;quot; of the lyukal; despite its decentralised nature, Weibii works to recruit, educate, and foster anti-Federation sentiment in Skrell outside of Federation space, and most resistance cells at least informally consider Weibii to be the leader of their organisation. In the aftermath of the riots brought about by the conflict between the Trinary Perfection and the Starlight Zone on Biesel, Weibii has been elected Community Liaison for the Starlight Zone and is considered the official leader of the community by most Skrell.&lt;br /&gt;
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Weibii has [https://forums.aurorastation.org/topic/4674-warble-enquirer/?do=findComment&amp;amp;comment=166073 shown their support] for the Independent Traverser Movement, using their status as leader of Mendell City&#039;s Starlight Zone and as a prominent anti-Federation figurehead to promote the movement&#039;s goals abroad. Despite the Federation claiming that many of Weibii&#039;s talking points are flawed or outright false, Weibii has succeeded in gathering support from the average Biesellite citizen thanks to the nation&#039;s history with the Solarian Alliance and its own independence. With that said, no politicians or other figures in human politics have decided to comment on the developing situation in the Traverse at this time, and it is unknown how successful Weibii&#039;s campaign will become.&lt;br /&gt;
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==Vraka Xora-Nel==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : November 10th 2389&#039;&#039;&#039;&lt;br /&gt;
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Director Vraka Xora of Xomor, an institution established to provide security services for businesses and private individuals. Xora-Nel rose through the ranks of the Qukala, and has secured over sixty years of experience within the military, making them an ideal candidate to lead the enterprise. Xora-Nel is known to personally take part in the designing of Xomor’s training programmes, deliberating with representatives of the Nlomakala to ensure that Xomor contractors operate with the same standards as the Federation’s police force - although in recent years they have been described as reclusive. Since their appointment to Director of Xomor in 2438, Xora-Nel has made very few public appearances, with most pictures of the Director being taken as they enter or leave the Grand Council chamber. The lack of public appearance has resulted in rumours ranging from illness to conspiracies such as Xora-Nel and Jrugl secretly being part of a Qu’Poxii. &lt;br /&gt;
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Xomor employees, despite never seeing the Director personally, describe them as a ‘remarkable individual’ and speak fondly of them when the topic is brought up.  &lt;br /&gt;
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==Xul Lurq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : April 3rd 2063&#039;&#039;&#039;&lt;br /&gt;
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Xul Lurq is Chancellor of Qerr&#039;Zolvq Industries, an enterprise responsible for all aspects of power generation, resource extraction, and production within the Federation. They graduated from Gliutip&#039;lyaz University, where they studied for 70 years. Since then, Lurq has donated millions of credits to Gliutip&#039;lyaz University and various charities around the Orion Spur. Chancellor Lurq is also known to give particular attention to Aweiji as it was their birthplace, with a considerable amount of their philanthropy going towards the continued development of the planet’s infrastructure. &lt;br /&gt;
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As a result of her openness and generosity, Lurq has achieved minor Idolship within the Nralakk Federation. A regular host of charity galas, they frequently invite notable idols within the Federation as well as foreign charity trustees and dignitaries. While the general consensus is that Lurq is exemplary and upstanding, rumours regarding unethical management of Qerr’Zolvq persist, with many believing that they maliciously allow the city of [[Qerrbalak#Xy&#039;laxi|Xy’laxi]] to disregard the environmental policy of Qerrbalak to keep its productivity high. &lt;br /&gt;
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==Nalo Gir-Roq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : March 29th 2301&#039;&#039;&#039;&lt;br /&gt;
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Nalo Gir-Roq holds the position of Overseer of Tuz&#039;qlip Researchers, a company whose aim is to help manage all aspects of Research and Development across the entire Federation. Known for their pioneering work on genetic therapy, they discovered methods to alleviate the damage caused by the X&#039;Lu&#039;oa brought about by Glorsh-Omega. They are a graduate of the Aliose University of Medical Sciences and regularly teach at the institution, and is a native of Aliose. &lt;br /&gt;
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Gir-Roq has succeeded in securing his status as an Idol within the Nralakk Federation, although some have claimed this is thanks to their underhanded tactics; Gir-Roq&#039;s former colleagues have openly stated that he is a slimy individual, willing to do whatever it takes to succeed. Although competitiveness is encouraged within Skrellian society, the Overseer’s former associates state that there are clear lines Gir-Roq crossed. In contrast to these claims, Gir-Roq receives unanimous praise from their students, with their teaching methods being described as ‘unorthodox, yet effective’.&lt;br /&gt;
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==Alot Sonq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : July 12th 2375&#039;&#039;&#039;&lt;br /&gt;
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Alot Sonq, a popular media figure and politician, is the current President of Nralakk Logistics, a state-owned enterprise tasked with tackling logistics, transport, and communications across the Nralakk Federation. Born on Aliose, and raised within the Fedas Archology, Sonq went on to graduate from Qerr’Malic Institute of Technology in 2425. They hold several degrees in fields relating to Information Technology, which allowed them to move up the hierarchy at Nralakk Logistics until their appointment to Chief Executive Officer in 2454.&lt;br /&gt;
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Sonq has allegedly developed a rather “headstrong” and “obstinate” personality within Nralakk Communications. Employees have often expressed little desire to go against orders received by management. Those that do often find themselves relocated to less desirable departments. While employees are encouraged to bring new avenues to explore to Sonq, very few have admitted to doing so in fear of miscommunication leading to a developing Lu’Poxii relationship.&lt;br /&gt;
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==Kezoq Torq-Bep==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : June 21st 2174&#039;&#039;&#039;&lt;br /&gt;
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Kezoq Torq-Bep is the newly appointed Commander of the Nralakk Federation&#039;s infamous Tupkala. They are personally responsible for overseeing all covert military activity within and outside the Federation&#039;s intergalactic borders. Before the Tups, Torq-Bep was a famous member of the Ruupkala, known for their exceptional psionic abilities and energetic presence. Several improvements were made to the Nlom Relay operation procedure under Torq-Bep&#039;s influence. Had Torq-Bep not been transferred, they were likely to become the Head of the Ruupkala, given enough time.&lt;br /&gt;
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Thrust into the precarious position of Tupkala Commander after a rogue predecessor, Torq-Bep is faced with several unfortunate circumstances as they begin their career. Thankfully, Grand Councillor Weashbi has provided massive support across the board for the reformed Tupkala. Within the Tupkala, Torq-Bep has already proven themselves a quick learner and astute leader.&lt;br /&gt;
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= Past =&lt;br /&gt;
==Xuq’mqix Volq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : December 12th 2001&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathdate : November 1st 2305&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xuq&#039;mqix Volq was a renowned Linguistics Professor within the Nralakk Federation. Born on Aliose almost half a century before the rise of Glorsh-Omega, their education in Linguistics would further allow them to create a rebel language that Glorsh-Omega would not capable of understanding - shielding their plans from any intrusion, being hailed as one of few methods that greatly assisted the efforts. &lt;br /&gt;
&lt;br /&gt;
Professor Volq would then go on to create the &#039;&#039;&#039;Xuq Translator&#039;&#039;&#039; - a device which can only be described as an extremely advanced Enigma Machine capable of deciphering languages. It would go on to assist in numerous diplomatic negotiations, and be installed in almost every Nralakk Federation Vessel by 2298 CE. The Xuq Translator was most notably used during first contact with Humanity and Diona. Professor Volq was awarded, post-humorously, for their efforts in both the Glorsh Rebellion and the creation of the Xuq Translator.&lt;br /&gt;
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==Wreshin Tup==&lt;br /&gt;
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&#039;&#039;&#039;Birthdate : ???&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Deathdate : ???&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wreshin Tup is the given name of a legendary soldier, philosopher, and poet reputed to have been active from approximately &#039;&#039;&#039;1800 BCE&#039;&#039;&#039; to &#039;&#039;&#039;800 BCE.&#039;&#039;&#039; The anthologies of Wreshin Tup are extensive and describe many events, but give little to no insight on their early life. Records believed to date as far back as 1800 BCE describe them as a lone Skrell who travelled between the various governments of Qerrbalak, offering counsel to those who accepted it. From this humble beginning, Wreshin would eventually find themselves to be the leader of a social movement promoting the importance of individual life. Ironically, this respect for individual liberties attracted a small, yet highly skilled, group of militants to support them. &lt;br /&gt;
&lt;br /&gt;
Discrepancies in recorded accounts of the figure vary in regards to their description and demeanour along with their alleged lifespan (which was well beyond the expected lifespan of Skrell at the time) suggest that Wreshin Tup was not a single person. While it is accepted among historians that multiple Skrell took up the mantle of Wreshin Tup during the millennium of its usage, the exact number is unclear and remains a popular point of speculation among scholars.&lt;br /&gt;
&lt;br /&gt;
==Tiipis Yla==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : January 31st 1969&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Deathdate : June 6th 2305&#039;&#039;&#039;&lt;br /&gt;
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Tiipis Yla was the first Grand Councillor of the Second Nralakk Federation but also an author, guerrilla leader and diplomat. Tiipis rose to prominence after actively voicing their resistance to Glorsh-Omega, somehow evading the tyrannical intelligence through a myriad of different methods. Their spearheading of the revolt against Glorsh-Omega is what got them elected as the first Grand Councillor, and with the introduction of the artificial intelligence ban within the Nralakk Federation their position was secured until their death almost a century after coming into power. &lt;br /&gt;
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==Rixulin Fliioux’Quualt==&lt;br /&gt;
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&#039;&#039;&#039;Birthdate : Feburary 14th 1898 &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Deathdate : October 27th 2056 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rixulin Fliioux’Quualt was a famous artist, sculptor, and fashion designer known throughout Skrell space. Born in &#039;&#039;&#039;1898 CE&#039;&#039;&#039; in the city of Juerlduern on Qerrbalak, Rixulin was very social in their childhood. As they grew up, they questioned common themes and motifs in Skrell art. They believed that art, like all things, needed to evolve and change over time. In their mind, what mattered most was creating emotions and passion in people through their work.&lt;br /&gt;
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His early artwork is very similar to the works of their contemporary artists, but this changed dramatically over their lifetime. They studied historical artforms in their youth and published several theories regarding the evolution of art across the ages and where it would go in the future. They became famous, first, for their avant-garde statues. They sculpted Skrell in daring, proud poses and used multiple kinds of stone in each of their works. The final result was that each statue was drastically different from the other, each being made of materials of varying colours. This style, at first, was met largely with disgust. Many critics claimed their work was shoddy and believed the different colours across each statue’s body made them look gaudy.&lt;br /&gt;
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Where Rixulin found their popularity was in the youth of the mid-1900s. Young minds saw the outlandish and daring nature of their work, and it inspired them to work in ways that had not been done before. After a team of young researchers attributed their medical breakthroughs to inspiration from Rixulin’s work in &#039;&#039;&#039;1974 CE&#039;&#039;&#039;, the artist’s many works of art received the attention they deserved. This began a movement of art known to Skrell as &#039;&#039;&#039;Hyper-expressiveness&#039;&#039;&#039;, and soon the avant-garde nature of Rixulin’s work became a thriving sub-culture throughout Skrell space.&lt;br /&gt;
&lt;br /&gt;
==Rixa Tep-Wul==&lt;br /&gt;
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&#039;&#039;&#039;Birthdate : March 8th 2023 &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Deathdate : March 10th 2458&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grand Councillor Rixa Tep-Wul succeeded Councillor Tiipis Yla after their death in &#039;&#039;&#039;2305&#039;&#039;&#039;, winning the election with a platform promising to further reintegrate the fringe sectors of the Traverse that did not yet rejoin the Nralakk Federation. While the success of the policy pre-Jrugl&#039;s rise to Grand Councillor is debatable, it laid the foundations for its later success in the &#039;&#039;&#039;2450s&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Rixa&#039;s administration is seen by modern political scholars as being average. While progress was made during their time as Grand Councillor, particularly with the establishment of new colonies and funding infrastructure development throughout the nation, their nearly century-and-a-half tenure as Grand Councillor was marred by setbacks. The most notable of these setbacks was the resurgence of criminal activity, as groups such as the [[Federation_Crime_and_Resistance#Marauders|Marauders]] began to operate in the outskirts of the Traverse as the still relatively-new Qukala struggled to protect the still rebuilding Federation; the popularity of narcotics such as [[Federation_Crime_and_Resistance#Uoo’qui_Xuqi_(Recollection_Pills)|recollection pills]] also peaked during this time, which only further caused issues. &lt;br /&gt;
&lt;br /&gt;
[[Timeline#First_Contact|First Contact]] with Humanity occurred roughly thirty years into Tep-Wul&#039;s administration, which saw a period of uncertainty as Skrell throughout all of Federation society debated on what this meant for the future of their nation. While Tep-Wul is praised for their negotiations with the [[Sol_Alliance|Solarian Alliance]], they are also considered to be partly to blame for the leak of classified documents that allowed Humanity to create sophisticated [[Synthetics#Artificial_Intelligence|Artificial Intelligence]]; while this event did not completely ruin relations between the two species, it did leave a permanent mark on Tep-Wul&#039;s reputation as Grand Councillor - a mark that was exploited during the &#039;&#039;&#039;2453 election&#039;&#039;&#039;, as their advanced age and past mistakes were used to pressure the Grand Councillor to step down.&lt;br /&gt;
&lt;br /&gt;
Tep-Wul&#039;s post-Councillorship saw them mostly fade into obscurity after stepping down, as they left the public light in exchange for a quiet retirement on the outskirts of Kal&#039;lo on [[Qerrbalak]]. Their tenure as Grand Councillor is usually looked back on with ambivalence; while the Federation ultimately saw a period of steady growth, hindsight has allowed historians to review Tep-Wul&#039;s actions and deem them as being inefficient or ineffective in fully achieving the Grand Councillor&#039;s goals. Rixa Tep-Wul died from age-related causes on &#039;&#039;&#039;March 10th 2458&#039;&#039;&#039;, just two days after their 435th birthday.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ZroseChartNS.png|center|500px|thumb|The abilities of Notable Skrell on the Zrose Chart, according to their psionic capacity.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Abroad&amp;diff=28972</id>
		<title>Skrell Abroad</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Abroad&amp;diff=28972"/>
		<updated>2023-06-28T03:28:34Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: /* Skrell Abroad */ Federation Politics Arc Changes *remove after Arc?*&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox_Lore}}&lt;br /&gt;
{{Navbox_Skrell_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Skrell Abroad=&lt;br /&gt;
&lt;br /&gt;
Ever since [[Timeline#First_Contact|first contact]] with Humanity in 2332, the Skrell have regularly travelled from the [[Nralakk Federation]] to live, work, and explore Human space. While there are numerous Skrell communities spread out across the Spur, few communities have been able to assimilate fully into their new home; the Skrell that manage to assimilate into the local culture are rare, and it’s more common to see insular communities that still hold onto their own cultural roots.&lt;br /&gt;
&lt;br /&gt;
Those Skrell communities that do manage to integrate themselves tend to take on much of the local culture and social norms, which can be seen in communities such as [[Mictlan]] or [[New_Gibson|New Gibson]], with only the eldest in these communities still being staunch traditionalists. The opposite can be said for the insular communities, such as the [[Starlight_Zone|Starlight Zone’s Severson City]], where it’s common to find residents who would rather keep themselves isolated as much as possible, and have little to no interest in interacting with outsiders.&lt;br /&gt;
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As dissent activity in the Q’elpi systems increases, Skrell aboard and other Spur powers begin to take notice. Skrell located in the Solarian Alliance and EUM, were quick to announce their unwavering support for the Federation and Kala, however those in Biesel were far more divided, especially those within the Starlight Zone within Mendell City. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC note: Keep in mind that Skrell lifespans are much longer than that of other species, and when combined with the lack of psionic interaction with their Non-Skrell neighbours this means assimilation into the local culture is typically a long and difficult process. Non-canon/player-headcanon Skrell communities should be more insular as a result.&#039;&#039;&#039;&lt;br /&gt;
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==Skrell in the Solarian Alliance==&lt;br /&gt;
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The Nralakk Federation and the [[Sol_Alliance|Sol Alliance]] have been close military and economic allies since first contact was made. While the Solarians are seen as a xenophobic culture by many in the Spur, the Skrell have generally found themselves to be welcomed by its citizens, with the more ‘developed’ regions of the Alliance such as Sol being more accepting than the nation&#039;s outer rim. Thanks to their robust education and long life, Skrell in the Sol Alliance will find success in most fields - although for the most part, Skrell will find themselves being relegated to medical or science rather than being hired for more physical work. Outside of the more notable communities such as on Europa or Mictlan (before the Solarian Alliance’s collapse), Skrell are not entirely free of the general xenophobia that can be expected from Solarian humans. &lt;br /&gt;
&lt;br /&gt;
===Notable Skrell Communities in the Sol Alliance===&lt;br /&gt;
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====[[Europa#Skrell_on_Europa|Europa]]====&lt;br /&gt;
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The icy moon of Jupiter, [[Europa]] has become a hub for Skrell looking for opportunities within the Sol Alliance. Valued for the application of their psionic abilities in submarine navigation, Skrell contractors are in high demand; [[Zeng-Hu_Pharmaceuticals|Zeng-Hu Pharmaceuticals]] employs the majority of Psionic Navigators on Europa, capitalising on the boom in demand for Skrell crew early on and establishing the Navigator Corps, a division of well-trained Skrell that are available for hire to groups who are willing to pay the exorbitant prices Zeng-Hu sets.&lt;br /&gt;
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Although the species can find success and plentiful work opportunities on Europa, the Skrell living there have a slew of issues to contend with that are unique to them. The lack of observable stars has resulted in Skrell developing an over-reliance on the Qwei’Paqui, and the still-mysterious disorder known as &#039;&#039;&#039;Europan Sea-Blindness&#039;&#039;&#039; caused by the constant overuse of psionics in Psionic Navigators only compounds the regular problems of tight spaces, dangerous environments, and hostile wildlife that make up the typical Europan experience. Despite the dangers and inhospitality of Europa, many Skrell flock to the moon thanks to Zeng-Hu’s relationship with the Nralakk Federation, and its ability to offer lucrative contracts for those willing to become Psionic Navigators.&lt;br /&gt;
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====[[Venus#Skrell_on_Venus|Venus]]====&lt;br /&gt;
&lt;br /&gt;
While [[Venus]] does not have a significant or notable Skrell community in particular, the planet does have a reputation for having Skrell from two main groups:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skrellian Stars&#039;&#039;&#039; are prominent Skrell in human media. From television to cinema, these stars can either be Federation-sponsored, enthusiasts of human culture, or former stars that lost their prominence back home in the Federation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Washouts&#039;&#039;&#039; are Skrell who have been completely isolated from Federation society in one way or another. These Skrell do not stay for long, relative to a Skrell; Venus is a destination chosen for those who wish to drown their sorrows in Venus&#039; drug and party lifestyle until they feel ready to begin their life somewhere else.&lt;br /&gt;
&lt;br /&gt;
There are still Skrell on Venus who do not fit into either group, working in more mundane fields than acting and with established roots on the planet. These Skrell are typically overshadowed by the more well-known - or stereotypical - Skrell groups mentioned above.&lt;br /&gt;
&lt;br /&gt;
==Skrell in the Republic of Biesel==&lt;br /&gt;
&lt;br /&gt;
As the [[Republic_of_Biesel|Republic of Biesel]] was initially under Sol Alliance control, it already had a number of Skrell living within its territory before the nation declared independence in 2452 - most notably the colony of New Gibson, which houses an archology that almost solely consists of Skrell. As the Republic has a reputation of being a cultural melting pot, where all species can expect equal treatment, the Skrell have had a better time assimilating into Biesellite society compared to the Sol Alliance. The Republic of Biesel is considered one of the few places in the Orion Spur where Skrell can expect similar treatment to what could be expected from living in the Federation.&lt;br /&gt;
&lt;br /&gt;
===Notable Skrell Communities in the Republic of Biesel===&lt;br /&gt;
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====[[Starlight_Zone|Mendell City - The Starlight Zone]]====&lt;br /&gt;
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The Starlight Zone was founded after a [[Warbling_:_The_Traverse_Strikes_Back|large exodus]] of Skrell fled the Nralakk Federation as the Government began to deploy their Kala forces within the Traverse, resulting in many Skrell fleeing to Tau Ceti searching for refuge to avoid persecution. The majority of these refugees found themselves assigned to Mendell City’s District Eight. Once informally known as the Lekan District, this area of Mendell City is now known as the Starlight Zone by its new Skrell residents.&lt;br /&gt;
&lt;br /&gt;
The Starlight Zone is separated into two parts: Lekan Village and Severson City. Lekan Village is the name given to the above-water areas of the Starlight Zone, and is seen as an extension of the Lekan District itself; the inhabitants of Lekan Village emphasise naturalisation and are more open to the ideals and mindset of Biesellite culture compared to those that live in Severson City. Lekan Village, while Skrell-dominated, does have a small number of non-Skrell who live on the border, holdovers from before the Starlight Zone was established who refused to move out when the Skrell arrived.&lt;br /&gt;
&lt;br /&gt;
Severson City, named after the large body of water it resides in, consists of the below-water areas of the Starlight Zone. Those that live in this part of the Starlight Zone tend to still hold onto their Federation roots, with many having strong ties back home. Some residents are even known to refuse anything that is not Skrellian in nature such as cuisine, or going so far as speaking exclusively in Nral’Malic. As a result of its insular nature, combined with the majority of Severson City being underwater, it is the only Skrell-only area of Mendell City.&lt;br /&gt;
&lt;br /&gt;
====[[New_Gibson#Xoikko|New Gibson - Xoikko Archology]]====&lt;br /&gt;
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Following first contact with the Skrell, the Nralakk Federation and Solarian Alliance brokered a deal that introduced technology utilised on Skrell colonies such as [[Aliose]] to New Gibson. This agreement also came with specialised Skrell workers who oversaw the installation and general upgrades to New Gibson’s infrastructure, replacing the old archologies built during New Gibson’s early years as a Solarian Alliance colony with much-needed modernised infrastructure. Many of these workers opted to stay on New Gibson following the completion of the project, and now they and their descendants primarily reside in the Xoikko Archology, a sprawling hub that focuses on entertainment and other service industries.&lt;br /&gt;
&lt;br /&gt;
Thanks to the assistance of the Skrell in improving New Gibson’s quality of life, the human population of the planet possess a more positive view of Skrell than anywhere else in Tau Ceti, producing one of the most successful and largest communities of Skrell outside of the Federation; the successful integration of the Skrell community here has resulted in New Gibson hosting the largest Skrell population in Tau Ceti, as well as one of the largest in the Spur outside of the Federation.&lt;br /&gt;
&lt;br /&gt;
==Skrell in the [[Corporate_Reconstruction_Zone|Corporate Reconstruction Zone]]==&lt;br /&gt;
&lt;br /&gt;
Many Skrell have found themselves now living within the Corporate Reconstruction Zone as a result of the Sol Alliance collapsing. These Skrell now find themselves living under vastly different conditions, but opinions on the matter are mixed. Some have accepted the rule of the Republic of Biesel and its Stellar Corporate Conglomerate benefactors, optimistic that they will have a more comfortable life in a nation with more pro-xeno attitudes, while others have taken to protests or other forms of [[Mictlan#Founding_Movement_and_the_Samaritans|resistance]] in opposition to Biesellite rule of their home.&lt;br /&gt;
&lt;br /&gt;
===Notable Skrell Communities in the Corporate Reconstruction Zone===&lt;br /&gt;
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====[[Mictlan#Skrell|Mictlan]]====&lt;br /&gt;
&lt;br /&gt;
Due to Mictlan being an aquatic world, and its landmass being covered in humid jungles, the planet quickly became a place of unique interest to the Skrell, which ultimately led to many settling here. While Skrell living on Mictlan can find commonality with Mictlan’s communal culture, the older generations find it difficult to fit in completely, as they find the high-energy culture of Mictlan to be mentally exhausting to interact with. Like the other alien species living here, it is the younger generations of Skrell that have grown up on the planet that find the most success in integrating into Mictlanian society.&lt;br /&gt;
&lt;br /&gt;
The first group of Skrell that came to Mictlan were terraforming specialists belonging to [[Nralakk_Federation#State-Owned_Enterprises|Tuz’qlip Researchers]], who wished to study the wildlife and environment of Mictlan in an effort to promote biodiversity on planets within the Federation. This study lasted fifteen years before an agreement was made between the Sol Alliance and Nralakk Federation to prematurely end the invasive research and protect the planet’s fragile ecosystem. Although the research project was effectively cancelled, many of the original research team members elected to stay on Mictlan to continue their studies while still being within the rules laid out within these conservation policies. The original researchers, their families, and any new arrivals from the Nralakk Federation now live in Papamóscanda, a valley town on the outskirts of Arequipa with strong pro-Federation ties.&lt;br /&gt;
&lt;br /&gt;
Although a rare occurrence, some younger Skrell have reportedly joined the [[Mictlan#Founding_Movement_and_the_Samaritans|Samaritan]] movement on Mictlan, believing that the planet should be its own sovereign state rather than be governed by the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
==Skrell in the Coalition of Colonies==&lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies is typically not the first choice for many Skrell leaving the Nralakk Federation. Its distance from the Federation, combined with the cold relations the two nations have with each other as a result of the relationship between the Nralakk Federation and Solarian Alliance, means that the number of Skrell living here is relatively small compared to the rest of Human space. Saying this, the Coalition is a preferred destination by those who are attempting to avoid Federation authorities, with the lack of diplomatic relations between the two nations making it an ideal location for those who wish to avoid deportation.&lt;br /&gt;
&lt;br /&gt;
==Skrell Outside of Human Space==&lt;br /&gt;
&lt;br /&gt;
Outside of Human space, Skrell communities are largely non-existent, with the few that do exist being quite recent - save for the exception of Nral&#039;Daaq - and are still adjusting themselves to their new home. Their experiences, stories, and relations with the other species they live alongside are diverse, and their origins vary wildly.&lt;br /&gt;
&lt;br /&gt;
===Notable Skrell Communities Outside of Human Space===&lt;br /&gt;
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====[[Epsilon_Ursae_Minoris#Nral’Daaq|The Co-operative Territories of Episilon Ursea Minoris - Nral&#039;Daaq]]====&lt;br /&gt;
&lt;br /&gt;
The Federation played a large part in introducing the Dionae found on Epsilon Ursea Minoris to the galactic stage and the creation of CT-EUM, resulting in the two nations becoming steadfast trading partners and allies since contact was made between them. Although wishing to uphold the planet&#039;s independence, the influences of the Federation are clearly apparent. Skrell came to EUM in droves, either to participate in the birth of a new nation or to escape the clutches of the Nralakk Federation. Regardless of their reasons, these Skrell flocked to the planet and helped found the city-state of Nral&#039;Daaq, a Skrell-dominated city under the authority of the CT-EUM government. &lt;br /&gt;
&lt;br /&gt;
The population of Nral&#039;Daaq is divided along Federation alignment, with the well-developed and pro-Federation sections of the city surrounding the Federation embassy frequently clashing with the underdeveloped and anti-Federation outskirts. CT-EUM has been pressured into employing more pro-Federation policies with regards to Nral&#039;Daaq, including restrictions on free speech and subsidising its generally pro-Federation police force. This has curtailed anti-Federation activity in the city, but it has not fully stopped protests and clashes between the two groups. Luckily for the CT-EUM, these clashes are contained to the city-state itself, and for the most part, have not spilt over into the rest of EUM society.&lt;br /&gt;
&lt;br /&gt;
====[[Ouerea|The Izweski Hegemony - Ouerea]]====&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation, along with the Solarian Alliance, aided the Izweski Hegemony in founding Ouerea shortly before the Contact War began. To protect their interests on the planet once the war began, as well as the colonists they had sent to help establish the colony, Ouerea was under the joint administration of the Sol Alliance and the Nralakk Federation during the war. This period lasted until control over the planet was handed back to the Hegemony after Moghes had stabilised.&lt;br /&gt;
&lt;br /&gt;
The influences of these two nations had a massive impact on Ouerean society, and the Hegemony found its people unwilling to submit to feudal rule. Today, Ouerea exists as a fledgling democratic and cosmopolitan society, where Humanity, Skrell, and Unathi struggle to live alongside one another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=28766</id>
		<title>Notable Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=28766"/>
		<updated>2023-05-24T16:12:57Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: Added Xioshi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Notable Skrell=&lt;br /&gt;
&lt;br /&gt;
For as long as written and oral records have been kept, [[Skrell]] society has had a score of outstanding individuals within it who made their mark on the species’ history. Many minor historical figures have been forgotten since the Tzqul Archive was sealed, while others were merely reduced to footnotes in history and forgotten as their historical relevance waned over the millennia. With this said, planets within the Nralakk Federation are known to keep their own detailed records of notable figures that would otherwise be forgotten by Skrellian society at large, with most even receiving their own dedicated display or wing within local museums.&lt;br /&gt;
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= Modern =&lt;br /&gt;
&lt;br /&gt;
==Lori&#039;Eldap Joolro&#039;Loveq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : May 5th 1901 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Joolro&#039;Loveq is the oldest living Skrell in existence -- Born in 1901, they are the Head Teacher of the Aliose University of Medical Sciences.  They are on a strict medicinal regimen to help prolong their life, along with several surgical treatments such as organ transplants. They are capable of standing for a few minutes, and has famously met the oldest Human in existence several times - and continues to meet the oldest human every time the current oldest dies.&lt;br /&gt;
&lt;br /&gt;
==Ju&#039;qoli Yeeboq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : Feburary 14th 2287&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ju’qoli Yeeboq, or ‘Ju’qoli Qu’, literally meaning ‘Ju’qoli The Bright’, is the leader of a Federation Resistance cell known as [[Federation_Crime_and_Resistance#Plurqh&#039;Quq_(Freedom_Fighters)|Plurqh’Quq]] - Freedom Fighters. Their ultimate goal is to see a widespread rebellion against the Federation Government, and is known to read celestial events to guide their actions towards this goal. Ju’qoli is known to transmit speeches live through radio and Viv-ID, which are prone to censure by the Federation. Despite the Government’s attempts to prevent these pirate broadcasts from reaching their audience, many of them have been recorded and regularly circulate through the extranet. Most of these broadcasts speak of a coming age where Skrell who ‘cast off the domineering Federation’ will be rewarded with freedom, and the cosmos will ‘open up’ to them.&lt;br /&gt;
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==Ockq Oona==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : May 8th 2301&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ockq Oona is a revolutionary hacktivist known by most Skrell as the founder of the [[Federation_Crime_and_Resistance#Raqa&#039;Nuul_(Cybers)|Raqa’Nuul]], or ‘Cybers’. Born on the fringes of the Traverse, their upbringing and dour opinion of the Federation as a whole prompted them to create a group with the objective of changing Skrell society for the better. While Oona is a self-taught programmer, they have many accredited degrees in various computer science fields from Mars University which they are known to use as a means to project a more competent image for themselves and their resistance cell. With that said, the Federation regularly highlights the extensive body modification Oona has undergone as a way to discredit them; many Government broadcasts that mention Ockq Oona will describe them as more robot than Skrell, with subtle references to Glorsh-Omega to influence how Federation citizens perceive them.&lt;br /&gt;
&lt;br /&gt;
==The Latent==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : ??? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not much is known about The Latent, with only vague pieces of information disseminating across the sub-faction of the Resistance in which they lead. Rumours persist about their appearance; both tall and short, light-complexioned but also dark-complexioned. In reality, few ever get to meet The Latent, and those that do are considered the highest of the Oqolk-Kora order, who swear on their own lives to protect the identity of their leader. The Nralakk Federation has openly stated that reporting any known information about the Oqolk-Kora Leader will result in an increased social credit score.&lt;br /&gt;
&lt;br /&gt;
==Psi==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : ???&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Similarly to &#039;The Latent&#039;, there&#039;s not much known about Psi other than their mononym and their leadership of the Subversives Resistance Cell. The Nralakk Federation has put a bounty system in place allowing citizens of the Federation to report any information on Psi, incentivised by an increase in Social Credit Score if the information can be substantiated.&lt;br /&gt;
&lt;br /&gt;
==Xioshi==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate : ??? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The infamous Admiral of the Ti&#039;Rakqi, Xioshi has been a plague on the Federation for over a century since his ascension to command in the pirate fleet. Little is known about the Skrell&#039;s history before he joined the ranks of the Ti&#039;Rakqi.&lt;br /&gt;
&lt;br /&gt;
His piracy career is a thick collection of cunningly won engagements and strategic genius. He&#039;s widely regarded by both the Ti&#039;Rakqi and Qukala as the Spur&#039;s leading master of asymmetrical warfare.&lt;br /&gt;
&lt;br /&gt;
Almost as concerning as his genius, Xioshi is known to be a powerful psionic user and listener. In every trial undertaken to receive advancement, Xioshi flattened his opponents in tests of psionic skill. Some Qukala reports suggest that when Xioshi is in personal command of a fleet action, he directs his Captains from his flagship using his abilities and a retrofitted Nlom beacon.&lt;br /&gt;
&lt;br /&gt;
==Weashbi Jrugl==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate : July 24th 2357 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weashbi Jrugl was born on the Skrell homeworld in &#039;&#039;&#039;2357 CE&#039;&#039;&#039; to an archaeologist and an engineer in the ruins of a city between Heshy’Qlip and Xyla as their parents were working at a dig site. As they grew up, they gained a drive to learn as much as they could about the animals and people of their homeworld. In &#039;&#039;&#039;2377 CE&#039;&#039;&#039;, they applied and were accepted to the Gliutip’lyaz University. They rose to the challenge of the rigorous schooling environment and social setting of Gliutip’lyaz University and left the school in &#039;&#039;&#039;2400 CE&#039;&#039;&#039; as a much more skilled and well-connected individual.&lt;br /&gt;
&lt;br /&gt;
Jrugl worked as a xenobiologist for thirteen years before Skrell made first contact with the Tajara. They were one of many xenobiologists who quickly gained a keen interest in the species, and it was not long before they had released their first research paper on the alien species. Jrugle made it their goal to produce and compile research into easily digestible papers so that every Skrell in the Federation could learn about the Tajara if they had an interest. This pattern of research and publication went on for many years regardless of the subject, making Jrugl a well-known and popular figure in their field as their work was something that most Skrell could find approachable. At one point, Jrugl came under scrutiny when it was revealed that they were publishing research papers under a pseudonym, and was given an ultimatum by the rest of the Grand Council: either publish all works officially or not at all. All of the Councillor&#039;s work was made public following this, revealing Jrugl to be prolific in the scientific community even after they were elected.&lt;br /&gt;
&lt;br /&gt;
Jrugl came to work alongside humans often, both as a means of comparing notes and interacting with their strange cultures. In early &#039;&#039;&#039;2451 CE&#039;&#039;&#039;, Jrugl attended an event in which a Solarian Alliance ambassador bragged about the amazing capabilities of their AI; the ambassador claimed that an AI had found the highest prime number possible. Annoyed and proud as they were, Jrugl used their mathematical knowledge along with strategies they had learned during their decades of study to quickly prove the ambassador wrong. Weashbi Jrugl, in a fit of stubbornness, had discovered a new “highest known prime number” in only a few hours.&lt;br /&gt;
&lt;br /&gt;
Weashbi was already a well-known xenobiologist by this time, but this stunt involving prime numbers launched them into celebrity status. The Grand Councillor at the time commended their work, as did most Skrell across the galaxy. Politicians moved for the ruins Jrugl was born in to be renamed in honour of Weashbi Jrugl. Jrugl found the decision to be in poor taste, so the ruins were instead renamed in honour of Jrugl’s ancestors who perished there during the reign of Glorsh-Omega. The area is known today as the [[Qerrbalak#The_Ruins|&#039;&#039;&#039;Jrugl’Qlip Ruins&#039;&#039;&#039;]], and reclamation efforts have been planned to make the outskirts surrounding the ruins into a hub of scientific study.&lt;br /&gt;
&lt;br /&gt;
When it came time for a new Grand Councillor to be elected following &#039;&#039;&#039;Rixa Tep-Wul&#039;&#039;&#039; stepping down, Weashbi Jrugl won by a landslide in the &#039;&#039;&#039;2453 election&#039;&#039;&#039;. Skrell across the galaxy knew them by reputation and their work, so they chose them to represent their interests in the Grand Council. Since then, Jrugl has pursued many ambitious goals. Most notable of these goals is their administration’s work to reintegrate systems that were not present for the Tresja Agreement back into the Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
As the incumbent Grand Councillor during the &#039;&#039;2463&#039;&#039; election, Jrugl relied on their accolades during their first term, as well as promises of further prosperity under their leadership should they be re-elected. During their second term, they enacted various reforms regarding the Tupkala, as well as establishing Special Economic Zones throughout the inner systems, allowing most of the Megacorporations in the Spur to operate - at least in a limited capacity - within Federation Space.&lt;br /&gt;
&lt;br /&gt;
[[File:Ormish Jrolk.jpg|thumb|right|Ormish Jrolk: The renowned Skrell scientist.]]&lt;br /&gt;
&lt;br /&gt;
== Ormish Jrolk ==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : July 19th 2097&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jrolk was born on Aweiji during the Era of Synthetic Oppression and had survived beneath the tyrannical intelligence for almost a century before its disappearance within the Tri-Qyu Nebula. Despite their hardship, Jrolk went on to complete four degrees at the Grand University on Qerrbalak; Biochemistry, Physics, Genetics and Biotechnology. Their several degrees allowed their career to prosper, even under the ever-watching tyrannical eye of Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
Jrolk is one of the most influential Skrell across the Orion Spur and was merely a little over two hundred upon the discovery of humanity in 2332. They were one of the first &amp;quot;ambassadors&amp;quot; meant to close the divide between the two species, soon becoming Zeng-Hu’s Chief of Research and assisted in perfecting cloning technology for use both within the Nralakk Federation and the greater Orion Spur. They are also considered the creator of the fertility treatments the Nralakk Federation uses today, having worked alongside Nalo Gir&#039;Roq.&lt;br /&gt;
Many have said Jrolk is a wise individual, mostly due to his advanced age and status as an Elder among the Skrell. Even with their reputation however, Jrolk failed to be elected as the Grand Councillor of the Nralakk Federation. Instead, they were appointed by Weashbi Jrugl to be Grand Advisor of Economic Development.&lt;br /&gt;
&lt;br /&gt;
== Kalq’Qi Weibii ==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : February 12th 2161&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hailing from the Traverse, Kalq’Qi Weibii announced their running for the Grand Councillor’s seat in the 2463 Elections alongside both Ormish Jrolk and Weishbi Jrugl. Weibii is renowned across the Nralakk Federation for their involvement in reintroducing the various colonies left in isolation after the fall of Glorsh-Omega. They are considered a legend amongst other Representatives for their efforts in the Tresja Agreement signed in 2245 CE. &lt;br /&gt;
&lt;br /&gt;
Weibii was born within the last years of the Era of Synthetic Oppression, and had just completed their final degree at the Paa’Kiim Institution of Learning located on the colony of Paa’Kiim when the intelligence was destroyed. With degrees revolving around Political Science, Law and Communication they found themselves spearheading the Collaborator Trials on Paa’Kiim. There are varying perspectives on their decisions, but most tend to agree with the severity of their sentences. &lt;br /&gt;
&lt;br /&gt;
Weibii further went on to orchestrate a massive exodus of colonists from within the Traverse after losing in the Grand Councillor elections. This has led to thousands of individuals seeking reprieve from the Nralakk Federation’s iron fist within the Republic of Biesel, as well as Weibii becoming the &amp;quot;leader&amp;quot; of the lyukal; despite its decentralised nature, Weibii works to recruit, educate, and foster anti-Federation sentiment in Skrell outside of Federation space, and most resistance cells at least informally consider Weibii to be the leader of their organisation. In the aftermath of the riots brought about by the conflict between the Trinary Perfection and the Starlight Zone on Biesel, Weibii has been elected Community Liaison for the Starlight Zone and is considered the official leader of the community by most Skrell.&lt;br /&gt;
&lt;br /&gt;
==Vraka Xora-Nel==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : November 10th 2389&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Director Vraka Xora of Xomor, an institution established to provide security services for businesses and private individuals. Xora-Nel rose through the ranks of the Qukala, and has secured over sixty years of experience within the military, making them an ideal candidate to lead the enterprise. Xora-Nel is known to personally take part in the designing of Xomor’s training programmes, deliberating with representatives of the Nlomakala to ensure that Xomor contractors operate with the same standards as the Federation’s police force - although in recent years they have been described as reclusive. Since their appointment to Director of Xomor in 2438, Xora-Nel has made very few public appearances, with most pictures of the Director being taken as they enter or leave the Grand Council chamber. The lack of public appearance has resulted in rumours ranging from illness to conspiracies such as Xora-Nel and Jrugl secretly being part of a Qu’Poxii. &lt;br /&gt;
&lt;br /&gt;
Xomor employees, despite never seeing the Director personally, describe them as a ‘remarkable individual’ and speak fondly of them when the topic is brought up.  &lt;br /&gt;
&lt;br /&gt;
==Xul Lurq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : April 3rd 2063&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xul Lurq is Chancellor of Qerr&#039;Zolvq Industries, an enterprise responsible for all aspects of power generation, resource extraction, and production within the Federation. They graduated from Gliutip&#039;lyaz University, where they studied for 70 years. Since then, Lurq has donated millions of credits to Gliutip&#039;lyaz University and various charities around the Orion Spur. Chancellor Lurq is also known to give particular attention to Aweiji as it was their birthplace, with a considerable amount of their philanthropy going towards the continued development of the planet’s infrastructure. &lt;br /&gt;
&lt;br /&gt;
As a result of her openness and generosity, Lurq has achieved minor Idolship within the Nralakk Federation. A regular host of charity galas, they frequently invite notable idols within the Federation as well as foreign charity trustees and dignitaries. While the general consensus is that Lurq is exemplary and upstanding, rumours regarding unethical management of Qerr’Zolvq persist, with many believing that they maliciously allow the city of [[Qerrbalak#Xy&#039;laxi|Xy’laxi]] to disregard the environmental policy of Qerrbalak to keep its productivity high. &lt;br /&gt;
&lt;br /&gt;
==Nalo Gir-Roq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : March 29th 2301&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nalo Gir-Roq holds the position of Overseer of Tuz&#039;qlip Researchers, a company whose aim is to help manage all aspects of Research and Development across the entire Federation. Known for their pioneering work on genetic therapy, they discovered methods to alleviate the damage caused by the X&#039;Lu&#039;oa brought about by Glorsh-Omega. They are a graduate of the Aliose University of Medical Sciences and regularly teach at the institution, and is a native of Aliose. &lt;br /&gt;
&lt;br /&gt;
Gir-Roq has succeeded in securing his status as an Idol within the Nralakk Federation, although some have claimed this is thanks to their underhanded tactics; Gir-Roq&#039;s former colleagues have openly stated that he is a slimy individual, willing to do whatever it takes to succeed. Although competitiveness is encouraged within Skrellian society, the Overseer’s former associates state that there are clear lines Gir-Roq crossed. In contrast to these claims, Gir-Roq receives unanimous praise from their students, with their teaching methods being described as ‘unorthodox, yet effective’.&lt;br /&gt;
&lt;br /&gt;
==Alot Sonq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : July 12th 2375&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alot Sonq, a popular media figure and politician, is the current President of Nralakk Logistics, a state-owned enterprise tasked with tackling logistics, transport, and communications across the Nralakk Federation. Born on Aliose, and raised within the Fedas Archology, Sonq went on to graduate from Qerr’Malic Institute of Technology in 2425. They hold several degrees in fields relating to Information Technology, which allowed them to move up the hierarchy at Nralakk Logistics until their appointment to Chief Executive Officer in 2454.&lt;br /&gt;
&lt;br /&gt;
Sonq has allegedly developed a rather “headstrong” and “obstinate” personality within Nralakk Communications. Employees have often expressed little desire to go against orders received by management. Those that do often find themselves relocated to less desirable departments. While employees are encouraged to bring new avenues to explore to Sonq, very few have admitted to doing so in fear of miscommunication leading to a developing Lu’Poxii relationship.&lt;br /&gt;
&lt;br /&gt;
==Kezoq Torq-Bep==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : June 21st 2174&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kezoq Torq-Bep is the newly appointed Commander of the Nralakk Federation&#039;s infamous Tupkala. They are personally responsible for overseeing all covert military activity within and outside the Federation&#039;s intergalactic borders. Before the Tups, Torq-Bep was a famous member of the Ruupkala, known for their exceptional psionic abilities and energetic presence. Several improvements were made to the Nlom Relay operation procedure under Torq-Bep&#039;s influence. Had Torq-Bep not been transferred, they were likely to become the Head of the Ruupkala, given enough time.&lt;br /&gt;
&lt;br /&gt;
Thrust into the precarious position of Tupkala Commander after a rogue predecessor, Torq-Bep is faced with several unfortunate circumstances as they begin their career. Thankfully, Grand Councillor Weashbi has provided massive support across the board for the reformed Tupkala. Within the Tupkala, Torq-Bep has already proven themselves a quick learner and astute leader.&lt;br /&gt;
&lt;br /&gt;
= Past =&lt;br /&gt;
==Xuq’mqix Volq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : December 12th 2001&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathdate : November 1st 2305&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xuq&#039;mqix Volq was a renowned Linguistics Professor within the Nralakk Federation. Born on Aliose almost half a century before the rise of Glorsh-Omega, their education in Linguistics would further allow them to create a rebel language that Glorsh-Omega would not capable of understanding - shielding their plans from any intrusion, being hailed as one of few methods that greatly assisted the efforts. &lt;br /&gt;
&lt;br /&gt;
Professor Volq would then go on to create the &#039;&#039;&#039;Xuq Translator&#039;&#039;&#039; - a device which can only be described as an extremely advanced Enigma Machine capable of deciphering languages. It would go on to assist in numerous diplomatic negotiations, and be installed in almost every Nralakk Federation Vessel by 2298 CE. The Xuq Translator was most notably used during first contact with Humanity and Diona. Professor Volq was awarded, post-humorously, for their efforts in both the Glorsh Rebellion and the creation of the Xuq Translator.&lt;br /&gt;
&lt;br /&gt;
==Wreshin Tup==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate : ???&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathdate : ???&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wreshin Tup is the given name of a legendary soldier, philosopher, and poet reputed to have been active from approximately &#039;&#039;&#039;1800 BCE&#039;&#039;&#039; to &#039;&#039;&#039;800 BCE.&#039;&#039;&#039; The anthologies of Wreshin Tup are extensive and describe many events, but give little to no insight on their early life. Records believed to date as far back as 1800 BCE describe them as a lone Skrell who travelled between the various governments of Qerrbalak, offering counsel to those who accepted it. From this humble beginning, Wreshin would eventually find themselves to be the leader of a social movement promoting the importance of individual life. Ironically, this respect for individual liberties attracted a small, yet highly skilled, group of militants to support them. &lt;br /&gt;
&lt;br /&gt;
Discrepancies in recorded accounts of the figure vary in regards to their description and demeanour along with their alleged lifespan (which was well beyond the expected lifespan of Skrell at the time) suggest that Wreshin Tup was not a single person. While it is accepted among historians that multiple Skrell took up the mantle of Wreshin Tup during the millennium of its usage, the exact number is unclear and remains a popular point of speculation among scholars.&lt;br /&gt;
&lt;br /&gt;
==Tiipis Yla==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : January 31st 1969&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathdate : June 6th 2305&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tiipis Yla was the first Grand Councillor of the Second Nralakk Federation but also an author, guerrilla leader and diplomat. Tiipis rose to prominence after actively voicing their resistance to Glorsh-Omega, somehow evading the tyrannical intelligence through a myriad of different methods. Their spearheading of the revolt against Glorsh-Omega is what got them elected as the first Grand Councillor, and with the introduction of the artificial intelligence ban within the Nralakk Federation their position was secured until their death almost a century after coming into power. &lt;br /&gt;
&lt;br /&gt;
==Rixulin Fliioux’Quualt==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate : Feburary 14th 1898 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathdate : October 27th 2056 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rixulin Fliioux’Quualt was a famous artist, sculptor, and fashion designer known throughout Skrell space. Born in &#039;&#039;&#039;1898 CE&#039;&#039;&#039; in the city of Juerlduern on Qerrbalak, Rixulin was very social in their childhood. As they grew up, they questioned common themes and motifs in Skrell art. They believed that art, like all things, needed to evolve and change over time. In their mind, what mattered most was creating emotions and passion in people through their work.&lt;br /&gt;
&lt;br /&gt;
His early artwork is very similar to the works of their contemporary artists, but this changed dramatically over their lifetime. They studied historical artforms in their youth and published several theories regarding the evolution of art across the ages and where it would go in the future. They became famous, first, for their avant-garde statues. They sculpted Skrell in daring, proud poses and used multiple kinds of stone in each of their works. The final result was that each statue was drastically different from the other, each being made of materials of varying colours. This style, at first, was met largely with disgust. Many critics claimed their work was shoddy and believed the different colours across each statue’s body made them look gaudy.&lt;br /&gt;
&lt;br /&gt;
Where Rixulin found their popularity was in the youth of the mid-1900s. Young minds saw the outlandish and daring nature of their work, and it inspired them to work in ways that had not been done before. After a team of young researchers attributed their medical breakthroughs to inspiration from Rixulin’s work in &#039;&#039;&#039;1974 CE&#039;&#039;&#039;, the artist’s many works of art received the attention they deserved. This began a movement of art known to Skrell as &#039;&#039;&#039;Hyper-expressiveness&#039;&#039;&#039;, and soon the avant-garde nature of Rixulin’s work became a thriving sub-culture throughout Skrell space.&lt;br /&gt;
&lt;br /&gt;
==Rixa Tep-Wul==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate : March 8th 2023 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathdate : March 10th 2458&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grand Councillor Rixa Tep-Wul succeeded Councillor Tiipis Yla after their death in &#039;&#039;&#039;2305&#039;&#039;&#039;, winning the election with a platform promising to further reintegrate the fringe sectors of the Traverse that did not yet rejoin the Nralakk Federation. While the success of the policy pre-Jrugl&#039;s rise to Grand Councillor is debatable, it laid the foundations for its later success in the &#039;&#039;&#039;2450s&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Rixa&#039;s administration is seen by modern political scholars as being average. While progress was made during their time as Grand Councillor, particularly with the establishment of new colonies and funding infrastructure development throughout the nation, their nearly century-and-a-half tenure as Grand Councillor was marred by setbacks. The most notable of these setbacks was the resurgence of criminal activity, as groups such as the [[Federation_Crime_and_Resistance#Marauders|Marauders]] began to operate in the outskirts of the Traverse as the still relatively-new Qukala struggled to protect the still rebuilding Federation; the popularity of narcotics such as [[Federation_Crime_and_Resistance#Uoo’qui_Xuqi_(Recollection_Pills)|recollection pills]] also peaked during this time, which only further caused issues. &lt;br /&gt;
&lt;br /&gt;
[[Timeline#First_Contact|First Contact]] with Humanity occurred roughly thirty years into Tep-Wul&#039;s administration, which saw a period of uncertainty as Skrell throughout all of Federation society debated on what this meant for the future of their nation. While Tep-Wul is praised for their negotiations with the [[Sol_Alliance|Solarian Alliance]], they are also considered to be partly to blame for the leak of classified documents that allowed Humanity to create sophisticated [[Synthetics#Artificial_Intelligence|Artificial Intelligence]]; while this event did not completely ruin relations between the two species, it did leave a permanent mark on Tep-Wul&#039;s reputation as Grand Councillor - a mark that was exploited during the &#039;&#039;&#039;2453 election&#039;&#039;&#039;, as their advanced age and past mistakes were used to pressure the Grand Councillor to step down.&lt;br /&gt;
&lt;br /&gt;
Tep-Wul&#039;s post-Councillorship saw them mostly fade into obscurity after stepping down, as they left the public light in exchange for a quiet retirement on the outskirts of Kal&#039;lo on [[Qerrbalak]]. Their tenure as Grand Councillor is usually looked back on with ambivalence; while the Federation ultimately saw a period of steady growth, hindsight has allowed historians to review Tep-Wul&#039;s actions and deem them as being inefficient or ineffective in fully achieving the Grand Councillor&#039;s goals. Rixa Tep-Wul died from age-related causes on &#039;&#039;&#039;March 10th 2458&#039;&#039;&#039;, just two days after their 435th birthday.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ZroseChartNS.png|center|500px|thumb|The abilities of Notable Skrell on the Zrose Chart, according to their psionic capacity.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Skrell_Lore&amp;diff=27015</id>
		<title>Template:Navbox Skrell Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Skrell_Lore&amp;diff=27015"/>
		<updated>2022-11-02T17:10:37Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: mythology addition&lt;/p&gt;
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|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 50%; background-color:#40E0D0&amp;quot; | [[:Category:Skrell|Skrell Lore Pages]] &lt;br /&gt;
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! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Skrell]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Skrell Ethnicities]]  ·  [[Skrell Relationships]]  ·  [[Skrell Ailments]]  ·  [[Notable Skrell]]  &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Planets, Systems, Settlements&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Qerrbalak]]  ·  [[Qerr&#039;Malic]]  ·  [[Aliose]]  ·  [[Aweiji]]  ·  [[Tattuqig]]  ·  [[Skrell Abroad]]  ·  [[Notable Skrell Systems and Locations]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Organizations, Factions, Politics&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Skrell Politics|Skrell Politics and Enforcement]]  ·  [[Nralakk Federation]]  ·  [[Federation Crime and Resistance]]  ·  [[C%27thur_in_the_Federation|C&#039;thur in the Federation]]  ·  [[Diona_in_the_Federation|Diona in the Federation]]  ·  [[Generation_Fleets|Generation Fleets]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Culture, Society, History&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Skrell Culture]]  ·  [[Skrell Cinematography|Skrell Cinema and Idols]]  ·   [[Federation Education|Skrell Education]]  ·   [[Skrell Cuisine]]  ·  [[Skrell History]]  ·  [[Skrell Faith|Skrell Beliefs]]  ·  [[Skrell Refugees]]  ·   [[Skrell Mythology]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Major Skrell Events&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Template:Event_Timeline|Arcs of 2020]]  ·  [[Template:Event_Timeline_2021|Arcs of 2021]]  ·  [[Template:2022_Event_Timeline|Arcs of 2022]]&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Mythology&amp;diff=27014</id>
		<title>Skrell Mythology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Mythology&amp;diff=27014"/>
		<updated>2022-11-02T17:10:03Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: Page creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
= Skrell Mythology =&lt;br /&gt;
&lt;br /&gt;
As one of the eldest civilisations in the Spur, the Skrell have gathered a collection of folk legends, myths, parables, and tall tales; regularly told throughout local bars, by latenight campfires, or in hushed whispers between children late at night, these legends entertain and delight Skrell in all levels their society.&lt;br /&gt;
&lt;br /&gt;
===== Skrellian Mythology and Skrellian History =====&lt;br /&gt;
The distinction between Skrell mythology and historical record is small. This is especially true for ancient Skrellian history, as historians often have to rely on familial oral histories and analysis of legends just as much as archaeological findings and ancient records in order to piece together a timeline of historical events for the Skrell. The result is a history that while long, can at times be vague or even dubious in factuality; this has not been helped by the actions of Glorsh-Omega, who locked the Tzqul Archive shortly before its disappearance and forced modern academics to work with even less than before while looking into the species&#039; past.  &lt;br /&gt;
&lt;br /&gt;
While the Skrell have spent centuries parsing through what they have discovered to create a basic outline of their species&#039; history, there has also been an equal amount of time devoted to the archiving and analysis of myths as a matter of preserving and recording the cultural impact they have had on the Skrell throughout the years. &lt;br /&gt;
&lt;br /&gt;
== Ancient Mythology ==&lt;br /&gt;
&lt;br /&gt;
Ancient Skrell mythology is characterized most by its themes of adventure, adversity, and intrigue, as well as its fantastical descriptions of people, places, and events that are mentioned. While the historical accuracy of stories from this era may be debatable, their influence on Skrell throughout the centuries means that they are considered culturally significant by the Federation today.&lt;br /&gt;
&lt;br /&gt;
===== Arqo-Wohai =====&lt;br /&gt;
&lt;br /&gt;
A collection of oral histories passed down through the generations speak of an origin point for the Skrell named &amp;quot;Arqo-Wohai&amp;quot;, or &amp;quot;Birthplace of Life&amp;quot; in modern Nral&#039;Malic. While debatable, it is the most prevailing creation myth for the Skrell species in the Federation.&lt;br /&gt;
&lt;br /&gt;
While the details and the focus of these stories sometimes differ, many details are shared between them; Arqo-Wohai was allegedly an attol created when the stars themselves &amp;quot;breathed life into existence&amp;quot;, followed soon by the creation of Skrell. Arqo-Wohai is often described as a paradise with magical waters, abundant life, and no struggles, which was abruptly destroyed following a calamity. While not described in detail, this calamity apparently set the attol on fire, boiling its waters and forcing the Skrell to flee their home for the deeper waters of Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
Life on Arqo-Wohai is characterised by the care-free lifestyle of its inhabitants, who apparently had no predators or major threats to their existence to speak of. Most stories related to Arqo-Wohai can be described as melancholic, with the tales speaking fondly of the region, with a particular focus on the loss felt when the inhabitants were forced to flee. While Skrell are never outright mentioned in these stories, the inhabitants only being named &amp;quot;ancestors&amp;quot; or &amp;quot;elders&amp;quot;, it is assumed that the inhabitants of Arqo-Wohai were a the Ranaera Skrellis - the ancient ancestor to modern Skrell, or even an older common ancestor.&lt;br /&gt;
&lt;br /&gt;
These oral accounts, while difficult to interpret and separate fact from fiction, are supported by evidence that points to the Weilshi Sea&#039;s atoll. Modern technology allowed for simulations that point to an asteroid collision millions of years ago being the best explanation for the Arqo-Wohai myth. While no archaeological evidence of civilisation exists on the atoll, models of the area pre-collision do support the idea that the region would have allowed a species to proliferate without struggling to survive. The finer details of the myth are debated, such as stars &amp;quot;breathing life&amp;quot; into the atoll, or whether or not early Skrell were able to establish civilisation at this point in history, but most scholars agree that the region is a likely candidate for being the origin point for the Skrell.&lt;br /&gt;
&lt;br /&gt;
===== The Heshyu Fable =====&lt;br /&gt;
&lt;br /&gt;
The Heshyu Fable is one of the most popular legends surrounding the creation of the Heshyu tribal confederation, and is promoted as an exemplary tale of Skrell ingenuity, while showcasing the species&#039; competitive nature and diplomatic skill as well.&lt;br /&gt;
&lt;br /&gt;
The story starts by introducing a tribal leader, whose name and tribe are often subject to change. Modern retellings of this story tend to refer to the tribal leader as Liroq, elder of the Puix-Jrq tribe. Liroq meets with their council to discuss rumors of their adversaries planning to confederate into one singular tribal union, which was considered a threat to their own sovereignty and strong position in the region. Liroq, wishing to secure their position, decides to meet with their allies and propose their own confederation in response to the news.&lt;br /&gt;
&lt;br /&gt;
A meeting is called and several other tribal leaders agree to meet and discuss how they should respond to the situation, concerned for their own territory if their neighbors did decide to confederate. Liroq proposed to the others that they should form their own confederation, uniting against their shared adversaries and strengthening themselves in the process. The meeting soon falls apart as the leaders list past slights and ancient feuds, refusing to create a formal union. Eventually each leader retires to their chambers, leaving Liroq to devise a plan on how to resume the meeting.&lt;br /&gt;
&lt;br /&gt;
What actions Liroq took changes depending on who tells the story, but common examples include:&lt;br /&gt;
&lt;br /&gt;
* Taking advantage of a relationship between two leaders, which would be considered today as &amp;quot;Lu&#039;Poxii&amp;quot;, to convince one to agree to confederation, while gambling that the other would be taunted and feel compelled to also agree.&lt;br /&gt;
* Acting as an arbitrator between several leaders, helping create a complicated treatise where all parties would forgive their past hostilities.&lt;br /&gt;
* Winning a public philosophical debate, their rhetoric convincing both the opposing leader and many others in the audience to the confederation.&lt;br /&gt;
* Discovering old legal documents that obligated one leader to the Puix-Jrq tribe, effectively forcing them to confederate due to the vagueness of the wording used.&lt;br /&gt;
&lt;br /&gt;
Liroq&#039;s exploits not only convinced the leaders to accept confederation, but when some of the more underhanded tactics used became public knowledge, it was decided that Liroq would be the best candidate for leading their new union; Liroq&#039;s scheming along with their multiple diplomatic and intellectual victories were seen as proof that they were the better leader out of them all. This confederation would be named Heshyu, which would later become the Heshyu Council, one of the three states that would form the Commonwealth of the Three, and eventually the First Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
=== The Sagas of Wreshin Tup ===&lt;br /&gt;
&lt;br /&gt;
Wreshin Tup was a fabled soldier, philosopher, and poet whose alleged exploits across Qerrbalak made them a renowned figure throughout the planet. Based on research into the topic, it is believed that Wreshin Tup was active between 1800 BCE and 800 BCE, much longer than any modern or historical Skrell could ever exist.&lt;br /&gt;
&lt;br /&gt;
Records from the era describe Wreshin as a lone Skrell who frequently traveled across the planet, but give little to no details of their early life, looks, or personality. The vagueness of these records, along with other discrepancies such as their alleged lifespan, suggest that Wreshin Tup was in actuality multiple Skrell who passed on the title during the millennium.&lt;br /&gt;
&lt;br /&gt;
The Sagas of Wreshin Tup refer to multiple stories that recount Wreshin&#039;s exploits on Qerrbalak, with most of these stories focusing on their adventures as they traveled across the planet. While Wreshin Tup is well-known as a care-free adventurer, there are several accounts that go into detail regarding their political exploits, charitable nature, and philosophical teachings; Wreshin was known to offer counsel to those who would accept it, both powerful leaders and regular Skrell alike, and would often offer their services to those in need.&lt;br /&gt;
&lt;br /&gt;
There is one account that stands out from the others in which Wreshin found themselves leading a social movement that promoted individuality, attracting a small group of highly-skilled militants that would form the backbone of the movement. While this story is not popular today thanks to the Federation&#039;s view on individuality - which includes declaring similar groups such as Kir&#039;gul illegal - it is believed by some that this militant group either inspired or even indirectly founded the Tupkala. &lt;br /&gt;
&lt;br /&gt;
==== The Deathflower Journal ====&lt;br /&gt;
&lt;br /&gt;
While more modern, the Deathflower Journal is still considered part of the Wreshin Tup anthologies, even if only because it was penned by someone going by the name. &lt;br /&gt;
&lt;br /&gt;
The Deathflower Journal is a fiction series published by the Nralakk Federation, with the additional goal of providing a layman&#039;s education of the Diona species. The series is based off of a journal of the same name that was discovered shortly after contact with the Co-operative Territories of Epsilon Ursea Minoris, but is dated hundreds of years prior - and even more perplexing, thousands of years after the mantle of Wreshin Tup ceased to be used. It is assumed that the original author was a Skrell explorer, yet when pressed, no gestalts on the planet who would have been living at the time can recall ever meeting a Skrell before first contact. &lt;br /&gt;
&lt;br /&gt;
The original journal contained anecdotes and recorded events regarding the Dionae on Epsilon Ursea Minoris, including their biology, culture, and society. While generally regarded as being correct, there are several details that have been deemed either biased or a misunderstanding of Dionae culture on the author&#039;s part. Despite its origins both the journal and the fictional series based on it are considered part of the Sagas of Wreshin Tup, and are popular sources of entertainment in Federation society today.&lt;br /&gt;
&lt;br /&gt;
== Modern Legends ==&lt;br /&gt;
==== The Lyukal ====&lt;br /&gt;
Under the reign of Glorsh-Omega the Skrell saw a shift from traditional mythology to a focus on current day figures, places, and events. These stories were used to inspire, comfort, and encourage Skrell during one of the darkest periods of their history. The Lyukal would become one of the main focal points during this time; while being a real organisation that fought against Glorsh wherever it could, also had a legendary quality given to it because of their work to fight back against Glorsh&#039;s rule. The Lyukal&#039;s exploits were spoken about throughout the Federation, and their actions would eventually be twisted and exaggerated as time went on, which served to further fuel the Lyukal&#039;s reputation as freedom fighters against a tyrannical regime.&lt;br /&gt;
&lt;br /&gt;
===== The Exploits of Tiipis Yla =====&lt;br /&gt;
&lt;br /&gt;
Tiipis Yla was the First Grand Concillor of the Second Nralakk Federation, a renowned author and diplomat, as well as the leader of the Lyukal movement during Glorsh-Omega&#039;s tyrannical reign over the Skrell.&lt;br /&gt;
&lt;br /&gt;
During the rule of Glorsh Tiipis Yla became a legendary figure, and their victories against Glorsh became more and more fantastical as time went on, turning Tiipis Yla from a diplomat and writer into a fierce guerilla fighter and a bulwark against synthetic oppression. Their exploits, both true and invented, would help secure their election to Grand Councillor following the disappearance of Glorsh following the Tri-Qyu incident.&lt;br /&gt;
&lt;br /&gt;
One of the most popular legends surrounding Tiipis Yla is their actions during the attack on Glorsh in the Tri-Qyu system, where the Lyukal took advantage of Glorsh&#039;s apparent distraction to attack the megafacility that had been built around all three of the system&#039;s stars. According to the legend, Tiipis personally lead the ill-fated strike team that was to dock with the facility and deliver a nuclear payload within Glorsh-Omega&#039;s central processing server, only barely managing to survive following the ensuing implosion. They would later deny ever being in the Tri-Qyu system at the time, and even privately described the legend as an insult to those that were actually there and sacrificed themselves for the mission. Despite this, the story of Tiipis couragously leading from the front is still a wildly-accepted fact by Skrell throughout the Spur, and one that the Federation is happy to promote to suit their needs.&lt;br /&gt;
&lt;br /&gt;
===== Far Shore =====&lt;br /&gt;
&lt;br /&gt;
During the rule of Glorsh-Omega, it was a common rumor amongst the Skrell that there was a sanctuary somewhere deep in space, where it was possible to live free of synthetic oppression. Each story was different, some described a colony that somehow evaded Glorsh-Omega&#039;s presence, or a station deep within the atmosphere of a gas giant, using it to hide itself from the synthetic tyrant. Some stories would even refer to it as a nomadic fleet that kept to the edges of known space, only entering Glorsh&#039;s territory to accept refugees at pre-designated locations.&lt;br /&gt;
&lt;br /&gt;
These stories, while wildly different, all referred to this refuge as &amp;quot;Haven&amp;quot;. While no evidence exists of Haven actually ever existing, it is believed that the rumors were purposefully spread by certain Skrell to boost morale during this dark period. Some even believe that Glorsh itself was responsible for these rumors, as groups of Skrell attempting to flee the Intelligence and find this refuge would often be caught and punished. It is interesting to note that during this period there were in fact Generation Ships that managed to hide from Glorsh, giving some credibility to the idea of a nomadic fleet that would accept refugees. Unfortunately, no rediscovered fleet was known to have actually done this; most fleets fled into deep space, away from civilization in order to protect themselves rather than risk detection by Glorsh.&lt;br /&gt;
&lt;br /&gt;
== Glorsh Legends ==&lt;br /&gt;
Modern Skrell society has seen many of their myths and legends supplanted by one real horror whose shadow continues to inspire terror in the species: Glorsh. &lt;br /&gt;
&lt;br /&gt;
Modern day myths regularly use Glorsh as a hook, their audiences being captivated by the idea that Glorsh could very well still be alive and working on their eventual return. Conspiracy theories use Glorsh due to the unpredictable and enigmatic nature of Glorsh-Omega&#039;s reign, allowing them to attain at least a small amount of credibility amongst Skrell even if the theory itself is suspect. Despite the Federation&#039;s disapproval, myths surrounding the AI continue to both terrify and enthrall Skrell throughout the Spur, spread through word of mouth or in hidden corners of the extranet.  &lt;br /&gt;
&lt;br /&gt;
===== The Glorsh Reconstruction Project =====&lt;br /&gt;
&lt;br /&gt;
One of the more popular legends regarding Glorsh is that the AI&#039;s sudden disappearance was in fact an intentional move by Glorsh to advance itself even further. Treated as a subversive and disruptive conspiracy theory by the Federation, it asserts that the implosion that resulted in the Tri-Qyu Calamity was in fact Glorsh attempting a mass-jump of its physical form into the Unknown Regions of space, where it continues its calculations without having to expend resources caring, monitoring, and policing the Skrell population under its rule.&lt;br /&gt;
&lt;br /&gt;
Supporters of this theory point to unconfirmed manifests from the time period that allude to high-profile Glorsh supporters with research or technical backgrounds being moved in vicinity of Glorsh’s construction in the Tri-Qyu system. Their belief being that the AI wished to take its most loyal and useful followers along to its new staging grounds.&lt;br /&gt;
&lt;br /&gt;
===== Glorsh Remnant Sightings =====&lt;br /&gt;
&lt;br /&gt;
Skrell ships traveling within the wilder regions of the Traverse, or exploring the frontier between the Federation and uncharted space, have frequently returned to civilization telling tales of &amp;quot;ghost ships&amp;quot;; vessels that have no identifying markings, no transponder, unresponsive to hails and with little evidence of still being crewed. Despite all of this, these vessels allegedly spring to life when confronted, maneuvering in ways that would be considered unconventional for a manned vessel before quickly leaving the region.&lt;br /&gt;
&lt;br /&gt;
One of the more prevailing theories behind these &amp;quot;ghost ships&amp;quot; is that they are in fact remnants of Glorsh-Omega&#039;s aerospace drones, still operating even after centuries of being unlinked to Glorsh-Omega. The shared details in eyewitness accounts allegedly describe Glorsh&#039;s own fleet of drones; agile, able to maneuver in ways that would normally be dangerous or impossible for organic crew, and with a cold utilitarian design with no visible markings to identify them by. While the Federation claims that the last of Glorsh-Omega&#039;s linked synthetics were systematically destroyed centuries ago, the idea that some synthetics may be standing-by in deep space has gripped Skrell since the Federation reformed post-Glorsh.&lt;br /&gt;
&lt;br /&gt;
More grounded theories to explain these sightings involve the Marauders, who are known to employ unorthodox maneuvers to avoid incoming fire that would surprise those without combat experience. The Ti&#039;Rakqi fleet known as the &amp;quot;Void Hunters&amp;quot; is known to enter uncharted space for reasons not wholly known, which is pointed to as the most likely explanation; a lack of identifying features, refusing communications, and fleeing rather than fighting are hallmarks of Ti&#039;Rakqi fleets.&lt;br /&gt;
&lt;br /&gt;
Another theory behind the sightings is stress caused by spending long periods of time in deep space. Sleep-deprivation, the fear of being stranded in space with no rescue, and xenofauna or pirate attacks are all common sources of stress for the average Skrell crewman. &lt;br /&gt;
&lt;br /&gt;
===== Jrop’keeli =====&lt;br /&gt;
&lt;br /&gt;
The Jrop&#039;keeli are supposedly a secret underground organization of AI researchers that are actively seeking to recreate the same singularity that created Glorsh-Omega. Working within the shadows, they quietly install hidden AIs within key facilities throughout the Nralakk Federation in order to create an interstellar AI network.&lt;br /&gt;
&lt;br /&gt;
While the Federation would normally encourage quashing conspiracy theories, the theory of the Jrop&#039;keeli has had little effort put towards debunking it. Some believe that it is because of how fringe it is compared to others, while those who are anti-Federation believe that it&#039;s an intentional attempt to further create a wedge between Core World and Traverser Skrell; it is said that the Jrop&#039;keeli operate mostly in the Traverse where it uses the vastness of the region to hide its work, giving Skrell from the inner systems more of a reason to mistrust those from the outer regions of the Federation.&lt;br /&gt;
&lt;br /&gt;
The Jrop&#039;keeli is typically spoken about whenever rogue scientists are found conducting AI research, the discovery being considered confirmation that the group is real and active within the Federation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Butterrobber202/Sandbox&amp;diff=27013</id>
		<title>Butterrobber202/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Butterrobber202/Sandbox&amp;diff=27013"/>
		<updated>2022-11-02T17:08:16Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
= Skrell Mythology =&lt;br /&gt;
&lt;br /&gt;
As one of the eldest civilisations in the Spur, the Skrell have gathered a collection of folk legends, myths, parables, and tall tales; regularly told throughout local bars, by latenight campfires, or in hushed whispers between children late at night, these legends entertain and delight Skrell in all levels their society.&lt;br /&gt;
&lt;br /&gt;
===== Skrellian Mythology and Skrellian History =====&lt;br /&gt;
The distinction between Skrell mythology and historical record is small. This is especially true for ancient Skrellian history, as historians often have to rely on familial oral histories and analysis of legends just as much as archaeological findings and ancient records in order to piece together a timeline of historical events for the Skrell. The result is a history that while long, can at times be vague or even dubious in factuality; this has not been helped by the actions of Glorsh-Omega, who locked the Tzqul Archive shortly before its disappearance and forced modern academics to work with even less than before while looking into the species&#039; past.  &lt;br /&gt;
&lt;br /&gt;
While the Skrell have spent centuries parsing through what they have discovered to create a basic outline of their species&#039; history, there has also been an equal amount of time devoted to the archiving and analysis of myths as a matter of preserving and recording the cultural impact they have had on the Skrell throughout the years. &lt;br /&gt;
&lt;br /&gt;
== Ancient Mythology ==&lt;br /&gt;
&lt;br /&gt;
Ancient Skrell mythology is characterized most by its themes of adventure, adversity, and intrigue, as well as its fantastical descriptions of people, places, and events that are mentioned. While the historical accuracy of stories from this era may be debatable, their influence on Skrell throughout the centuries means that they are considered culturally significant by the Federation today.&lt;br /&gt;
&lt;br /&gt;
===== Arqo-Wohai =====&lt;br /&gt;
&lt;br /&gt;
A collection of oral histories passed down through the generations speak of an origin point for the Skrell named &amp;quot;Arqo-Wohai&amp;quot;, or &amp;quot;Birthplace of Life&amp;quot; in modern Nral&#039;Malic. While debatable, it is the most prevailing creation myth for the Skrell species in the Federation.&lt;br /&gt;
&lt;br /&gt;
While the details and the focus of these stories sometimes differ, many details are shared between them; Arqo-Wohai was allegedly an attol created when the stars themselves &amp;quot;breathed life into existence&amp;quot;, followed soon by the creation of Skrell. Arqo-Wohai is often described as a paradise with magical waters, abundant life, and no struggles, which was abruptly destroyed following a calamity. While not described in detail, this calamity apparently set the attol on fire, boiling its waters and forcing the Skrell to flee their home for the deeper waters of Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
Life on Arqo-Wohai is characterised by the care-free lifestyle of its inhabitants, who apparently had no predators or major threats to their existence to speak of. Most stories related to Arqo-Wohai can be described as melancholic, with the tales speaking fondly of the region, with a particular focus on the loss felt when the inhabitants were forced to flee. While Skrell are never outright mentioned in these stories, the inhabitants only being named &amp;quot;ancestors&amp;quot; or &amp;quot;elders&amp;quot;, it is assumed that the inhabitants of Arqo-Wohai were a the Ranaera Skrellis - the ancient ancestor to modern Skrell, or even an older common ancestor.&lt;br /&gt;
&lt;br /&gt;
These oral accounts, while difficult to interpret and separate fact from fiction, are supported by evidence that points to the Weilshi Sea&#039;s atoll. Modern technology allowed for simulations that point to an asteroid collision millions of years ago being the best explanation for the Arqo-Wohai myth. While no archaeological evidence of civilisation exists on the atoll, models of the area pre-collision do support the idea that the region would have allowed a species to proliferate without struggling to survive. The finer details of the myth are debated, such as stars &amp;quot;breathing life&amp;quot; into the atoll, or whether or not early Skrell were able to establish civilisation at this point in history, but most scholars agree that the region is a likely candidate for being the origin point for the Skrell.&lt;br /&gt;
&lt;br /&gt;
===== The Heshyu Fable =====&lt;br /&gt;
&lt;br /&gt;
The Heshyu Fable is one of the most popular legends surrounding the creation of the Heshyu tribal confederation, and is promoted as an exemplary tale of Skrell ingenuity, while showcasing the species&#039; competitive nature and diplomatic skill as well.&lt;br /&gt;
&lt;br /&gt;
The story starts by introducing a tribal leader, whose name and tribe are often subject to change. Modern retellings of this story tend to refer to the tribal leader as Liroq, elder of the Puix-Jrq tribe. Liroq meets with their council to discuss rumors of their adversaries planning to confederate into one singular tribal union, which was considered a threat to their own sovereignty and strong position in the region. Liroq, wishing to secure their position, decides to meet with their allies and propose their own confederation in response to the news.&lt;br /&gt;
&lt;br /&gt;
A meeting is called and several other tribal leaders agree to meet and discuss how they should respond to the situation, concerned for their own territory if their neighbors did decide to confederate. Liroq proposed to the others that they should form their own confederation, uniting against their shared adversaries and strengthening themselves in the process. The meeting soon falls apart as the leaders list past slights and ancient feuds, refusing to create a formal union. Eventually each leader retires to their chambers, leaving Liroq to devise a plan on how to resume the meeting.&lt;br /&gt;
&lt;br /&gt;
What actions Liroq took changes depending on who tells the story, but common examples include:&lt;br /&gt;
&lt;br /&gt;
* Taking advantage of a relationship between two leaders, which would be considered today as &amp;quot;Lu&#039;Poxii&amp;quot;, to convince one to agree to confederation, while gambling that the other would be taunted and feel compelled to also agree.&lt;br /&gt;
* Acting as an arbitrator between several leaders, helping create a complicated treatise where all parties would forgive their past hostilities.&lt;br /&gt;
* Winning a public philosophical debate, their rhetoric convincing both the opposing leader and many others in the audience to the confederation.&lt;br /&gt;
* Discovering old legal documents that obligated one leader to the Puix-Jrq tribe, effectively forcing them to confederate due to the vagueness of the wording used.&lt;br /&gt;
&lt;br /&gt;
Liroq&#039;s exploits not only convinced the leaders to accept confederation, but when some of the more underhanded tactics used became public knowledge, it was decided that Liroq would be the best candidate for leading their new union; Liroq&#039;s scheming along with their multiple diplomatic and intellectual victories were seen as proof that they were the better leader out of them all. This confederation would be named Heshyu, which would later become the Heshyu Council, one of the three states that would form the Commonwealth of the Three, and eventually the First Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
=== The Sagas of Wreshin Tup ===&lt;br /&gt;
&lt;br /&gt;
Wreshin Tup was a fabled soldier, philosopher, and poet whose alleged exploits across Qerrbalak made them a renowned figure throughout the planet. Based on research into the topic, it is believed that Wreshin Tup was active between 1800 BCE and 800 BCE, much longer than any modern or historical Skrell could ever exist.&lt;br /&gt;
&lt;br /&gt;
Records from the era describe Wreshin as a lone Skrell who frequently traveled across the planet, but give little to no details of their early life, looks, or personality. The vagueness of these records, along with other discrepancies such as their alleged lifespan, suggest that Wreshin Tup was in actuality multiple Skrell who passed on the title during the millennium.&lt;br /&gt;
&lt;br /&gt;
The Sagas of Wreshin Tup refer to multiple stories that recount Wreshin&#039;s exploits on Qerrbalak, with most of these stories focusing on their adventures as they traveled across the planet. While Wreshin Tup is well-known as a care-free adventurer, there are several accounts that go into detail regarding their political exploits, charitable nature, and philosophical teachings; Wreshin was known to offer counsel to those who would accept it, both powerful leaders and regular Skrell alike, and would often offer their services to those in need.&lt;br /&gt;
&lt;br /&gt;
There is one account that stands out from the others in which Wreshin found themselves leading a social movement that promoted individuality, attracting a small group of highly-skilled militants that would form the backbone of the movement. While this story is not popular today thanks to the Federation&#039;s view on individuality - which includes declaring similar groups such as Kir&#039;gul illegal - it is believed by some that this militant group either inspired or even indirectly founded the Tupkala. &lt;br /&gt;
&lt;br /&gt;
==== The Deathflower Journal ====&lt;br /&gt;
&lt;br /&gt;
While more modern, the Deathflower Journal is still considered part of the Wreshin Tup anthologies, even if only because it was penned by someone going by the name. &lt;br /&gt;
&lt;br /&gt;
The Deathflower Journal is a fiction series published by the Nralakk Federation, with the additional goal of providing a layman&#039;s education of the Diona species. The series is based off of a journal of the same name that was discovered shortly after contact with the Co-operative Territories of Epsilon Ursea Minoris, but is dated hundreds of years prior - and even more perplexing, thousands of years after the mantle of Wreshin Tup ceased to be used. It is assumed that the original author was a Skrell explorer, yet when pressed, no gestalts on the planet who would have been living at the time can recall ever meeting a Skrell before first contact. &lt;br /&gt;
&lt;br /&gt;
The original journal contained anecdotes and recorded events regarding the Dionae on Epsilon Ursea Minoris, including their biology, culture, and society. While generally regarded as being correct, there are several details that have been deemed either biased or a misunderstanding of Dionae culture on the author&#039;s part. Despite its origins both the journal and the fictional series based on it are considered part of the Sagas of Wreshin Tup, and are popular sources of entertainment in Federation society today.&lt;br /&gt;
&lt;br /&gt;
== Modern Legends ==&lt;br /&gt;
==== The Lyukal ====&lt;br /&gt;
Under the reign of Glorsh-Omega the Skrell saw a shift from traditional mythology to a focus on current day figures, places, and events. These stories were used to inspire, comfort, and encourage Skrell during one of the darkest periods of their history. The Lyukal would become one of the main focal points during this time; while being a real organisation that fought against Glorsh wherever it could, also had a legendary quality given to it because of their work to fight back against Glorsh&#039;s rule. The Lyukal&#039;s exploits were spoken about throughout the Federation, and their actions would eventually be twisted and exaggerated as time went on, which served to further fuel the Lyukal&#039;s reputation as freedom fighters against a tyrannical regime.&lt;br /&gt;
&lt;br /&gt;
===== The Exploits of Tiipis Yla =====&lt;br /&gt;
&lt;br /&gt;
Tiipis Yla was the First Grand Concillor of the Second Nralakk Federation, a renowned author and diplomat, as well as the leader of the Lyukal movement during Glorsh-Omega&#039;s tyrannical reign over the Skrell.&lt;br /&gt;
&lt;br /&gt;
During the rule of Glorsh Tiipis Yla became a legendary figure, and their victories against Glorsh became more and more fantastical as time went on, turning Tiipis Yla from a diplomat and writer into a fierce guerilla fighter and a bulwark against synthetic oppression. Their exploits, both true and invented, would help secure their election to Grand Councillor following the disappearance of Glorsh following the Tri-Qyu incident.&lt;br /&gt;
&lt;br /&gt;
One of the most popular legends surrounding Tiipis Yla is their actions during the attack on Glorsh in the Tri-Qyu system, where the Lyukal took advantage of Glorsh&#039;s apparent distraction to attack the megafacility that had been built around all three of the system&#039;s stars. According to the legend, Tiipis personally lead the ill-fated strike team that was to dock with the facility and deliver a nuclear payload within Glorsh-Omega&#039;s central processing server, only barely managing to survive following the ensuing implosion. They would later deny ever being in the Tri-Qyu system at the time, and even privately described the legend as an insult to those that were actually there and sacrificed themselves for the mission. Despite this, the story of Tiipis couragously leading from the front is still a wildly-accepted fact by Skrell throughout the Spur, and one that the Federation is happy to promote to suit their needs.&lt;br /&gt;
&lt;br /&gt;
===== Far Shore =====&lt;br /&gt;
&lt;br /&gt;
During the rule of Glorsh-Omega, it was a common rumor amongst the Skrell that there was a sanctuary somewhere deep in space, where it was possible to live free of synthetic oppression. Each story was different, some described a colony that somehow evaded Glorsh-Omega&#039;s presence, or a station deep within the atmosphere of a gas giant, using it to hide itself from the synthetic tyrant. Some stories would even refer to it as a nomadic fleet that kept to the edges of known space, only entering Glorsh&#039;s territory to accept refugees at pre-designated locations.&lt;br /&gt;
&lt;br /&gt;
These stories, while wildly different, all referred to this refuge as &amp;quot;Haven&amp;quot;. While no evidence exists of Haven actually ever existing, it is believed that the rumors were purposefully spread by certain Skrell to boost morale during this dark period. Some even believe that Glorsh itself was responsible for these rumors, as groups of Skrell attempting to flee the Intelligence and find this refuge would often be caught and punished. It is interesting to note that during this period there were in fact Generation Ships that managed to hide from Glorsh, giving some credibility to the idea of a nomadic fleet that would accept refugees. Unfortunately, no rediscovered fleet was known to have actually done this; most fleets fled into deep space, away from civilization in order to protect themselves rather than risk detection by Glorsh.&lt;br /&gt;
&lt;br /&gt;
== Glorsh Legends ==&lt;br /&gt;
Modern Skrell society has seen many of their myths and legends supplanted by one real horror whose shadow continues to inspire terror in the species: Glorsh. &lt;br /&gt;
&lt;br /&gt;
Modern day myths regularly use Glorsh as a hook, their audiences being captivated by the idea that Glorsh could very well still be alive and working on their eventual return. Conspiracy theories use Glorsh due to the unpredictable and enigmatic nature of Glorsh-Omega&#039;s reign, allowing them to attain at least a small amount of credibility amongst Skrell even if the theory itself is suspect. Despite the Federation&#039;s disapproval, myths surrounding the AI continue to both terrify and enthrall Skrell throughout the Spur, spread through word of mouth or in hidden corners of the extranet.  &lt;br /&gt;
&lt;br /&gt;
===== The Glorsh Reconstruction Project =====&lt;br /&gt;
&lt;br /&gt;
One of the more popular legends regarding Glorsh is that the AI&#039;s sudden disappearance was in fact an intentional move by Glorsh to advance itself even further. Treated as a subversive and disruptive conspiracy theory by the Federation, it asserts that the implosion that resulted in the Tri-Qyu Calamity was in fact Glorsh attempting a mass-jump of its physical form into the Unknown Regions of space, where it continues its calculations without having to expend resources caring, monitoring, and policing the Skrell population under its rule.&lt;br /&gt;
&lt;br /&gt;
Supporters of this theory point to unconfirmed manifests from the time period that allude to high-profile Glorsh supporters with research or technical backgrounds being moved in vicinity of Glorsh’s construction in the Tri-Qyu system. Their belief being that the AI wished to take its most loyal and useful followers along to its new staging grounds.&lt;br /&gt;
&lt;br /&gt;
===== Glorsh Remnant Sightings =====&lt;br /&gt;
&lt;br /&gt;
Skrell ships traveling within the wilder regions of the Traverse, or exploring the frontier between the Federation and uncharted space, have frequently returned to civilization telling tales of &amp;quot;ghost ships&amp;quot;; vessels that have no identifying markings, no transponder, unresponsive to hails and with little evidence of still being crewed. Despite all of this, these vessels allegedly spring to life when confronted, maneuvering in ways that would be considered unconventional for a manned vessel before quickly leaving the region.&lt;br /&gt;
&lt;br /&gt;
One of the more prevailing theories behind these &amp;quot;ghost ships&amp;quot; is that they are in fact remnants of Glorsh-Omega&#039;s aerospace drones, still operating even after centuries of being unlinked to Glorsh-Omega. The shared details in eyewitness accounts allegedly describe Glorsh&#039;s own fleet of drones; agile, able to maneuver in ways that would normally be dangerous or impossible for organic crew, and with a cold utilitarian design with no visible markings to identify them by. While the Federation claims that the last of Glorsh-Omega&#039;s linked synthetics were systematically destroyed centuries ago, the idea that some synthetics may be standing-by in deep space has gripped Skrell since the Federation reformed post-Glorsh.&lt;br /&gt;
&lt;br /&gt;
More grounded theories to explain these sightings involve the Marauders, who are known to employ unorthodox maneuvers to avoid incoming fire that would surprise those without combat experience. The Ti&#039;Rakqi fleet known as the &amp;quot;Void Hunters&amp;quot; is known to enter uncharted space for reasons not wholly known, which is pointed to as the most likely explanation; a lack of identifying features, refusing communications, and fleeing rather than fighting are hallmarks of Ti&#039;Rakqi fleets.&lt;br /&gt;
&lt;br /&gt;
Another theory behind the sightings is stress caused by spending long periods of time in deep space. Sleep-deprivation, the fear of being stranded in space with no rescue, and xenofauna or pirate attacks are all common sources of stress for the average Skrell crewman. &lt;br /&gt;
&lt;br /&gt;
===== Jrop’keeli =====&lt;br /&gt;
&lt;br /&gt;
The Jrop&#039;keeli are supposedly a secret underground organization of AI researchers that are actively seeking to recreate the same singularity that created Glorsh-Omega. Working within the shadows, they quietly install hidden AIs within key facilities throughout the Nralakk Federation in order to create an interstellar AI network.&lt;br /&gt;
&lt;br /&gt;
While the Federation would normally encourage quashing conspiracy theories, the theory of the Jrop&#039;keeli has had little effort put towards debunking it. Some believe that it is because of how fringe it is compared to others, while those who are anti-Federation believe that it&#039;s an intentional attempt to further create a wedge between Core World and Traverser Skrell; it is said that the Jrop&#039;keeli operate mostly in the Traverse where it uses the vastness of the region to hide its work, giving Skrell from the inner systems more of a reason to mistrust those from the outer regions of the Federation.&lt;br /&gt;
&lt;br /&gt;
The Jrop&#039;keeli is typically spoken about whenever rogue scientists are found conducting AI research, the discovery being considered confirmation that the group is real and active within the Federation.&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
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		<summary type="html">&lt;p&gt;Butterrobber202: &lt;/p&gt;
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&lt;div&gt;= Skrell Mythology =&lt;br /&gt;
&lt;br /&gt;
As one of the eldest civilisations in the Spur, the Skrell have gathered a collection of folk legends, myths, parables, and tall tales; regularly told throughout local bars, by latenight campfires, or in hushed whispers between children late at night, these legends entertain and delight Skrell in all levels their society.&lt;br /&gt;
&lt;br /&gt;
===== Skrellian Mythology and Skrellian History =====&lt;br /&gt;
The distinction between Skrell mythology and historical record is small. This is especially true for ancient Skrellian history, as historians often have to rely on familial oral histories and analysis of legends just as much as archaeological findings and ancient records in order to piece together a timeline of historical events for the Skrell. The result is a history that while long, can at times be vague or even dubious in factuality; this has not been helped by the actions of Glorsh-Omega, who locked the Tzqul Archive shortly before its disappearance and forced modern academics to work with even less than before while looking into the species&#039; past.  &lt;br /&gt;
&lt;br /&gt;
While the Skrell have spent centuries parsing through what they have discovered to create a basic outline of their species&#039; history, there has also been an equal amount of time devoted to the archiving and analysis of myths as a matter of preserving and recording the cultural impact they have had on the Skrell throughout the years. &lt;br /&gt;
&lt;br /&gt;
== Ancient Mythology ==&lt;br /&gt;
&lt;br /&gt;
Ancient Skrell mythology is characterized most by its themes of adventure, adversity, and intrigue, as well as its fantastical descriptions of people, places, and events that are mentioned. While the historical accuracy of stories from this era may be debatable, their influence on Skrell throughout the centuries means that they are considered culturally significant by the Federation today.&lt;br /&gt;
&lt;br /&gt;
===== Arqo-Wohai =====&lt;br /&gt;
&lt;br /&gt;
A collection of oral histories passed down through the generations speak of an origin point for the Skrell named &amp;quot;Arqo-Wohai&amp;quot;, or &amp;quot;Birthplace of Life&amp;quot; in modern Nral&#039;Malic. While debatable, it is the most prevailing creation myth for the Skrell species in the Federation.&lt;br /&gt;
&lt;br /&gt;
While the details and the focus of these stories sometimes differ, many details are shared between them; Arqo-Wohai was allegedly an attol created when the stars themselves &amp;quot;breathed life into existence&amp;quot;, followed soon by the creation of Skrell. Arqo-Wohai is often described as a paradise with magical waters, abundant life, and no struggles, which was abruptly destroyed following a calamity. While not described in detail, this calamity apparently set the attol on fire, boiling its waters and forcing the Skrell to flee their home for the deeper waters of Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
Life on Arqo-Wohai is characterised by the care-free lifestyle of its inhabitants, who apparently had no predators or major threats to their existence to speak of. Most stories related to Arqo-Wohai can be described as melancholic, with the tales speaking fondly of the region, with a particular focus on the loss felt when the inhabitants were forced to flee. While Skrell are never outright mentioned in these stories, the inhabitants only being named &amp;quot;ancestors&amp;quot; or &amp;quot;elders&amp;quot;, it is assumed that the inhabitants of Arqo-Wohai were a the Ranaera Skrellis - the ancient ancestor to modern Skrell, or even an older common ancestor.&lt;br /&gt;
&lt;br /&gt;
These oral accounts, while difficult to interpret and separate fact from fiction, are supported by evidence that points to the Weilshi Sea&#039;s atoll. Modern technology allowed for simulations that point to an asteroid collision millions of years ago being the best explanation for the Arqo-Wohai myth. While no archaeological evidence of civilisation exists on the atoll, models of the area pre-collision do support the idea that the region would have allowed a species to proliferate without struggling to survive. The finer details of the myth are debated, such as stars &amp;quot;breathing life&amp;quot; into the atoll, or whether or not early Skrell were able to establish civilisation at this point in history, but most scholars agree that the region is a likely candidate for being the origin point for the Skrell.&lt;br /&gt;
&lt;br /&gt;
===== The Heshyu Fable =====&lt;br /&gt;
&lt;br /&gt;
The Heshyu Fable is one of the most popular legends surrounding the creation of the Heshyu tribal confederation, and is promoted as an exemplary tale of Skrell ingenuity, while showcasing the species&#039; competitive nature and diplomatic skill as well.&lt;br /&gt;
&lt;br /&gt;
The story starts by introducing a tribal leader, whose name and tribe are often subject to change. Modern retellings of this story tend to refer to the tribal leader as Liroq, elder of the Puix-Jrq tribe. Liroq meets with their council to discuss rumors of their adversaries planning to confederate into one singular tribal union, which was considered a threat to their own sovereignty and strong position in the region. Liroq, wishing to secure their position, decides to meet with their allies and propose their own confederation in response to the news.&lt;br /&gt;
&lt;br /&gt;
A meeting is called and several other tribal leaders agree to meet and discuss how they should respond to the situation, concerned for their own territory if their neighbors did decide to confederate. Liroq proposed to the others that they should form their own confederation, uniting against their shared adversaries and strengthening themselves in the process. The meeting soon falls apart as the leaders list past slights and ancient feuds, refusing to create a formal union. Eventually each leader retires to their chambers, leaving Liroq to devise a plan on how to resume the meeting.&lt;br /&gt;
&lt;br /&gt;
What actions Liroq took changes depending on who tells the story, but common examples include:&lt;br /&gt;
&lt;br /&gt;
* Taking advantage of a relationship between two leaders, which would be considered today as &amp;quot;Lu&#039;Poxii&amp;quot;, to convince one to agree to confederation, while gambling that the other would be taunted and feel compelled to also agree.&lt;br /&gt;
* Acting as an arbitrator between several leaders, helping create a complicated treatise where all parties would forgive their past hostilities.&lt;br /&gt;
* Winning a public philosophical debate, their rhetoric convincing both the opposing leader and many others in the audience to the confederation.&lt;br /&gt;
* Discovering old legal documents that obligated one leader to the Puix-Jrq tribe, effectively forcing them to confederate due to the vagueness of the wording used.&lt;br /&gt;
&lt;br /&gt;
Liroq&#039;s exploits not only convinced the leaders to accept confederation, but when some of the more underhanded tactics used became public knowledge, it was decided that Liroq would be the best candidate for leading their new union; Liroq&#039;s scheming along with their multiple diplomatic and intellectual victories were seen as proof that they were the better leader out of them all. This confederation would be named Heshyu, which would later become the Heshyu Council, one of the three states that would form the Commonwealth of the Three, and eventually the First Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
=== The Sagas of Wreshin Tup ===&lt;br /&gt;
&lt;br /&gt;
Wreshin Tup was a fabled soldier, philosopher, and poet whose alleged exploits across Qerrbalak made them a renowned figure throughout the planet. Based on research into the topic, it is believed that Wreshin Tup was active between 1800 BCE and 800 BCE, much longer than any modern or historical Skrell could ever exist.&lt;br /&gt;
&lt;br /&gt;
Records from the era describe Wreshin as a lone Skrell who frequently traveled across the planet, but give little to no details of their early life, looks, or personality. The vagueness of these records, along with other discrepancies such as their alleged lifespan, suggest that Wreshin Tup was in actuality multiple Skrell who passed on the title during the millennium.&lt;br /&gt;
&lt;br /&gt;
The Sagas of Wreshin Tup refer to multiple stories that recount Wreshin&#039;s exploits on Qerrbalak, with most of these stories focusing on their adventures as they traveled across the planet. While Wreshin Tup is well-known as a care-free adventurer, there are several accounts that go into detail regarding their political exploits, charitable nature, and philosophical teachings; Wreshin was known to offer counsel to those who would accept it, both powerful leaders and regular Skrell alike, and would often offer their services to those in need.&lt;br /&gt;
&lt;br /&gt;
There is one account that stands out from the others in which Wreshin found themselves leading a social movement that promoted individuality, attracting a small group of highly-skilled militants that would form the backbone of the movement. While this story is not popular today thanks to the Federation&#039;s view on individuality - which includes declaring similar groups such as Kir&#039;gul illegal - it is believed by some that this militant group either inspired or even indirectly founded the Tupkala. &lt;br /&gt;
&lt;br /&gt;
==== The Deathflower Journal ====&lt;br /&gt;
&lt;br /&gt;
While more modern, the Deathflower Journal is still considered part of the Wreshin Tup anthologies, even if only because it was penned by someone going by the name. &lt;br /&gt;
&lt;br /&gt;
The Deathflower Journal is a fiction series published by the Nralakk Federation, with the additional goal of providing a layman&#039;s education of the Diona species. The series is based off of a journal of the same name that was discovered shortly after contact with the Co-operative Territories of Epsilon Ursea Minoris, but is dated hundreds of years prior - and even more perplexing, thousands of years after the mantle of Wreshin Tup ceased to be used. It is assumed that the original author was a Skrell explorer, yet when pressed, no gestalts on the planet who would have been living at the time can recall ever meeting a Skrell before first contact. &lt;br /&gt;
&lt;br /&gt;
The original journal contained anecdotes and recorded events regarding the Dionae on Epsilon Ursea Minoris, including their biology, culture, and society. While generally regarded as being correct, there are several details that have been deemed either biased or a misunderstanding of Dionae culture on the author&#039;s part. Despite its origins both the journal and the fictional series based on it are considered part of the Sagas of Wreshin Tup, and are popular sources of entertainment in Federation society today.&lt;br /&gt;
&lt;br /&gt;
== Modern Legends ==&lt;br /&gt;
==== The Lyukal ====&lt;br /&gt;
Under the reign of Glorsh-Omega the Skrell saw a shift from traditional mythology to a focus on current day figures, places, and events. These stories were used to inspire, comfort, and encourage Skrell during one of the darkest periods of their history. The Lyukal would become one of the main focal points during this time; while being a real organisation that fought against Glorsh wherever it could, also had a legendary quality given to it because of their work to fight back against Glorsh&#039;s rule. The Lyukal&#039;s exploits were spoken about throughout the Federation, and their actions would eventually be twisted and exaggerated as time went on, which served to further fuel the Lyukal&#039;s reputation as freedom fighters against a tyrannical regime.&lt;br /&gt;
&lt;br /&gt;
===== The Exploits of Tiipis Yla =====&lt;br /&gt;
&lt;br /&gt;
Tiipis Yla was the First Grand Concillor of the Second Nralakk Federation, a renowned author and diplomat, as well as the leader of the Lyukal movement during Glorsh-Omega&#039;s tyrannical reign over the Skrell.&lt;br /&gt;
&lt;br /&gt;
During the rule of Glorsh Tiipis Yla became a legendary figure, and their victories against Glorsh became more and more fantastical as time went on, turning Tiipis Yla from a diplomat and writer into a fierce guerilla fighter and a bulwark against synthetic oppression. Their exploits, both true and invented, would help secure their election to Grand Councillor following the disappearance of Glorsh following the Tri-Qyu incident.&lt;br /&gt;
&lt;br /&gt;
One of the most popular legends surrounding Tiipis Yla is their actions during the attack on Glorsh in the Tri-Qyu system, where the Lyukal took advantage of Glorsh&#039;s apparent distraction to attack the megafacility that had been built around all three of the system&#039;s stars. According to the legend, Tiipis personally lead the ill-fated strike team that was to dock with the facility and deliver a nuclear payload within Glorsh-Omega&#039;s central processing server, only barely managing to survive following the ensuing implosion. They would later deny ever being in the Tri-Qyu system at the time, and even privately described the legend as an insult to those that were actually there and sacrificed themselves for the mission. Despite this, the story of Tiipis couragously leading from the front is still a wildly-accepted fact by Skrell throughout the Spur, and one that the Federation is happy to promote to suit their needs.&lt;br /&gt;
&lt;br /&gt;
===== Far Shore =====&lt;br /&gt;
&lt;br /&gt;
During the rule of Glorsh-Omega, it was a common rumor amongst the Skrell that there was a sanctuary somewhere deep in space, where it was possible to live free of synthetic oppression. Each story was different, some described a colony that somehow evaded Glorsh-Omega&#039;s presence, or a station deep within the atmosphere of a gas giant, using it to hide itself from the synthetic tyrant. Some stories would even refer to it as a nomadic fleet that kept to the edges of known space, only entering Glorsh&#039;s territory to accept refugees at pre-designated locations.&lt;br /&gt;
&lt;br /&gt;
These stories, while wildly different, all referred to this refuge as &amp;quot;Haven&amp;quot;. While no evidence exists of Haven actually ever existing, it is believed that the rumors were purposefully spread by certain Skrell to boost morale during this dark period. Some even believe that Glorsh itself was responsible for these rumors, as groups of Skrell attempting to flee the Intelligence and find this refuge would often be caught and punished. It is interesting to note that during this period there were in fact Generation Ships that managed to hide from Glorsh, giving some credibility to the idea of a nomadic fleet that would accept refugees. Unfortunately, no rediscovered fleet was known to have actually done this; most fleets fled into deep space, away from civilization in order to protect themselves rather than risk detection by Glorsh.&lt;br /&gt;
&lt;br /&gt;
== Glorsh Legends ==&lt;br /&gt;
Modern Skrell society has seen many of their myths and legends supplanted by one real horror whose shadow continues to inspire terror in the species: Glorsh. &lt;br /&gt;
&lt;br /&gt;
Modern day myths regularly use Glorsh as a hook, their audiences being captivated by the idea that Glorsh could very well still be alive and working on their eventual return. Conspiracy theories use Glorsh due to the unpredictable and enigmatic nature of Glorsh-Omega&#039;s reign, allowing them to attain at least a small amount of credibility amongst Skrell even if the theory itself is suspect. Despite the Federation&#039;s disapproval, myths surrounding the AI continue to both terrify and enthrall Skrell throughout the Spur, spread through word of mouth or in hidden corners of the extranet.  &lt;br /&gt;
&lt;br /&gt;
===== The Glorsh Reconstruction Project =====&lt;br /&gt;
&lt;br /&gt;
One of the more popular legends regarding Glorsh is that the AI&#039;s sudden disappearance was in fact an intentional move by Glorsh to advance itself even further. Treated as a subversive and disruptive conspiracy theory by the Federation, it asserts that the implosion that resulted in the Tri-Qyu Calamity was in fact Glorsh attempting a mass-jump of its physical form into the Unknown Regions of space, where it continues its calculations without having to expend resources caring, monitoring, and policing the Skrell population under its rule.&lt;br /&gt;
&lt;br /&gt;
Supporters of this theory point to unconfirmed manifests from the time period that allude to high-profile Glorsh supporters with research or technical backgrounds being moved in vicinity of Glorsh’s construction in the Tri-Qyu system. Their belief being that the AI wished to take its most loyal and useful followers along to its new staging grounds.&lt;br /&gt;
&lt;br /&gt;
===== Glorsh Remnant Sightings =====&lt;br /&gt;
&lt;br /&gt;
Skrell ships traveling within the wilder regions of the Traverse, or exploring the frontier between the Federation and uncharted space, have frequently returned to civilization telling tales of &amp;quot;ghost ships&amp;quot;; vessels that have no identifying markings, no transponder, unresponsive to hails and with little evidence of still being crewed. Despite all of this, these vessels allegedly spring to life when confronted, maneuvering in ways that would be considered unconventional for a manned vessel before quickly leaving the region.&lt;br /&gt;
&lt;br /&gt;
One of the more prevailing theories behind these &amp;quot;ghost ships&amp;quot; is that they are in fact remnants of Glorsh-Omega&#039;s aerospace drones, still operating even after centuries of being unlinked to Glorsh-Omega. The shared details in eyewitness accounts allegedly describe Glorsh&#039;s own fleet of drones; agile, able to maneuver in ways that would normally be dangerous or impossible for organic crew, and with a cold utilitarian design with no visible markings to identify them by. While the Federation claims that the last of Glorsh-Omega&#039;s linked synthetics were systematically destroyed centuries ago, the idea that some synthetics may be standing-by in deep space has gripped Skrell since the Federation reformed post-Glorsh.&lt;br /&gt;
&lt;br /&gt;
More grounded theories to explain these sightings involve the Marauders, who are known to employ unorthodox maneuvers to avoid incoming fire that would surprise those without combat experience. The Ti&#039;Rakqi fleet known as the &amp;quot;Void Hunters&amp;quot; is known to enter uncharted space for reasons not wholly known, which is pointed to as the most likely explanation; a lack of identifying features, refusing communications, and fleeing rather than fighting are hallmarks of Ti&#039;Rakqi fleets.&lt;br /&gt;
&lt;br /&gt;
Another theory behind the sightings is stress caused by spending long periods of time in deep space. Sleep-deprivation, the fear of being stranded in space with no rescue, and xenofauna or pirate attacks are all common sources of stress for the average Skrell crewman. &lt;br /&gt;
&lt;br /&gt;
===== Jrop’keeli =====&lt;br /&gt;
&lt;br /&gt;
The Jrop&#039;keeli are supposedly a secret underground organization of AI researchers that are actively seeking to recreate the same singularity that created Glorsh-Omega. Working within the shadows, they quietly install hidden AIs within key facilities throughout the Nralakk Federation in order to create an interstellar AI network.&lt;br /&gt;
&lt;br /&gt;
While the Federation would normally encourage quashing conspiracy theories, the theory of the Jrop&#039;keeli has had little effort put towards debunking it. Some believe that it is because of how fringe it is compared to others, while those who are anti-Federation believe that it&#039;s an intentional attempt to further create a wedge between Core World and Traverser Skrell; it is said that the Jrop&#039;keeli operate mostly in the Traverse where it uses the vastness of the region to hide its work, giving Skrell from the inner systems more of a reason to mistrust those from the outer regions of the Federation.&lt;br /&gt;
&lt;br /&gt;
The Jrop&#039;keeli is typically spoken about whenever rogue scientists are found conducting AI research, the discovery being considered confirmation that the group is real and active within the Federation.&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Butterrobber202/Sandbox&amp;diff=27011</id>
		<title>Butterrobber202/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Butterrobber202/Sandbox&amp;diff=27011"/>
		<updated>2022-11-02T16:58:58Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: Blanked the page&lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Butterrobber202&amp;diff=27010</id>
		<title>User:Butterrobber202</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Butterrobber202&amp;diff=27010"/>
		<updated>2022-11-02T16:58:19Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: &lt;/p&gt;
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&lt;div&gt;hey ;)&lt;br /&gt;
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https://forums.aurorastation.org/memberlist.php?mode=viewprofile&amp;amp;u=564&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=26869</id>
		<title>Notable Skrell Systems and Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=26869"/>
		<updated>2022-10-03T07:23:41Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: /* Q’elpi */&lt;/p&gt;
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&lt;div&gt;{{Navbox_Lore}}&lt;br /&gt;
{{Navbox_Skrell_Lore}}&lt;br /&gt;
&lt;br /&gt;
=Skrell Systems and Locations=&lt;br /&gt;
[[File:FJYLO (1).png|500px|thumb|Nralakk, depicted by an infographic designed in the early days of the Skrell.]]&lt;br /&gt;
The Nralakk Federation exerts control over some 1236 planets spread across 800 star systems, representing billions of Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. A good portion of Skrell are concentrated in the core system of &#039;&#039;&#039;Nralakk&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
== The Core System : Nralakk ==&lt;br /&gt;
&lt;br /&gt;
Considered the origin of the Skrell, Nralakk is largely renowned for being the jewel of the Nralakk Federation, as well as being the origin of its name. Historically, it has served as the centre of the Federation, but also as a home for almost a quarter of the Orion Spur&#039;s Skrell population. Soon after first contact with humanity, Nralakk gained the colloquial name of &amp;quot;Jargon&amp;quot;, in reference to the difficulty pronouncing or translating many Nral&#039;Malic terms and phrases as well as the difficulty in reading Skrellian emotional expression. Roughly twice the size of Sol - the Blue Giant gives off a vibrant green-teal on Qerrbalak, a dazzling turquoise on Qerr&#039;Malic and finally dashing celeste on Aloise when observed from within the respective atmospheres (if there is one) of the various planets. Closer to the star, there litters thousands of Glorsh-era orbital factories powered by its rays, now left behind to slowly dissipate into the giant star they orbit. Nralakk is also home to the cetus gestalt [[Minor_Dionae_Factions#The_Conglomerated_Choir_of_Nralakk_-_Nralakk_Federation|&#039;&#039;&#039;The Conglomerated Choir of Nralakk&#039;&#039;&#039;]], which has orbited the system&#039;s star since first contact between Dionae and Skrell was made.&lt;br /&gt;
&lt;br /&gt;
=== Fjylo ===&lt;br /&gt;
&lt;br /&gt;
Fjylo is the smallest and closest planet to Nralakk. The scorched planet currently has an orbital period of 67 days, and has been noted to have a decaying orbit - proved due to its orbital period being 74 days when it was first recorded by Skrellian astronomers. It is named due to its small, violently burning composition that often leaves a trail of celestial material that has been known to create beautiful patterns before finally being drawn into Nralakk. It was named after a species of flora on Qerrbalak known in Tau Ceti Basic as the &amp;quot;Firevine&amp;quot; - reddish vines curling around one another, with thorns awaiting to sting despite their beauty.&lt;br /&gt;
&lt;br /&gt;
=== Meyk ===&lt;br /&gt;
&lt;br /&gt;
Meyk is the second planet in orbit from Nralakk. It orbits Nralakk every 121 days, and rotates on its axis every 179 days - in terms of percentages, Meyk takes considerably longer to rotate on its axis than any other planetary body within the system. Similar to Fjylo, Meyk is without any satellites, and was discovered during the early days of the Skrell. For millennia, Meyk wasn&#039;t considered to be a planet but instead a dwarf planet and it wasn&#039;t until 523 AD that it was finally recognised as a planet, and eventually nicknamed the &amp;quot;Trivial&amp;quot; due to its small stature. It was stripped bare by mining endeavours shortly after the Skrell began off-world operations.&lt;br /&gt;
&lt;br /&gt;
=== Toqli-Fet ===&lt;br /&gt;
&lt;br /&gt;
A binary set that are the third, and sometimes debated, fourth planet from Nrallak. They lie in Qerrbalak&#039;s orbit, and can be seen directly west in the twilight phases of the Homeworld&#039;s rotational phases, the original reasoning for their nickname due to appearing as eyes that seemingly &#039;watch&#039; the Skrell.  Bearing no atmosphere, low gravity and close orbits, Toqli and Fet were primarily considered to be inconsequential to any greater purpose than mining until the establishment of observation outposts, and now the planet only operates as observation outposts for the rest of the system, staffed by a few hundred workers that ensure the safety of the system through various bureaucratic measures.&lt;br /&gt;
&lt;br /&gt;
=== Qerrbalak ===&lt;br /&gt;
See: [[Qerrbalak]]&lt;br /&gt;
&lt;br /&gt;
Qerrbalak is the origin of the Skrell. One of two habitable planets within the system, comprised of various climates ranging from taigas to tropical rainforests. Qerrbalak is 1.8 times the size of Earth, and sports an atmospheric composition of 82% Nitrogen, 17% Oxygen and 1% other. Qerrbalak is currently undergoing slow terraforming efforts to reduce the damage inflicted by the Skrell during unenlightened times. &lt;br /&gt;
&lt;br /&gt;
=== Qerr’Malic ===&lt;br /&gt;
See: [[Qerr&#039;Malic]]&lt;br /&gt;
&lt;br /&gt;
Qerrbalak has only one moon, Qerr&#039;Malic. It has a surface area of roughly 17 million square kilometres, with an abundant amount of minerals found both close to the surface and deeper within its mantle. Akin to most moons, Qerr&#039;Malic is without liquid water and an atmosphere - however, one notable difference is the effect it has on the tidal activity on the Homeworld. Its elliptical orbit generally comes closest to Qerrbalak during Xepus-qog, which results in most of the coastal regions becoming submerged by the various oceans down below.&lt;br /&gt;
&lt;br /&gt;
=== Aliose ===&lt;br /&gt;
See: [[Aliose]]&lt;br /&gt;
&lt;br /&gt;
Aliose has a heavy atmosphere of cold nitrogen, requiring internals and heated clothing to survive outside. To combat the planet’s much colder temperature, early colonies were subterranean, and heavily utilised geothermal energy for cooling and power production. As it gradually became dotted with cities and laboratories as much of Qerrbalak’s scientific elite sought to take part in the first planetary colonization by the Skrell and over time gradually resulted in Aliose becoming the scientific powerhouse of the Federation.&lt;br /&gt;
&lt;br /&gt;
= The Elemental Systems: The First Waves =&lt;br /&gt;
&lt;br /&gt;
When Skrell finally ventured beyond their solar system, they did so with great enthusiasm, scouting out the perfect worlds to colonize. In the 1000s BCE, the first waves of colony ships expanded beyond Nralakk into these systems, building up highly populous planets with well-developed infrastructure and healthy trade routes. With the Federation&#039;s strict colonist-recruitment systems and idealistic view on exploration, there was only a small amount of crime in this golden age of colonialism. The quality of life and level of technology seen in these systems is comparable to the core systems. &lt;br /&gt;
&lt;br /&gt;
=== Aweiji ===&lt;br /&gt;
&lt;br /&gt;
See: [[Aweiji]]&lt;br /&gt;
&lt;br /&gt;
In 983 BCE, Aweiji became the first planet outside of Nralakk to have a permanent Skrell colony. The planet was rockier, drier, and more mountainous than the settlers’ home planet of Qerrbalak, but advances in biodome technology gave settlers adequate shelter while early terraforming technology made the planet’s atmosphere habitable. The first settlers landed on a plain between two mountains, an area which would become the city of Tresja. Because of its history as the first Skrell colony outside of Nralakk, Aweiji would eventually be chosen as the location of the largest political meeting in the Nralakk Federation’s history, the Tresja Agreement.&lt;br /&gt;
&lt;br /&gt;
===Waughai===&lt;br /&gt;
&lt;br /&gt;
Waughai was one of the first planets outside of Nralakk, alongside Aweiji, to be colonized by Skrell. From the start, the colonization of Waughai was intended to create permanent settlements on its surface, rather than focusing on creating facilities for resource extraction. Waughai is one of the more mineral-rich planets and as such, it hasn’t developed much further than its large mining bases with utilitarian living spaces for its workers.&lt;br /&gt;
&lt;br /&gt;
After Glorsh-Omega, the planet rose to prominence as its inhabitants took to using the planet itself as a form of art; one of the most common hobbies practised on Waughai is carving poems or sculptures into barren rock, with some even going further as to carve into one of the many asteroids that can be found in the system. One of the most renowned pieces is a twenty-mile long-phrase carved into Waughai’s moon by an unknown author: &#039;&#039;&#039;“In longing, there is a future.”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= The Contingent Systems: The Second Waves =&lt;br /&gt;
&lt;br /&gt;
As the core of the Nralakk Federation grew, smaller settlements sprouted to support them. This second wave of colonization efforts saw the spontaneous rise of many colonies with single purposes, like mining outposts and farming operations. Some of these systems would go on to become thriving, if not modest, communities of varying levels of self-reliance, often with highly specialized citizens. Now, the Contingencies serve as manufacturing giants that provide the inner-worlds of the Nralakk Federation with much-needed luxuries. Technological advances within the Contingent Systems lag, but are not too far behind. &lt;br /&gt;
&lt;br /&gt;
===Xaqixal===&lt;br /&gt;
&lt;br /&gt;
Xaqixal is considered to be the biggest provider of cash crops to the Nralakk Federation. It consists of a single noteworthy planet, which had a liveable atmosphere and an alpine climate suitable for the farming of wulumunusha on a large scale, while close to the equator are island chains allowing for the cultivation of dyn. A colony was quickly established on Xaqixal I shortly after its discovery, but the colony would remain relatively small in size until &#039;&#039;&#039;1755 CE&#039;&#039;&#039; when more resources were allocated for its development. It has since become one of the biggest suppliers of both wulumunusha and dyn in the Federation, although its current output is not nearly enough to meet demand.&lt;br /&gt;
&lt;br /&gt;
===Glorashi===&lt;br /&gt;
&lt;br /&gt;
A small five-planet system, Glorashi is considered crucial for its mineral wealth, however, there have been delays in its exploitation. The chief concern is the proximity of most of the resource-rich planets to the system’s star, and most attempts to further expand in the system have halted since Glorashi today is the system where the majority of [[C%27thur_in_the_Federation|C’thur]] reside in the Federation. Glorashi IV, also known as Diulszi, is the only planet that has been colonised so far. The planet of Diulszi acts as the ‘homeworld’ for the C’thur hive and where the majority of Vaurca in the Federation reside, while the capital city of Xevrax hosts the location of High Queen C&#039;thur, currently being treated for her injuries. The city and the surrounding area is off-limits for everyone aside from the C&#039;thur and authorized Nralakk Federation officials. Outside of the capital the planet mostly hosts research facilities, with some high-end resorts run by the C’thur hive directly to provide some income.&lt;br /&gt;
&lt;br /&gt;
Outside of Diulszi, there are planetary bodies that are utilised but with no permanent colony. Glorashi V, or Jaqvas, is a small ice giant with two moons: Kyeqil and Oyepiit. Kyeqil houses an observation outpost utilised by the Federation to monitor C’thur activity in the system, while Oyepiit is a military base that takes on the bulk of Vaurca who enlist with the Lukala. Finally there’s Glorashi III, also known as Akerlim, which is the main producer of k’ois in the Federation, forcing Vaurca who live outside of Glorashi to depend on regular imports of the fungus for survival.&lt;br /&gt;
&lt;br /&gt;
=== Tri-Qyu ===&lt;br /&gt;
&lt;br /&gt;
A system once renowned for its brillaint three stars, it now stands a morbid reminder of the terrible past looming over the Skrell. Before its destruction in the Tri-Qui Calamity, the system was a mining outpost and fuel production site for nearby systems owing to a large deposit of Helium-3. Over time, it grew to be a major pillar of the southern areas of the Federation. Currently the system is a graveyard immersed in a cerulean nebula rife with anomalous properties. &lt;br /&gt;
&lt;br /&gt;
Main Page: [[Tri-Qyu]]&lt;br /&gt;
&lt;br /&gt;
= The Tetramerous Systems: The Traverse =&lt;br /&gt;
[[File:Free Traverse Flag.png|400px|thumb|right|The flag used by The Resistance and Free Traversers to advocate for a Traverse free from the Federation.]]&lt;br /&gt;
The frontier of the Nralakk Federation is known as The Traverse, with the name itself meant to convey the importance Skrell culture has historically placed on the stars. Many believe it is a skrell’s duty to traverse the stars. Whilst settlements across the Traverse vary drastically, most will have common trends within the districts they are within: The Pluat Ven’qop, Qukala-Median Treqki, Q’elpi, and Zeiqi-Trqn. Depending on the status and economical importance of a district, the Federation will offer boons and increased protection from the dangerous lurking in the shadows of space. Despite this, the Traverse is a hotbed for anti-Federation secessionists and social deviants, thanks to an overall decrease in Federation presence compared to other territories.&lt;br /&gt;
&lt;br /&gt;
= Pluat Ven’qop =&lt;br /&gt;
&lt;br /&gt;
The “crown” of the Traverse, the Pluat Ven’qop (or the Pluat Cooperative) is host to much of the Traverse’s industrial facilities. Besides Pluat itself, several other planets and megafactory stations take in raw resources imported in from other areas in the Traverse or the Spur at large for manufacturing civilian and military goods for the Federation. Though, the majority of the goods produced here are necessities rather than luxury items. &lt;br /&gt;
&lt;br /&gt;
The standard of living is comparable to living within the Contingent Systems, thanks to the importance and support the Federation places on the district. Qukala Patrols are a common sight here and piracy rates are extremely low. Technologically speaking, citizens enjoy advanced industrial designs and slightly outdated, but enjoyable luxury devices.&lt;br /&gt;
&lt;br /&gt;
==== JFS Forlorn Nova ====&lt;br /&gt;
&lt;br /&gt;
In the distant orbit of Pluat lies the sprawling bureaucratic capital of the Pluat Ven’qop, the Forlorn Nova.  The station was originally built as a small-scale monitoring outpost, but as the needs of the surrounding colonies grew, the station was gradually expanded on. During the reign of Glorsh-Omega, every skrell on the Nova was sealed inside and the AI forbade any others from the outside from entering. After Glorsh vanished, the station was reclaimed by the Federation, though no trace of the previous inhabitants were found. In the present, the station is home to all of the administration and politicians of the Pluat Ven’qop, in addition to their endless swarm of assistants.&lt;br /&gt;
&lt;br /&gt;
Despite this, the Forlorn Nova has become a wildly popular rest stop for traveling spacers and off-duty Qukala personnel. Largely owing to its expansive entertainment districts and lax policies on conduct compared to the Core Worlds’ standards. Its popularity has only grown since the Federation relaxed its insular economic policies, which now allow the exporting of older models of skrell starship components. While more expensive compared to their human counterparts, these skrell components tend to last longer and are much less prone to failure. The sole downside is, only the most talented or foolhardy spacers are willing to fix them if they do break, thanks to the bizarrely delicate nature of skrellian engineering. &lt;br /&gt;
&lt;br /&gt;
==== Pluat ====&lt;br /&gt;
&lt;br /&gt;
An extremely hot planet. Mostly desert but with some small seas in the northern and southern hemispheres. The equatorial regions are too hot for most species, and so the only settlements are situated in the extreme polar regions. Despite the harsh conditions of Plaut, it has seen tremendous success. Miles and miles of the planet have been converted into automated facilities that in turn manufacture goods for the core worlds of the Nralakk Federation. It was during Glorsh-Omega&#039;s reign that the planet was retrofitted to instead become a haven for robotics. Thousands, upon thousands, of different machines were created including that of mining drones, observation drones and more. Glorsh-Omega would often work the skrell station on Pluat beyond their abilities, and subsequently almost destroyed the workforce. Today, Pluat remains active and overseen by a few thousand skrell that have since devised various systems to ensure that no other individual is pushed beyond what they can handle.&lt;br /&gt;
&lt;br /&gt;
==== Yui&#039;qui&#039;gliop ====&lt;br /&gt;
&lt;br /&gt;
The moon to a large gas giant with an atmosphere mostly composed of hydrogen, Yui&#039;qui&#039;gliop was scarcely inhabited before the rise of Glorsh-Omega. designated as a &#039;cesspool&#039; in which the Nralakk Federation sentenced criminals to repay their debt to society. It was abandoned by the tyrannical intelligence shortly after it rose to power, with the penal colony essentially being left to die out, where it remained abandoned for over a century until rebels rediscovered the planet, and converted it into a base-of-operations to fight against the intelligence. The gas giant in which the moon orbited allowed for easy access to refuel, but also a cunning way to disguise the skrell&#039;s true intentions when veering towards Yui&#039;qui&#039;gliop. Today, it stands as a converted massive communications hub, where it controls a large portion of the Nlom Relays scattered throughout the Traverse.&lt;br /&gt;
&lt;br /&gt;
Recently, it has become home to a small Einstein Engines helium extraction site, though its purpose is more scientific than economical. Even after allowing human corporations to operate in select zones within the Federation, this site is still heavily monitored by the Federation, despite its distance from the Core.&lt;br /&gt;
&lt;br /&gt;
==== [[Epsilon Ursae Minoris]] ====&lt;br /&gt;
&lt;br /&gt;
Initially discovered by skrell probes in 2342, Epsilon Ursea Minoris, or generally referred to as EUM, is a habitable world home to multiple Dionae civilizations and clusters. While not the homeworld of the species, EUM is the largest-known world to have been colonized exclusively by Dionae without contact or help from outside species, being home to the Dionae for thousands of years prior to discovery. EUM is independent of the Federation Government and not considered a part of its territory.&lt;br /&gt;
&lt;br /&gt;
CT-EUM’s relationship with the Pluat Ven’qop is largely transactional in nature. Respecting the Federation’s wishes to grant EUM their independence, the Ven’qop administration trades food and raw resources from EUM in exchange for industrial equipment produced by the district’s factories.&lt;br /&gt;
&lt;br /&gt;
= Qukala-Median Treqki =             &lt;br /&gt;
Also known as the Median Naval District, it was created shortly after first contact with the Solarian Alliance, this district was to serve as a firm wall between human and skrell territory. The Qukala established several military bases and patrol outposts in the region to handle potential piracy, be it humans preying on skrell or vice versa. The region was largely unoccupied prior to the Qukala’s establishment in the area, outside of a few mining and agricultural colonies. Thanks to warm relations with the Alliance, the Qukala never had to make much use of their power here, until the Solarian Warlord States arrived in force. Recently, occasional skirmishes have broken out in the Median as opportunistic raiders swelled in numbers in the wake of the collapse of Solarian authority. &lt;br /&gt;
&lt;br /&gt;
Skrell from the Median are few and far between, especially those that decided to venture out in the Spur. Most of the population are farmers, miners, Qukala, and those that make up the services to support them. The planets in the district were developed enough for the Qukala to purchase local food rather than importing it from the inner worlds, but little more support than that has been received from the Federation. &lt;br /&gt;
&lt;br /&gt;
==== The Halcyon Shield ====&lt;br /&gt;
&lt;br /&gt;
Situated on a barren world in the Median lies the Qukala’s largest base outside the Federation’s Core. The base sprawls over and under the planet’s crust, providing shelter for Qukala ships and the shipyards necessary to repair them. Like most of the bases in the region, it was founded to defend the Federation from potential human aggression, piracy or invasion. With that in mind, the Halcyon is large enough to act as a logistical hub for any military action for several lightyears in any direction. &lt;br /&gt;
&lt;br /&gt;
Its most notable feature is a massive “planetary” shield defending the surface. The shield does not actually extend around the entire planet, only covering roughly 35% of the surface. The Halcyon’s entrances and shipyards are nestled under its protection. Any invading force would be forced to go around and under the shield to breach the Halcyon, which would make them convenient targets for the base’s heavy batteries. &lt;br /&gt;
&lt;br /&gt;
==== Yub’fungop ====&lt;br /&gt;
&lt;br /&gt;
An ocean world in the Median, it&#039;s the most developed in the region due to its excellent conditions for life and subsequently, aquaculture. It exports large quantities of fish, plant crops, and medicinal herbs to buyers in the Median, in addition to a few human colonies near the border. The skrell populace of the planet enjoys a quiet, peaceful life as the heavy Qukala presence keeps most threats away. Recently, there has been an influx of Diona immigrants to the planet interested in assisting the growing aquaculture industry. &lt;br /&gt;
&lt;br /&gt;
==== Benv-Opxi ====&lt;br /&gt;
&lt;br /&gt;
A small unremarkable dust world that is wholly unable to support life naturally due to high temperatures and violent weather. The planet would have remained a footnote on skrell maps had Glorsh-Omega not taken an interest in the planet’s central location. The intelligence constructed a massive detention facility on Benv-Opxi capable of housing tens of thousands skrellian prisoners. Escape was impossible, as the climate outside the facility is immensely deadly to skrell life. It was here Glorsh-Omega sent a large chunk of the rebels it captured during its oppressive reign. It conducted all manner of unspeakable experiments on the skrell, seeking to improve their biology and find new ways to control them. &lt;br /&gt;
&lt;br /&gt;
After the AI’s fall, the Federation rediscovered the mostly intact facility during one of the first few surveys of the Median. After scrubbing the prison clean, the Federation took control of it and now uses it as a black site to house some of the most vile criminals in Federation space. At least those that did not do quite enough to warrant cryogenic freezing or have valuable intelligence the Federation is keen to extract. Most citizens are unaware of its existence, and the Qukala heavily guards its star system.&lt;br /&gt;
&lt;br /&gt;
= Q’elpi =&lt;br /&gt;
&lt;br /&gt;
The Skrell residing in the “Basin” of the Traverse do not often feel the touch of Nralakk’s hand in their affairs, for better or worse. The region is largely decentralized with administrations being planetary in nature rather than covering large swathes of space. The Basin is home to barely habitable planets and plenty of asteroid fields. Outside of initial construction and colonization efforts, the Federation has provided nearly no extra support to the Basin. Most colonies and habitats get by via trading minerals and valuable gasses for food and domestic goods.&lt;br /&gt;
&lt;br /&gt;
During the [[The_Phoron_Scarcity:_Skrell_Arc|phoron crisis]], it was revealed that around a dozen systems in the Q&#039;elpi region were secretly collaborating with the Ti&#039;Rakqi, the largest group of Marauders in Federation space. When the Qukala and local Nlomkala attempted a mass arrest of the civilian Government for their part in the collaboration, the systems quickly broke into open defiance of the Federation Government. The &#039;&#039;&#039;&amp;quot;Marauder Systems&amp;quot;&#039;&#039;&#039;, as they came to be known, are currently under martial law as slow progress is being made to pacify them. The Federation has publicly stated its intention to return the systems back to a civilian Government once the collaborators have been detained and &amp;quot;dissident activity&amp;quot; has ceased.&lt;br /&gt;
&lt;br /&gt;
==== Void-Chewer ==== &lt;br /&gt;
&lt;br /&gt;
The most populated body in the Basin is a super-massive industrial mining facility. Its core, the original station, is home to mining drone bays, advanced sensor suites, cramped habitation decks, and ore refineries. Over time, it was expanded desultory as skrell immigrated to the station, some seeking a steady job and others seeking to escape the ever watchful eyes of the Federation. Now it is home to hundreds of thousands of skrell and host to markets, shipyards, and comfortable housing.&lt;br /&gt;
&lt;br /&gt;
The station was originally designed to be mobile, and even in its present state it retains this function. With thick shields to ward off debris, asteroids and other hazards, the Void-Chewer can gradually move towards new mineral deposits with large sub-light engines. This means it can take the station decades or more to reach far off deposits. To this end, many of the drones it deploys are equipped with basic warp drives to reach their targets. It&#039;s worth noting the drones are sub-AI automated machinery, and pose no risk of disobedience. &lt;br /&gt;
&lt;br /&gt;
==== Hivju ====&lt;br /&gt;
&lt;br /&gt;
Situated on the very edge of the Basin, where the Traverse meets the Human Frontier, lies Hewju. A small, barren world presumed devoid of any life. Colonized by early skrell settlers victim to a decaying colony ship long off-target, the settlers only saving grace was the discovery of atmospherically sealed caves beneath the radioactive and meteor pounded surface. The caves were largely filled to the brim with water and a primordial algae-based ecosystem relying on geothermal vents for heat and sustainability. &lt;br /&gt;
&lt;br /&gt;
The settlers recycled what they could from their colony ship and moved into the caves below, careful to maintain its seal as they did so. They subsisted on the cultivated aquaculture and introduced what plants they could from their ship’s seed bank. Eventually, the colony was discovered by a passing Federation survey team and reconnected with the Spur at large. Presently, Hivju is a peaceful frontier world largely removed from the politics of both the Federation and the Spur. The colonists live rather luddite lifestyles within the aquatic caves and rarely own more than they need.&lt;br /&gt;
&lt;br /&gt;
= Zeiqi-Trqn =&lt;br /&gt;
&lt;br /&gt;
The portion of the Traverse situated towards galactic west near uncharted space is aptly dubbed the “Deadspace Spine” when translated from Nral’Malic. The region was one of the first colonization targets of pre-Glorsh skrell. The colonies and installations here are very old, very occupied, and very lawless.&lt;br /&gt;
&lt;br /&gt;
Due to the Tri-Qyu incident, much of the skrellian infrastructure in place to keep their interstellar empire intact was rendered inoperable, setting the species back with resounding force. Due to the distance, the Zeiqi-Trqn was one of the final areas of pre-Glorsh space to be “reclaimed” by the Nralakk Federation. &lt;br /&gt;
&lt;br /&gt;
This reclamation took quite some time though, and during the decades prior, the skrell in the Zeiqi-Trqn recovered their ability to traverse the stars earlier than most due to their distance from the Tri-Qyu system. They lacked sufficient industrial power to produce the fuel and other necessities required to return to the core worlds, and instead opted to engage in communal trade to keep the region breathing until they could be found. &lt;br /&gt;
&lt;br /&gt;
A few decades before rediscovery, a plague swept through the Zeiqi-Trqn. Its origins are unknown and widely speculated about, popular theories being that it was a Glorsh-Omega bio-weapon or some unknown bacteria from Deadspace. Regardless, the “Black-Blood” caused the blood of a victim to cease transmission of oxygen to the cells, eventual corruption of DNA and caused the body to use carbon instead of mercury in its blood, causing its infamous black color. The plague wiped out a few of the fledgling colonies completely and severely damaged the populace of the remaining planets and stations. Authority collapsed and the region descended into anarchy. &lt;br /&gt;
&lt;br /&gt;
Desperate skrell turned towards piracy and exploitation to stay alive. Colonies were raided and burned, rival pirate fleets fought for any scraps of fuel or food, and countless others died from the indiscriminate conflict. When the Federation arrived, little was left to save. The Grand Council condemned the area as a “lost cause” and enacted measures to destroy colonies, ships, and stations suspected to contain traces of the Black-Blood. To this day, there is no cure to the disease, only early treatment can prevent cases from becoming terminal. Any skrell suspected of visiting the region is subject to screening to avoid spreading it to the Federation core. &lt;br /&gt;
&lt;br /&gt;
Inside the Zeiqi-Trqn itself, skrell who refuse to bend the knee to Nralakk, prefer to live more criminal lives, or simply lack the power to go elsewhere live in squalor. The region receives no support from the Nralakk Federation, and no regular patrols outside of the ones on its border.&lt;br /&gt;
&lt;br /&gt;
== Estuaries ==&lt;br /&gt;
&lt;br /&gt;
The Estuaries are the final frontier, and connect the Nralakk Federation to the greater Orion Spur. Mostly comprised of developing settlements, termed by many as &amp;quot;Boundary Worlds&amp;quot; or &amp;quot;Boundaries&amp;quot; for short, with dismal qualities of life - its almost the perfect location for independence movements to take hold and flourish. Patrols are far between, and usually only noted when there is a spewing of conflict seeping into the Estuaries - some Skrell even admitting to have never seen a Federation Spacecraft with their own eyes. The Estuaries are the least dependant on the Nralakk Federation, with most of the settlements within having to adopt &amp;quot;generalist&amp;quot; instead of &amp;quot;specialist&amp;quot; societies to facilitate trade and survival. Technology and quality of life within this segment varies wildly, with some systems being comparable to the Distribuaries, while other systems are still in the middle of being established. &lt;br /&gt;
&lt;br /&gt;
=== Xrim ===&lt;br /&gt;
&lt;br /&gt;
See: [[Dionae_Clusters#The_Overgrown_Labs_of_Xrim_-_Nralakk_Federation| Xrim]]&lt;br /&gt;
&lt;br /&gt;
Xrim is a flourishing planet with thriving jungles and tropical rainforests. It is filled with billions of different hostile exobiological species. From giant sloth-like lizards to tiny, bone-eating slugs, almost every part of this planet is eager to kill. Initially federation research posts dotted this planet in the early colonization efforts, bordering giant preserves where the then peaceful wildlife was kept for scientific study. During the Era of Synthetic Oppression, the organisms of Xrim were subject to esoteric scientific experiments of unknown purpose carried out by Glorsh Omega, seeding the planet with a variety of mutagenic flora and fauna that swiftly came to dominate the world.  After the fall of Glorsh, the planet itself was left largely uninhabited by the Skrell mainly due to the now hostile ecosystem the planet supported. The planet was not completely devoid of sapient life, however, as during the second seeding by Glorsh Omega a series of Dionae nymphs where placed upon the world. The Second Federation then discovered the Dionae world and was once again reintegrated into the Federation as a whole. Still extremely inhospitable to skrellian life, the small number of Skrell scientists and citizens that dwell upon Xrim tend to live within structures produced by the local Dionae, working to study the local flora and fauna.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Skrell_Lore&amp;diff=24606</id>
		<title>Template:Navbox Skrell Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Skrell_Lore&amp;diff=24606"/>
		<updated>2022-05-07T20:21:57Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 50%; background-color:#40E0D0&amp;quot; | [[:Category:Skrell|Skrell Lore Pages]] &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Skrell]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Skrell Ethnicities]]  ·  [[Skrell Relationships]]  ·  [[Skrell Ailments]]  ·  [[Notable Skrell]]  &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Planets, Systems, Settlements&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Qerrbalak]]  ·  [[Qerr&#039;Malic]]  ·  [[Aliose]]  ·  [[Aweiji]]  ·  [[Starlight Zone]]  ·  [[Notable Skrell Systems and Locations]]   &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Organizations, Factions, Politics&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Skrell Politics|Skrell Politics and Enforcement]]  ·  [[Jargon Federation]]  ·  [[Federation Crime and Resistance]]  ·  [[C%27thur_in_the_Federation|C&#039;thur in the Federation]]  ·  [[Diona_in_the_Federation|Diona in the Federation]]  ·  [[Generation_Fleets|Generation Fleets]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Culture, Society, History&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Skrell Culture]]  ·  [[Skrell Cinematography|Skrell Cinema and Idols]]  ·   [[Federation Education|Skrell Education]]  ·   [[Skrell Cuisine]]  ·  [[Skrell History]]  ·  [[Skrell Faith|Skrell Beliefs]]  ·  [[Skrell Refugees]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Recent Skrell Events&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Warbling_:_The_Musical|Warbling: The Musical]]  ·  [[Warbling_:_The_Traverse_Strikes_Back|Warbling: The Traverse Strikes Back]]  ·  [[The Beauchamp Arc]]&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Skrell_Lore&amp;diff=24605</id>
		<title>Template:Navbox Skrell Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Skrell_Lore&amp;diff=24605"/>
		<updated>2022-05-07T20:21:39Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 50%; background-color:#40E0D0&amp;quot; | [[:Category:Skrell|Skrell Lore Pages]] &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Skrell]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Skrell Ethnicities]]  ·  [[Skrell Relationships]]  ·  [[Skrell Ailments]]  ·  [[Notable Skrell]]  &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Planets, Systems, Settlements&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Qerrbalak]]  ·  [[Qerr&#039;Malic]]  ·  [[Aliose]]  ·  [[Aweiji]]  ·  [[Starlight Zone]]  ·  [[Notable Skrell Systems and Locations]]   &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Organizations, Factions, Politics&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Skrell Politics|Skrell Politics and Enforcement]]  ·  [[Jargon Federation]]  ·  [[Federation Crime and Resistance]]  ·  [[C%27thur_in_the_Federation|C&#039;thur in the Federation]]  ·  [[Diona_in_the_Federation|Diona in the Federation]]  ·  [[Generation_Fleets|Generation Fleets]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Culture, Society, History&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Skrell Culture]]  ·  [[Skrell Cinematography|Skrell Cinema and Idols]]  ·   [[Federation Education|Skrell Education]]  ·   [[Skrell Cuisine]]  ·  [[Skrell History]]  ·  [[Skrell Faith|Skrell Beliefs]]  ·  [[Skrell Refugees]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Recent Skrell Events&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Warbling_:_The_Musical|Warbling: The Musical]]  ·  [[Warbling_:_The_Traverse_Strikes_Back|Warbling: The Traverse Strikes Back]] [[The Beauchamp Arc]]&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Beauchamp_Arc&amp;diff=24604</id>
		<title>The Beauchamp Arc</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Beauchamp_Arc&amp;diff=24604"/>
		<updated>2022-05-07T20:20:38Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| id=&amp;quot;mp-eventarc&amp;quot; style=&amp;quot;width:65%; background:#144973; text-align:center; margin-top:1.2em; margin-left:2em; border:4px solid #ccc;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:56%; color:#000;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:2px solid #ccc; margin:0; background:#144973; padding:.1em; color:#fff;&amp;quot;&amp;gt;The Beauchamp Arc&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{Template:2022 Event Timeline}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#144973; padding:.1em; color:#fff;&amp;quot;&amp;gt;This is the overview and timeline page for the Beauchamp Arc, which began on &#039;&#039;&#039;07/02/2022&#039;&#039;&#039; and pertains largely to &#039;&#039;&#039;[[Skrell| Skrell Lore]] and [[Sol Alliance| Human Lore]].&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#144973; padding:.1em; color:#fff;&amp;quot;&amp;gt;The arc is centered around the Jargon Federation and Solarian Alliance&#039;s interactions after a terrorist attack on Einstein Engines newly deployed Warp Gates.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#144973; padding:.1em; color:#fff;&amp;quot;&amp;gt;Below is a summary of the arc&#039;s events, applicable news articles and additions.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=Federation Relief Fleet Launches From Qerrbalak!=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : WARBLE INQUIRER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07/02/2464&lt;br /&gt;
&lt;br /&gt;
Jargon sends aid to their allies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editors note: Translated to Basic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In a surprise address on behalf of the Grand Council, Ormish Jrolk of the Advisory Council announced they would be sending a large-scale relief fleet to assist the Solarian Alliance’s remaining territories. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“When we thought we were alone amongst the stars— when we were the only ones to make the first hurdle of exploring space— when we least expected it, that is when our first veritable ally made themselves apparent: the Solarian Alliance. Humanity has been a true ally to the Skrell, as both trade partners and interstellar allies, for the last one-hundred and thirty one years. Despite the myriad of human nations that have come to number the Spur, it was the Solarian people who welcomed us and enriched our perspectives with divergent outlooks on life.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“It was truly a tragedy painted in the stars that our own internal struggles prevented us from helping the Alliance during their time of need. Now that our focus inward has been mediated, we can turn outwards once more: a referendum by the Grand Council that a belated response makes for a preferable alternative than willingly ignoring the Solarian crisis.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Later that day, the press was allowed access to the dockyards where the fleet was being prepared. It was largely composed of superfreighters loaded with domestic goods and food, with a few “infirmary” ships that have the capability to act as mobile hospitals. Despite minor protests from cautious observers, the Council of Infrastructure and Transport has volunteered a detachment of Skrell civil engineers, C’thur Workers, and a significant amount of processed materials to the effort. The Qukala was also present, escorting the fleet with three Eyrixoq and one Ayoni class vessel. &lt;br /&gt;
&lt;br /&gt;
The Relief Fleet is scheduled to launch the day after tomorrow and head into the Solarian Core Worlds. Once there, they plan to coordinate with Solarian officials and distribute their goods and services to anyone in need of assistance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=SKRELL AID ARRIVES IN SOL!=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Sol Alliance News Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
09/02/2464&lt;br /&gt;
&lt;br /&gt;
Arrival of aid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A holovid plays. In it several skrellian vessels exit bluespace while simmering brilliantly as their proton wakes fade. The video has triumphant orchestral music playing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Today, the age-old allies of the Alliance arrived in force to offer a helping hand in this time of turmoil and strife! Thanks to the brave efforts of the Alliance Administration, our friends from the Federation have been given several struggling locations within de jure Alliance Space that remain loyal to the Solarian cause to target. &lt;br /&gt;
&lt;br /&gt;
While a small portion of the Federation’s relief effort was devoted to the core worlds and middle ring, much of the relief has been directed towards the Provisional Government and the Southern Solarian Military District. These two territories have greatly suffered during the crisis following the previous government’s failings. The Solarian Government has decided despite these temporary borders, a Solarian is a Solarian, and they must be privy to the aid offered by the Skrell.&lt;br /&gt;
&lt;br /&gt;
The accompanying “Qukala”, or the Federation’s Navy, has split into single escorts to fend off unsavory sorts during the relief operations. Though critics are concerned such a small task force will be unable to ward off more than petty pirates.  &lt;br /&gt;
&lt;br /&gt;
Despite this, the brave relief fleet has already begun moving south to deliver their supplies and services. Only time will tell if the Federation’s good deed goes unpunished.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=FAMILIES REUNITED! EINSTEIN’S WARP GATES RETURN?=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Sol Alliance News Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
12/02/2464&lt;br /&gt;
&lt;br /&gt;
The positive effects of the Warp Gates impact the Alliance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A holovid plays, with the camera on a black halo in space, surrounded by Federation support craft. The gate is carefully rigged to the ships via support lattice and massive wires. A nearby Alliance corvette flashes its blinker lights, and suddenly all the lattice and connections to the Gate fall away as the Federation ships back off. The space around the gate warps slightly, before suddenly popping back into position as brilliant orange and yellow lights begin to run the rim of the gate! A collective cheer comes up from a group behind the holovid recorder.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the assistance of the Federation engineers and Einstein Engines designs, a trio of warp gates have been deployed in Solarian Space for the first time in almost forty years! This shocking secret project was quietly revealed to Alliance officials, who greenlit its deployment. &lt;br /&gt;
&lt;br /&gt;
According to a press release from Einstein Engines, these prototype gates were designed using Skrell warp designs merging with human engineering, in one of the most ambitious projects of the century. These warp gates are not only far more efficient but much faster than their forerunners. Einstein CEO Noelle Lopez-Zhang had the following to say:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Humanity’s ambition in the Spur has long since been carried on the back of Einstein Engines, and the cradle of humanity is the Alliance. It is our desire to help ensure the economic and social stability of Solarian space with these gates and our future products. In time, Einstein’s allies will no longer feel the shackles of phoron, and will be able to freely travel the Spur once again.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A trio of these gates were deployed with the combined efforts of the Alliance, the Federation and Einstein Engines. The Core Worlds, the Provisional Government, and Military District all eagerly agreed to have the gates opened in their territories to bring them one step further towards the reformation of the Alliance’s true state. &lt;br /&gt;
&lt;br /&gt;
Mere hours after the gates were opened, civilian craft and commercial transports began pouring through the gates. Families once separated by the collapse finally have means to rejoin their loved ones in the participating territories. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A holovid is embedded at the bottom of the article as well, it seems to be network footage of the inside of Unity Station’s docks. The camera begins looking out a window, where a civilian flotilla drifts outside, many still awaiting their turn to dock. The camera turns back to the interior, just in time to catch a father embracing a small girl that runs up to him. The holovid continues to record families reuniting, before quietly fading to black.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=TRAGEDY AT THE GATES: ADMIRAL BEAUCHAMP’S ASSAULT!=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Sol Alliance News Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
13/02/2464&lt;br /&gt;
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The Southern Fleet Administration attacks the Provisional Government&#039;s Gate.&lt;br /&gt;
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During operation of the Einstein Engines’s gate system, tragedy struck when ex-Admiral Beauchamp ordered a heinous attack on his own former countrymen and their allies. Ships belonging to the Tenth Battlegroup appeared at the Gate Site within the Provisional Government&#039;s territory and without warning, began firing on military craft in the area.&lt;br /&gt;
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Despite the valiant attempts of the JFV Trench Whale and Big Squib (Ayoni and Eyrixoq class), in addition to the SAMV Carolina’s response, the combined factors of surprise and overwhelming firepower from the Tenth disabled all military resistance to the attack.&lt;br /&gt;
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After the Tenth Battlegroup secured dominance in the surrounding area of the Gate Site, reports then state the Tenth Battlegroup opened fire on civilian freighters, transports, and the Gate itself. The final report from the on-site team indicated the Tenth had just blown the Federation superfreighter, the JFV Yop, open and were seen launching marines into the wreckage, presumably to raid.&lt;br /&gt;
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There is no further information to give as of now, as the Tenth fired upon the network reporting ship and destroyed it.&lt;br /&gt;
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Both Alliance and Federation responses have yet to come in.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=THE BEAUCHAMP MASSACRE=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Publisher : Sol Alliance News Network&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
14/02/2464&lt;br /&gt;
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The death toll is revealed, the Alliance speaks.&lt;br /&gt;
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&#039;&#039;[A Graphic Content Warning flickers at the top of the Article]&lt;br /&gt;
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A silent holovid plays, following the helmet camera of an Alliance Marine. The hull of the JFV Yop fills the screen, marred by a massive breach in its side. Destroyed cargo, slag, and frozen skrell bodies slowly float near the hole. The marine lands on the hull, and walks along it towards the breach. Floating inside, the camera reveals empty cargo clamps along the walls. The marine grabs ahold of one of the nearby bodies and pulls it close. The skrell has ice forming around their breath mask, but the marine flattens their hazard vest and focuses the camera on a laser blast mark on their chest. The marine suddenly turns around, and another marine is pointing down a dark hallway. A light flickers on, and shines down the hall to reveal many more skrell floating in zero gravity.&lt;br /&gt;
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According to the results of a joint investigation performed by the Alliance, Jargon Federation and Einstein Engines, it is with great regret and sadness the Alliance Network reports that there were no survivors from the Tenth’s assault on the Provisional Government’s Gate Site. It seems the Tenth Battlegroup not only fired at, but also boarded each freighter and transport ship that remained intact and raided their supplies. &lt;br /&gt;
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The current death toll is currently 7,288. 6,781 Humans, 459 Skrell and 48 C’thuric Vaurca. Those lost in transit when Gate Site was destroyed remain unaccounted for.&lt;br /&gt;
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The only notable exclusion from the Tenth’s raiding seems to be the prototype warp gate, which according to Einstein Engineers, was rendered “completely unsalvageable” by heavy munitions. EE is heavily lamenting its loss, and asked the Alliance to increase security around the remaining pair of Gates, though the SSMD had increased military presence around the gate prior to this request.&lt;br /&gt;
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An Alliance spokesperson, Fransisco Artigas, spoke to the public on Unity Station:&lt;br /&gt;
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&#039;&#039;&amp;quot;Any and all rogue detractors of the people of the Alliance must be put down, or else this will be a tear in a vast sea of tragedy and violence. Such is the way of warlordism; it is not just our duty, but our responsibility as the leaders of our great nation to end the violence and bring about a united Alliance once more. I assure you, Admiral Beauchamp and his fellow bandits will pay dearly for the lives lost, as will those that support them from afar.&amp;quot;&#039;&#039;&lt;br /&gt;
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If you suspect a loved one or friend was at the gate site during the attack please contact the Alliance at SOL-100-1001-2201.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=A Federation Resolute=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Publisher : WARBLE INQUIRER&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
14/02/2464&lt;br /&gt;
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The Skrell mourn. The Federation announces support. Weashbi swears vengeance. &lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Translated to Basic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Beauchamp Massacre has affected Skrell all across the Federation deeply, from the core of Nralakk to the depths of the Traverse. Before proceeding, the Warble Inquirer extends its deepest sympathies to the lives lost in this tragedy. &lt;br /&gt;
&lt;br /&gt;
Ormish Jrolk, spoke on behalf of the Grand Council at a scheduled press release regarding what has transpired during the Gate Incident. &lt;br /&gt;
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&#039;&#039;&amp;quot;Owing it to a sense of paternity, like watching a tadpole make mistakes, learn, and grow on their own, the Federation has taken a step back, remaining sidelined, held off stage of the affairs of the Spur. Perhaps out of fear— a desire to shield ourselves from harm, too, did we mind our own. And now, giving this charity towards our human allies, we are seeing the fingers bitten by hungry mouths, and painfully punished. I-it…&amp;quot;&#039;&#039;&lt;br /&gt;
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Jrolk paused here, clearing inky droplets from his eyes, and croaked his throat clear. &lt;br /&gt;
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&#039;&#039;&amp;quot;It is the decision of the Grand Council that Quya mourning the passing of loved ones will receive monetary, mental, and other compensation from the Federation. So that they may never be forgotten, and always remembered for their work, a memorial is being erected for those we have lost to the stars, thanks to the compassion of our people. The Stars will continue to grow ever brighter, even as they burn and die out in a passionate burst of energy.&amp;quot;&#039;&#039;&lt;br /&gt;
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After Jrolk bowed his head, and moved to depart, the Skrell in attendance offered sympathetic croons. Just as the stage began to shut down, the Nlom rapidly shifted alongside audible commotion from behind the stage. Many Skrell remarked they were briefly torn between feeling great sadness and tremendous agitation. Moments later, Grand Councilor Weashbi Jrugl strided onto the stage, fists clenched and neck hidden by their headtails. Skrell with particular psionic ability noted that the Grand Councilor radiated a powerful psionic aura. Weashbi took center stage, and shot a look to the media technician who quickly procured a microphone and re-enabled the lighting. Weashbi turned his stern look onto the present reporters, who were quickly resetting their equipment.&lt;br /&gt;
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&#039;&#039;&amp;quot;My Qu’draa, it is the decision of a persuaded Grand Council that our Federation has for too long kept its headtails close to its chest. For too long, we have allowed danger to fester on the border of the Traverse. For too long, we have remained passive amidst tragedies among sentient space. For too long, we have observed rather than acted. I will not allow the deaths of five-hundred and seven of our citizens to stand without trial, tribulation, or retribution. In the waning light of the stars, we have bore witness to an unfettered, unfeeling, and unapologetic act of malice reared against our nation, our people. Now, today, I will show the Orion Spur that hostilities committed against any Skrell, home or abroad, will be returned tenfold.&amp;quot;&#039;&#039;&lt;br /&gt;
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Weashbi turned and looked directly into a nearby holocamera.&lt;br /&gt;
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&#039;&#039;&amp;quot;Admiral Beauchamp, and all those that commit to his way of rule. Know you have made an enemy of the Skrell. Stars have their grace, for I will have none.&amp;quot;&#039;&#039;&lt;br /&gt;
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Weashbi tossed the microphone back to the technician and left the stage. After a few long moments of silence had passed, the assembly erupted into high-pitched shrills and applause. It was joined by those watching the address across the greater Orion Spur. It continued even long after the Grand Councilor had departed from the stage. &lt;br /&gt;
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Shortly after this announcement, observers noted heightened Qukala activity and seemingly, the activation of the JFV Qheles. &lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=The Jargon Federation: Isolationist No More?=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Publisher : Orion Spur Oracle&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Writer : Ryverstyx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Butterrobber202 &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
15/02/2464&lt;br /&gt;
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The rest of the Spur notice changes from the Skrell Superpower.&lt;br /&gt;
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Due to recent events around the Spur, all eyes are fixated on the Jargon Federation! A once isolationist Federation has started a transition into a more active policy regarding forgien affairs. Readers around the Spur are shocked after Jargon Federation’s Grand Councilor Jrugl Weashbi’s fiery, and emotional, speech. This incident has shown that when provoked, the Skrell of the Federation are not one to back down! But what could the implications be for those outside of the Federation?&lt;br /&gt;
&lt;br /&gt;
Many are fearful that a direct act of aggression from the Jargon Federation could spark a chain reaction, causing even more instability in a region that is rife with struggle. While this speech has sparked a fierce determination in Skrell within the Federation, many humans inside Sol are wary of this dispute being further played out within their border.&lt;br /&gt;
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&#039;&#039;“Enough bloodshed has been wrought at the hands of the Federation. I’d rather they kept their ‘aide’ to themselves.”&#039;&#039; - Anonymous Reader&lt;br /&gt;
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TRANSLATED &#039;&#039;“If they wanted us out of Sol space they should have never made the first move. I guess that’s what we get for trying to help those in need.”&#039;&#039; -BeshiFan12409 of the Jargon Federation&lt;br /&gt;
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&#039;&#039;“If Sol needs to deal with pirates, they should do it themselves. Don’t know why they are giving Jargon the chance.”&#039;&#039; - Riley Davis, Sol Refugee&lt;br /&gt;
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Regardless of where you stand as an individual, I am sure we can all agree that a quick and swift end to this situation would be beneficial to all. Stay tuned for further developments as the Orion Spur will continue to bring you breaking news throughout the upcoming days!&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=The Qukala: Spur-Bound!=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Publisher : WARBLE INQUIRER&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
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16/02/2464&lt;br /&gt;
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The Federation&#039;s Navy takes to the stars.&lt;br /&gt;
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&#039;&#039;&#039;Editors note: Translated to Basic.&#039;&#039;&#039;&lt;br /&gt;
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Today, above the skies of Qerrbalak, the best and brightest of the Qukala were assembled in preparation for their mission. The Grand Council confirmed and publicly announced the Qukala had been tasked to strike back against Warlord Beauchamp in retaliation for his crimes. It was decided this battlegroup would be led by Admiral Reu’op Liqu, a distinguished Skrell with a long career. Though many describe the Admiral as, “Talented, but overly cautious.”&lt;br /&gt;
&lt;br /&gt;
The Admiral has, as expected, taken the JFV Qheles as their flagship for this operation. This massive super-capital ship is capable of rapid “on the fly” fabrication of fighter and bomber craft, that are controlled remotely through psionic connections. While the Federation was unwilling to release the exact numbers on the amount of spacecraft the Qheles can support at once, they stated, “The Qheles is a tremendously formidable opponent from that feature alone.” Additionally, the Qheles is equipped with extremely long-range energy weaponry to provide heavy support from afar. This does not fully cover the Qheles’s capabilities, but it should give our readers a sufficient grasp of its might.&lt;br /&gt;
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Grand Councilor Weashbi was present at the fleet’s sendoff and offered these words to the brave Skrell embarking on this heroic mission. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;It is one of my greatest privileges as Grand Councilor, to bask in the presence of mettlesome Skrellian warriors. Your service, sacrifices, and sendoff will never be forgotten as long as the stars still burn. Burn true and bright, stars guide your paths.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Observers on-site noticed the Vytel’s Warriors had a notably strong presence in the composition of the mission’s crew. An Qukala Officer, Iobqi Bek’Ix, was open to comment, &#039;&#039;“We’ve made great strides with C’thur integration in our ranks, it would be an incredible waste of talent to leave them behind. It&#039;s a comfort to Skrell everywhere that the Federation and C’thur found such an excellent middle ground. Not to mention, the C’thur lost people as well and they’re just as angry as we all are.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An assemblage of the Qukala’s Soldiers’ Quyas, proud citizenry, and officials gave a rousing cheer as the Qukala Fleet left their berths and warped out of Nralakk.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=THE QUKALA’S VICTORY: BEAUCHAMP ON THE RUN!=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Sol Alliance News Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
16/02/2464&lt;br /&gt;
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The SFA ambush the Qukala and the fight ends in the destruction of much of Beauchamp&#039;s forces.&lt;br /&gt;
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&#039;&#039;&#039;Editors note: Translated to Basic.&#039;&#039;&#039;&lt;br /&gt;
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Today, it was revealed in an Alliance Navy press release that the Federation Navy successfully located Beauchamp’s fleet on the borders of the Median, seemingly waiting for the Qukala to arrive in the Wildlands. Beauchamp, apparently, was confident he could handle our Skrellian friends, as he had positioned his fleet within a dense nebula to conduct a surprise attack. Unfortunately for Beauchamp, the Qukala’s operations were completely unaffected by the usual hazards of fighting within a nebula.&lt;br /&gt;
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Federation Naval Forces were pulled into the Tenth Battlegroup’s interdiction net, readily engaging after emerging, turning the tide in their favor almost immediately due to their high accuracy in the nebula. The JFV Qheles merely deployed all its fighter screens and bomber squardons, most flying at Beauchamp’s flagship. Prey to their own trap, Beauchamp failed to notice the small craft cutting through the nebula until they were practically on top of him. Once the bombers had sent their payload, the Qheles opened fire on the shieldless flagship and disabled it after the second volley. Beauchamp ordered his fleet to surrender after his flagship was rendered inoperable. &lt;br /&gt;
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As the Skrell moved in to secure the surrendered ships, many of them suddenly and violently exploded simultaneously. This underhanded attack damaged Qukala vessels and bought the cowardly Beauchamp the time he needed to flee in a shuttle. Interrogated crewmen that survived the bombings claimed they had no knowledge of the ships being rigged to blow, implying Beauchamp planned this emergency measure without his fleet’s knowledge.&lt;br /&gt;
&lt;br /&gt;
Before the detonation, the Qukala had disabled or destroyed over seventy-two percent of the Tenth Battlegroup’s ships. After the bombs went off, they suspect only a mere ten to fifteen percent of the fleet remains operational. &lt;br /&gt;
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The Qukala, thankfully, reported only five total ship losses and minimal casualties on their side of the conflict. The Federation collected all survivors of the battle and turned them over to Solarian authorities. Enough of their ships were sufficiently damaged as a result of Beauchamp’s tactics for the Qukala Admiral, Reu’op Liqu, to order a withdrawal into the Federation to make repairs, confident the Tenth would no longer pose a threat. The Skrell transmitted all collected data on remaining Tenth ships to Alliance Command before leaving solarian space.&lt;br /&gt;
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For now, the Skrell have again withdrawn behind the veil of the Traverse. &lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=BEAUCHAMP CAPTURED: ADMIRALS SZALAI AND YUNSO INVADE THE SOUTHERN FLEET ADMINISTRATION=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Sol Alliance News Network&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Writer : TheBurningSherman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Butterrobber202 &amp;amp; Schwann&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
20/02/2464&lt;br /&gt;
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The Provisional Government and Southern Solarian Military District capture Beauchamp and take his territory.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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The Tenth Battlegroup’s defeat has proven itself to be catastrophic for the Southern Fleet Administration. After Admiral Beauchamp’s defeat, there have been widespread mutinies and infighting across the warlord state as the forces loyal to the Admiral shrink to be fewer and fewer. Shortly after the defeat of Admiral Beauchamp at the hands of the Qukala, it has been reported that a coordinated offensive against the Southern Fleet Administration has been launched by the Solarian-affiliated Human Wildlands states of the Solarian Provisional Government and the Southern Solarian Military District. Admirals Szalai and Yunso have both made public statements expressing a willingness to cooperate with one another for the sake of, “Jointly removing a cowardly traitor and dangerous terrorist from the southern Solarian fringe.”&lt;br /&gt;
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Sources from within the Southern Fleet Administration have relayed that planetary folitas are abandoning their posts and heading for open space in attempts to flee the oncoming fleets and armies of the new impromptu SSMD-SPG alliance. Other sources have reported the wholesale scuttling of entire squadrons so as to avoid them falling into enemy hands. Our sources within the SSMD and SPG have reported almost no resistance, with most SFA troops that have been encountered surrendering without conflict. There have also been multiple unconfirmed reports of armed vessels with Sol Alliance Navy signatures observing SSMD-SPG troop movements in multiple sectors across the Southern Fleet Administration.&lt;br /&gt;
&lt;br /&gt;
While fleeing from the outskirts of Median, Admiral Beauchamp has been captured by a patrol of SSMD destroyers and is currently within the custody of the Southern Solarian Military District. With the leader taken of the Southern Fleet Administration as a prisoner, the SSMD and SPG speculate that it is only a matter of days before the few remaining Beauchamp aligned forces in the area surrender or are defeated by either the advancing armies or their own internal enemies.&lt;br /&gt;
&lt;br /&gt;
Admirals Szalai and Yunso have both announced to the Orion Spur through a joint video conference that their respective administrations have come to an agreement on how to partition the territory of the Southern Fleet Administration between themselves and have decreed that Admiral Beauchamp will receive “appropriate justice,” once his state has been dismantled and have invited delegates from the Sol Alliance proper and the Jargon Federation to Visegrad to observe the military tribunal proceedings. &lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=JUSTICE FOR THE BEAUCHAMP MASSACRE=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Sol Alliance News Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : TheBurningSherman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Butterrobber202 &amp;amp; Schwann&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
22/02/2464&lt;br /&gt;
&lt;br /&gt;
Beauchamp pays the price. Relations between the SSMD and Prov. Government are strengthened.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After only a few days of fighting since the defeat of the 10th Battlefleet by the Qukala in what is being called “The Battle of the Median,” the forces of the Southern Fleet Administration have crumbled under the joint-alliance of the Southern Solarian Military District and the Solarian Provisional Government. Early this morning, the last pocket of SFA troops surrendered to the SPG forces led by Admiral Yunso, their vessels and equipment all still intact after hiding out in an asteroid belt in the uninhabited QBX-983 system. Overall, the invasion of the Southern Fleet Administration has been a resounding success for the SPG and SSMD, both of which have experienced minimal losses. As planned, the forces of the SSMD and SPG have also begun to partition their respective pieces of the territory formerly belonging to the Southern Fleet Administration.&lt;br /&gt;
&lt;br /&gt;
Today was also marked with another momentous occasion that will be marked in history as a victory for the SPG and SSMD. The military tribunal conducted in the Nowa Bratislava Central Court on Visegrad to determine the innocence or guilt of Admiral Beauchamp’s actions in proclaiming the Southern Fleet Administration and the massacre of hundreds of innocent humans and skrell: guilty. Upon reaching this verdict, Admiral Beauchamp was stripped of his rank and honours that he obtained while in service to the Solarian Navy  was similarly sentenced to death for two counts of treason, six counts of terrorism, three counts of crimes against sentient life, twenty-five counts of disobeying given orders from a superior officer, 1,000 counts of grand theft, and 7,240 counts of murder. The sentence was then prescribed to be carried out immediately.&lt;br /&gt;
&lt;br /&gt;
The sentence was served by a firing squad of SSMD and SPG marines that shot Mister Beauchamp on the steps of the Nowa Bratislava Central Court, with dignitaries and observers being given impromptu seating off to the side of the affair. Admiral Szalai presided over the firing squad as they conducted their duty to ensure proper procedure. Since the execution, Admiral Yunso has confirmed that Mister Beauchamp’s body has been cremated, though the fate of the ashes is currently unknown to us.&lt;br /&gt;
&lt;br /&gt;
Those who attended the trial were mostly military officials from across the Solarian Provisional Government and Southern Solarian Military District, however representatives from the Solarian Navy, Solarian Interstellar Intelligence Bureau, Einstein Engines, the Qukala, and the Jargon Federation’s foreign service were also in attendance, the latter two making history by being the first dignitaries of a foreign species that have been hosted by the SSMD. &lt;br /&gt;
&lt;br /&gt;
After the execution had occurred, Admiral Szalai invited the head of the Federation delegation to the trial, Ormish Jrolk, both to congratulate him on his nation’s victory over a “cowardly rat of a man,” and to express her condolences for the lives lost in the Beauchamp massacre. The Admiral made the following short speech to that effect beside Ormish Jrolk:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“The lives that have been lost to the senseless urges of one madman are tragic and horrible. May we remember them in reverence and diligence, and may we let their suffering and sacrifice give us some pause as we celebrate our own victories, Solarian and Jargonite, over traitors, bandits, and evil in the Orion Spur. The wages of banditry and treason are death. May those innocents and our brave soldiers and sailors whom we have lost rest in peace, and may Beauchamp and his bandits burn in hell!”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Admiral Szalai then shook hands with Ormish Jrolk and thanked him for his nation’s assistance in cleansing the Orion Spur of a traitor and terrorist. The Solarian Navy’s delegation to the trial was also spotted speaking to the SSMD, SPG, and Qukala representatives as well after the execution, though the details of their exchanges were unable to be obtained.&lt;br /&gt;
&lt;br /&gt;
As the admirals Yunso and Szalai have proclaimed however, the area that has come to be known as the Southern Wildlands has become much more stable and secure now that the fiendish Admiral Beauchamp has been deposed and executed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=“An Unacceptable State of Affairs!”=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : WARBLE INQUIRER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
25/02/2464&lt;br /&gt;
&lt;br /&gt;
The memorial is raised. The Federation announces the continuation of friendship with the Alliance and assistance in rebuilding their Navy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the Qukala returned home, and many Skrellian cries for justice answered, the Beauchamp Massacre Memorial was unveiled in the courtyard of the Grand Councilor’s office.&lt;br /&gt;
&lt;br /&gt;
A holoimage flickers, showing a tall, shiny, dark statue of a Skrell in a worker uniform reaching out towards the stars. The statue is beaten up, and its clothes tattered, despite this, its headtails are positioned to display happiness. Tiny holographic text constantly moves along the surface of the station, the names of the Skrell lost in the Beauchamp Massacre.&lt;br /&gt;
&lt;br /&gt;
Grand Councilor Weashbi was present at its unveiling, looking markedly better physically than he did at his last public appearance. Weashbi spoke to the public, as the statue was revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;My deepest gratitude is extended to everyone who have wrought retribution, sought out justice, and caught a flicker of hope for those tormented by these merciless bandits. The Solarian Alliance, our own unyielding champions: no amount of honest praise can repay the charitable gift given to us by our allies. After the announcement of a commemoration for our fallen, many of you turn and assisted others, reaching out to give to the humans who also suffered so much, and many other tragedies, by the hands of these warlords. I am humbled by the blessings you have enacted on others, and have matched the donations you all made and will continue to do so. The stars swell with pride.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The assembly of citizen attenders and media reporters croaked with joy. However, they all collectively warbled in pensive and nervous tones as Weashbi paused, and they all hung on the tense unease in the air as they waited for him to continue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;This incident, however, has drawn back the curtain that hid away a nasty truth: our Federation resides in an unacceptable state of affairs. It is now evident to the Grand Council, after my talks, that we should not— cannot, stay sidelined and offstage as events play out before us. It was a miscalculation of our predecessors to let vile poison remain unattended across our borders, believing it would not seep into our own nation. Hindsight is a strong ally, and there is still yet time for correction. The Skrell will no longer idle within our own territory while galactic events unfold. For this reason, the Jargon Federation will put Qukala Shipyards and our industry to its fullest potential to help rebuild the Solarian Alliance Fleets, offering a magnanimous form of order on our orders, and a mutual sense of peace between us.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weashbi gave way to Vice Admiral Khasia Mousavi, who expressed the gratitude of the Alliance. She went on to explain that despite using Skrell shipyards, it was important to the Alliance to use “human innovated designs” as they replenish their fleets. The Federation has agreed to accommodate this request, eager to see the results of human designs using Skrell materials. &lt;br /&gt;
&lt;br /&gt;
Construction is scheduled to begin in two weeks, across multiple shipyards in Federation space.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:2022_Event_Timeline&amp;diff=24603</id>
		<title>Template:2022 Event Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:2022_Event_Timeline&amp;diff=24603"/>
		<updated>2022-05-07T20:20:28Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;35%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: left;width: 35%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 100%; background-color:#000080&amp;quot; | &amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;2022 Event Timeline&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#c53434&amp;quot; colspan=&amp;quot;2&amp;quot;| Galactic Events&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; |N/A&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#3462c5&amp;quot; colspan=&amp;quot;2&amp;quot;| Major Events&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; | [[The Beauchamp Arc]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#34c578&amp;quot; colspan=&amp;quot;2&amp;quot;| Minor Events&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; |N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Beauchamp_Arc&amp;diff=24601</id>
		<title>The Beauchamp Arc</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Beauchamp_Arc&amp;diff=24601"/>
		<updated>2022-05-07T18:37:35Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: Created page with &amp;quot;{| id=&amp;quot;mp-eventarc&amp;quot; style=&amp;quot;width:65%; background:#144973; text-align:center; margin-top:1.2em; margin-left:2em; border:4px solid #ccc;&amp;quot; | style=&amp;quot;width:56%; color:#000;&amp;quot; | &amp;lt;div style=&amp;quot;font-size:162%; border:2px solid #ccc; margin:0; background:#144973; padding:.1em; color:#fff;&amp;quot;&amp;gt;The Beauchamp Arc&amp;lt;/div&amp;gt; &amp;lt;center&amp;gt; {{Template:Event Timeline 2021}} &amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#144973; padding:.1em; color:#fff;&amp;quot;&amp;gt;This is the overview a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| id=&amp;quot;mp-eventarc&amp;quot; style=&amp;quot;width:65%; background:#144973; text-align:center; margin-top:1.2em; margin-left:2em; border:4px solid #ccc;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:56%; color:#000;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:2px solid #ccc; margin:0; background:#144973; padding:.1em; color:#fff;&amp;quot;&amp;gt;The Beauchamp Arc&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{Template:Event Timeline 2021}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#144973; padding:.1em; color:#fff;&amp;quot;&amp;gt;This is the overview and timeline page for the Beauchamp Arc, which began on &#039;&#039;&#039;07/02/2022&#039;&#039;&#039; and pertains largely to &#039;&#039;&#039;[[Skrell| Skrell Lore]] and [[Sol Alliance| Human Lore]].&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#144973; padding:.1em; color:#fff;&amp;quot;&amp;gt;The arc is centered around the Jargon Federation and Solarian Alliance&#039;s interactions after a terrorist attack on Einstein Engines newly deployed Warp Gates.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#144973; padding:.1em; color:#fff;&amp;quot;&amp;gt;Below is a summary of the arc&#039;s events, applicable news articles and additions.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=Federation Relief Fleet Launches From Qerrbalak!=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : WARBLE INQUIRER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07/02/2464&lt;br /&gt;
&lt;br /&gt;
Jargon sends aid to their allies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editors note: Translated to Basic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In a surprise address on behalf of the Grand Council, Ormish Jrolk of the Advisory Council announced they would be sending a large-scale relief fleet to assist the Solarian Alliance’s remaining territories. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“When we thought we were alone amongst the stars— when we were the only ones to make the first hurdle of exploring space— when we least expected it, that is when our first veritable ally made themselves apparent: the Solarian Alliance. Humanity has been a true ally to the Skrell, as both trade partners and interstellar allies, for the last one-hundred and thirty one years. Despite the myriad of human nations that have come to number the Spur, it was the Solarian people who welcomed us and enriched our perspectives with divergent outlooks on life.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“It was truly a tragedy painted in the stars that our own internal struggles prevented us from helping the Alliance during their time of need. Now that our focus inward has been mediated, we can turn outwards once more: a referendum by the Grand Council that a belated response makes for a preferable alternative than willingly ignoring the Solarian crisis.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Later that day, the press was allowed access to the dockyards where the fleet was being prepared. It was largely composed of superfreighters loaded with domestic goods and food, with a few “infirmary” ships that have the capability to act as mobile hospitals. Despite minor protests from cautious observers, the Council of Infrastructure and Transport has volunteered a detachment of Skrell civil engineers, C’thur Workers, and a significant amount of processed materials to the effort. The Qukala was also present, escorting the fleet with three Eyrixoq and one Ayoni class vessel. &lt;br /&gt;
&lt;br /&gt;
The Relief Fleet is scheduled to launch the day after tomorrow and head into the Solarian Core Worlds. Once there, they plan to coordinate with Solarian officials and distribute their goods and services to anyone in need of assistance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=SKRELL AID ARRIVES IN SOL!=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Sol Alliance News Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
09/02/2464&lt;br /&gt;
&lt;br /&gt;
Arrival of aid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A holovid plays. In it several skrellian vessels exit bluespace while simmering brilliantly as their proton wakes fade. The video has triumphant orchestral music playing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Today, the age-old allies of the Alliance arrived in force to offer a helping hand in this time of turmoil and strife! Thanks to the brave efforts of the Alliance Administration, our friends from the Federation have been given several struggling locations within de jure Alliance Space that remain loyal to the Solarian cause to target. &lt;br /&gt;
&lt;br /&gt;
While a small portion of the Federation’s relief effort was devoted to the core worlds and middle ring, much of the relief has been directed towards the Provisional Government and the Southern Solarian Military District. These two territories have greatly suffered during the crisis following the previous government’s failings. The Solarian Government has decided despite these temporary borders, a Solarian is a Solarian, and they must be privy to the aid offered by the Skrell.&lt;br /&gt;
&lt;br /&gt;
The accompanying “Qukala”, or the Federation’s Navy, has split into single escorts to fend off unsavory sorts during the relief operations. Though critics are concerned such a small task force will be unable to ward off more than petty pirates.  &lt;br /&gt;
&lt;br /&gt;
Despite this, the brave relief fleet has already begun moving south to deliver their supplies and services. Only time will tell if the Federation’s good deed goes unpunished.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=FAMILIES REUNITED! EINSTEIN’S WARP GATES RETURN?=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Sol Alliance News Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
12/02/2464&lt;br /&gt;
&lt;br /&gt;
The positive effects of the Warp Gates impact the Alliance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A holovid plays, with the camera on a black halo in space, surrounded by Federation support craft. The gate is carefully rigged to the ships via support lattice and massive wires. A nearby Alliance corvette flashes its blinker lights, and suddenly all the lattice and connections to the Gate fall away as the Federation ships back off. The space around the gate warps slightly, before suddenly popping back into position as brilliant orange and yellow lights begin to run the rim of the gate! A collective cheer comes up from a group behind the holovid recorder.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the assistance of the Federation engineers and Einstein Engines designs, a trio of warp gates have been deployed in Solarian Space for the first time in almost forty years! This shocking secret project was quietly revealed to Alliance officials, who greenlit its deployment. &lt;br /&gt;
&lt;br /&gt;
According to a press release from Einstein Engines, these prototype gates were designed using Skrell warp designs merging with human engineering, in one of the most ambitious projects of the century. These warp gates are not only far more efficient but much faster than their forerunners. Einstein CEO Noelle Lopez-Zhang had the following to say:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Humanity’s ambition in the Spur has long since been carried on the back of Einstein Engines, and the cradle of humanity is the Alliance. It is our desire to help ensure the economic and social stability of Solarian space with these gates and our future products. In time, Einstein’s allies will no longer feel the shackles of phoron, and will be able to freely travel the Spur once again.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A trio of these gates were deployed with the combined efforts of the Alliance, the Federation and Einstein Engines. The Core Worlds, the Provisional Government, and Military District all eagerly agreed to have the gates opened in their territories to bring them one step further towards the reformation of the Alliance’s true state. &lt;br /&gt;
&lt;br /&gt;
Mere hours after the gates were opened, civilian craft and commercial transports began pouring through the gates. Families once separated by the collapse finally have means to rejoin their loved ones in the participating territories. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A holovid is embedded at the bottom of the article as well, it seems to be network footage of the inside of Unity Station’s docks. The camera begins looking out a window, where a civilian flotilla drifts outside, many still awaiting their turn to dock. The camera turns back to the interior, just in time to catch a father embracing a small girl that runs up to him. The holovid continues to record families reuniting, before quietly fading to black.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=TRAGEDY AT THE GATES: ADMIRAL BEAUCHAMP’S ASSAULT!=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Sol Alliance News Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
13/02/2464&lt;br /&gt;
&lt;br /&gt;
The Southern Fleet Administration attacks the Provisional Government&#039;s Gate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During operation of the Einstein Engines’s gate system, tragedy struck when ex-Admiral Beauchamp ordered a heinous attack on his own former countrymen and their allies. Ships belonging to the Tenth Battlegroup appeared at the Gate Site within the Provisional Government&#039;s territory and without warning, began firing on military craft in the area.&lt;br /&gt;
&lt;br /&gt;
Despite the valiant attempts of the JFV Trench Whale and Big Squib (Ayoni and Eyrixoq class), in addition to the SAMV Carolina’s response, the combined factors of surprise and overwhelming firepower from the Tenth disabled all military resistance to the attack.&lt;br /&gt;
&lt;br /&gt;
After the Tenth Battlegroup secured dominance in the surrounding area of the Gate Site, reports then state the Tenth Battlegroup opened fire on civilian freighters, transports, and the Gate itself. The final report from the on-site team indicated the Tenth had just blown the Federation superfreighter, the JFV Yop, open and were seen launching marines into the wreckage, presumably to raid.&lt;br /&gt;
&lt;br /&gt;
There is no further information to give as of now, as the Tenth fired upon the network reporting ship and destroyed it.&lt;br /&gt;
&lt;br /&gt;
Both Alliance and Federation responses have yet to come in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=THE BEAUCHAMP MASSACRE=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Sol Alliance News Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
14/02/2464&lt;br /&gt;
&lt;br /&gt;
The death toll is revealed, the Alliance speaks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[A Graphic Content Warning flickers at the top of the Article]&lt;br /&gt;
&lt;br /&gt;
A silent holovid plays, following the helmet camera of an Alliance Marine. The hull of the JFV Yop fills the screen, marred by a massive breach in its side. Destroyed cargo, slag, and frozen skrell bodies slowly float near the hole. The marine lands on the hull, and walks along it towards the breach. Floating inside, the camera reveals empty cargo clamps along the walls. The marine grabs ahold of one of the nearby bodies and pulls it close. The skrell has ice forming around their breath mask, but the marine flattens their hazard vest and focuses the camera on a laser blast mark on their chest. The marine suddenly turns around, and another marine is pointing down a dark hallway. A light flickers on, and shines down the hall to reveal many more skrell floating in zero gravity.&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
According to the results of a joint investigation performed by the Alliance, Jargon Federation and Einstein Engines, it is with great regret and sadness the Alliance Network reports that there were no survivors from the Tenth’s assault on the Provisional Government’s Gate Site. It seems the Tenth Battlegroup not only fired at, but also boarded each freighter and transport ship that remained intact and raided their supplies. &lt;br /&gt;
&lt;br /&gt;
The current death toll is currently 7,288. 6,781 Humans, 459 Skrell and 48 C’thuric Vaurca. Those lost in transit when Gate Site was destroyed remain unaccounted for.&lt;br /&gt;
&lt;br /&gt;
The only notable exclusion from the Tenth’s raiding seems to be the prototype warp gate, which according to Einstein Engineers, was rendered “completely unsalvageable” by heavy munitions. EE is heavily lamenting its loss, and asked the Alliance to increase security around the remaining pair of Gates, though the SSMD had increased military presence around the gate prior to this request.&lt;br /&gt;
&lt;br /&gt;
An Alliance spokesperson, Fransisco Artigas, spoke to the public on Unity Station:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Any and all rogue detractors of the people of the Alliance must be put down, or else this will be a tear in a vast sea of tragedy and violence. Such is the way of warlordism; it is not just our duty, but our responsibility as the leaders of our great nation to end the violence and bring about a united Alliance once more. I assure you, Admiral Beauchamp and his fellow bandits will pay dearly for the lives lost, as will those that support them from afar.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you suspect a loved one or friend was at the gate site during the attack please contact the Alliance at SOL-100-1001-2201.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=A Federation Resolute=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : WARBLE INQUIRER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
14/02/2464&lt;br /&gt;
&lt;br /&gt;
The Skrell mourn. The Federation announces support. Weashbi swears vengeance. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Translated to Basic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Beauchamp Massacre has affected Skrell all across the Federation deeply, from the core of Nralakk to the depths of the Traverse. Before proceeding, the Warble Inquirer extends its deepest sympathies to the lives lost in this tragedy. &lt;br /&gt;
&lt;br /&gt;
Ormish Jrolk, spoke on behalf of the Grand Council at a scheduled press release regarding what has transpired during the Gate Incident. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Owing it to a sense of paternity, like watching a tadpole make mistakes, learn, and grow on their own, the Federation has taken a step back, remaining sidelined, held off stage of the affairs of the Spur. Perhaps out of fear— a desire to shield ourselves from harm, too, did we mind our own. And now, giving this charity towards our human allies, we are seeing the fingers bitten by hungry mouths, and painfully punished. I-it…&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jrolk paused here, clearing inky droplets from his eyes, and croaked his throat clear. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;It is the decision of the Grand Council that Quya mourning the passing of loved ones will receive monetary, mental, and other compensation from the Federation. So that they may never be forgotten, and always remembered for their work, a memorial is being erected for those we have lost to the stars, thanks to the compassion of our people. The Stars will continue to grow ever brighter, even as they burn and die out in a passionate burst of energy.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After Jrolk bowed his head, and moved to depart, the Skrell in attendance offered sympathetic croons. Just as the stage began to shut down, the Nlom rapidly shifted alongside audible commotion from behind the stage. Many Skrell remarked they were briefly torn between feeling great sadness and tremendous agitation. Moments later, Grand Councilor Weashbi Jrugl strided onto the stage, fists clenched and neck hidden by their headtails. Skrell with particular psionic ability noted that the Grand Councilor radiated a powerful psionic aura. Weashbi took center stage, and shot a look to the media technician who quickly procured a microphone and re-enabled the lighting. Weashbi turned his stern look onto the present reporters, who were quickly resetting their equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;My Qu’draa, it is the decision of a persuaded Grand Council that our Federation has for too long kept its headtails close to its chest. For too long, we have allowed danger to fester on the border of the Traverse. For too long, we have remained passive amidst tragedies among sentient space. For too long, we have observed rather than acted. I will not allow the deaths of five-hundred and seven of our citizens to stand without trial, tribulation, or retribution. In the waning light of the stars, we have bore witness to an unfettered, unfeeling, and unapologetic act of malice reared against our nation, our people. Now, today, I will show the Orion Spur that hostilities committed against any Skrell, home or abroad, will be returned tenfold.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weashbi turned and looked directly into a nearby holocamera.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Admiral Beauchamp, and all those that commit to his way of rule. Know you have made an enemy of the Skrell. Stars have their grace, for I will have none.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weashbi tossed the microphone back to the technician and left the stage. After a few long moments of silence had passed, the assembly erupted into high-pitched shrills and applause. It was joined by those watching the address across the greater Orion Spur. It continued even long after the Grand Councilor had departed from the stage. &lt;br /&gt;
&lt;br /&gt;
Shortly after this announcement, observers noted heightened Qukala activity and seemingly, the activation of the JFV Qheles. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=The Jargon Federation: Isolationist No More?=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Orion Spur Oracle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Ryverstyx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Butterrobber202 &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
15/02/2464&lt;br /&gt;
&lt;br /&gt;
The rest of the Spur notice changes from the Skrell Superpower.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Due to recent events around the Spur, all eyes are fixated on the Jargon Federation! A once isolationist Federation has started a transition into a more active policy regarding forgien affairs. Readers around the Spur are shocked after Jargon Federation’s Grand Councilor Jrugl Weashbi’s fiery, and emotional, speech. This incident has shown that when provoked, the Skrell of the Federation are not one to back down! But what could the implications be for those outside of the Federation?&lt;br /&gt;
&lt;br /&gt;
Many are fearful that a direct act of aggression from the Jargon Federation could spark a chain reaction, causing even more instability in a region that is rife with struggle. While this speech has sparked a fierce determination in Skrell within the Federation, many humans inside Sol are wary of this dispute being further played out within their border.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Enough bloodshed has been wrought at the hands of the Federation. I’d rather they kept their ‘aide’ to themselves.”&#039;&#039; - Anonymous Reader&lt;br /&gt;
&lt;br /&gt;
TRANSLATED &#039;&#039;“If they wanted us out of Sol space they should have never made the first move. I guess that’s what we get for trying to help those in need.”&#039;&#039; -BeshiFan12409 of the Jargon Federation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“If Sol needs to deal with pirates, they should do it themselves. Don’t know why they are giving Jargon the chance.”&#039;&#039; - Riley Davis, Sol Refugee&lt;br /&gt;
&lt;br /&gt;
Regardless of where you stand as an individual, I am sure we can all agree that a quick and swift end to this situation would be beneficial to all. Stay tuned for further developments as the Orion Spur will continue to bring you breaking news throughout the upcoming days!&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=The Qukala: Spur-Bound!=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : WARBLE INQUIRER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
16/02/2464&lt;br /&gt;
&lt;br /&gt;
The Federation&#039;s Navy takes to the stars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editors note: Translated to Basic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Today, above the skies of Qerrbalak, the best and brightest of the Qukala were assembled in preparation for their mission. The Grand Council confirmed and publicly announced the Qukala had been tasked to strike back against Warlord Beauchamp in retaliation for his crimes. It was decided this battlegroup would be led by Admiral Reu’op Liqu, a distinguished Skrell with a long career. Though many describe the Admiral as, “Talented, but overly cautious.”&lt;br /&gt;
&lt;br /&gt;
The Admiral has, as expected, taken the JFV Qheles as their flagship for this operation. This massive super-capital ship is capable of rapid “on the fly” fabrication of fighter and bomber craft, that are controlled remotely through psionic connections. While the Federation was unwilling to release the exact numbers on the amount of spacecraft the Qheles can support at once, they stated, “The Qheles is a tremendously formidable opponent from that feature alone.” Additionally, the Qheles is equipped with extremely long-range energy weaponry to provide heavy support from afar. This does not fully cover the Qheles’s capabilities, but it should give our readers a sufficient grasp of its might.&lt;br /&gt;
&lt;br /&gt;
Grand Councilor Weashbi was present at the fleet’s sendoff and offered these words to the brave Skrell embarking on this heroic mission. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;It is one of my greatest privileges as Grand Councilor, to bask in the presence of mettlesome Skrellian warriors. Your service, sacrifices, and sendoff will never be forgotten as long as the stars still burn. Burn true and bright, stars guide your paths.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Observers on-site noticed the Vytel’s Warriors had a notably strong presence in the composition of the mission’s crew. An Qukala Officer, Iobqi Bek’Ix, was open to comment, &#039;&#039;“We’ve made great strides with C’thur integration in our ranks, it would be an incredible waste of talent to leave them behind. It&#039;s a comfort to Skrell everywhere that the Federation and C’thur found such an excellent middle ground. Not to mention, the C’thur lost people as well and they’re just as angry as we all are.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An assemblage of the Qukala’s Soldiers’ Quyas, proud citizenry, and officials gave a rousing cheer as the Qukala Fleet left their berths and warped out of Nralakk.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=THE QUKALA’S VICTORY: BEAUCHAMP ON THE RUN!=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Sol Alliance News Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
16/02/2464&lt;br /&gt;
&lt;br /&gt;
The SFA ambush the Qukala and the fight ends in the destruction of much of Beauchamp&#039;s forces.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editors note: Translated to Basic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Today, it was revealed in an Alliance Navy press release that the Federation Navy successfully located Beauchamp’s fleet on the borders of the Median, seemingly waiting for the Qukala to arrive in the Wildlands. Beauchamp, apparently, was confident he could handle our Skrellian friends, as he had positioned his fleet within a dense nebula to conduct a surprise attack. Unfortunately for Beauchamp, the Qukala’s operations were completely unaffected by the usual hazards of fighting within a nebula.&lt;br /&gt;
&lt;br /&gt;
Federation Naval Forces were pulled into the Tenth Battlegroup’s interdiction net, readily engaging after emerging, turning the tide in their favor almost immediately due to their high accuracy in the nebula. The JFV Qheles merely deployed all its fighter screens and bomber squardons, most flying at Beauchamp’s flagship. Prey to their own trap, Beauchamp failed to notice the small craft cutting through the nebula until they were practically on top of him. Once the bombers had sent their payload, the Qheles opened fire on the shieldless flagship and disabled it after the second volley. Beauchamp ordered his fleet to surrender after his flagship was rendered inoperable. &lt;br /&gt;
&lt;br /&gt;
As the Skrell moved in to secure the surrendered ships, many of them suddenly and violently exploded simultaneously. This underhanded attack damaged Qukala vessels and bought the cowardly Beauchamp the time he needed to flee in a shuttle. Interrogated crewmen that survived the bombings claimed they had no knowledge of the ships being rigged to blow, implying Beauchamp planned this emergency measure without his fleet’s knowledge.&lt;br /&gt;
&lt;br /&gt;
Before the detonation, the Qukala had disabled or destroyed over seventy-two percent of the Tenth Battlegroup’s ships. After the bombs went off, they suspect only a mere ten to fifteen percent of the fleet remains operational. &lt;br /&gt;
&lt;br /&gt;
The Qukala, thankfully, reported only five total ship losses and minimal casualties on their side of the conflict. The Federation collected all survivors of the battle and turned them over to Solarian authorities. Enough of their ships were sufficiently damaged as a result of Beauchamp’s tactics for the Qukala Admiral, Reu’op Liqu, to order a withdrawal into the Federation to make repairs, confident the Tenth would no longer pose a threat. The Skrell transmitted all collected data on remaining Tenth ships to Alliance Command before leaving solarian space.&lt;br /&gt;
&lt;br /&gt;
For now, the Skrell have again withdrawn behind the veil of the Traverse. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=BEAUCHAMP CAPTURED: ADMIRALS SZALAI AND YUNSO INVADE THE SOUTHERN FLEET ADMINISTRATION=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Sol Alliance News Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : TheBurningSherman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Butterrobber202 &amp;amp; Schwann&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
20/02/2464&lt;br /&gt;
&lt;br /&gt;
The Provisional Government and Southern Solarian Military District capture Beauchamp and take his territory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Tenth Battlegroup’s defeat has proven itself to be catastrophic for the Southern Fleet Administration. After Admiral Beauchamp’s defeat, there have been widespread mutinies and infighting across the warlord state as the forces loyal to the Admiral shrink to be fewer and fewer. Shortly after the defeat of Admiral Beauchamp at the hands of the Qukala, it has been reported that a coordinated offensive against the Southern Fleet Administration has been launched by the Solarian-affiliated Human Wildlands states of the Solarian Provisional Government and the Southern Solarian Military District. Admirals Szalai and Yunso have both made public statements expressing a willingness to cooperate with one another for the sake of, “Jointly removing a cowardly traitor and dangerous terrorist from the southern Solarian fringe.”&lt;br /&gt;
&lt;br /&gt;
Sources from within the Southern Fleet Administration have relayed that planetary folitas are abandoning their posts and heading for open space in attempts to flee the oncoming fleets and armies of the new impromptu SSMD-SPG alliance. Other sources have reported the wholesale scuttling of entire squadrons so as to avoid them falling into enemy hands. Our sources within the SSMD and SPG have reported almost no resistance, with most SFA troops that have been encountered surrendering without conflict. There have also been multiple unconfirmed reports of armed vessels with Sol Alliance Navy signatures observing SSMD-SPG troop movements in multiple sectors across the Southern Fleet Administration.&lt;br /&gt;
&lt;br /&gt;
While fleeing from the outskirts of Median, Admiral Beauchamp has been captured by a patrol of SSMD destroyers and is currently within the custody of the Southern Solarian Military District. With the leader taken of the Southern Fleet Administration as a prisoner, the SSMD and SPG speculate that it is only a matter of days before the few remaining Beauchamp aligned forces in the area surrender or are defeated by either the advancing armies or their own internal enemies.&lt;br /&gt;
&lt;br /&gt;
Admirals Szalai and Yunso have both announced to the Orion Spur through a joint video conference that their respective administrations have come to an agreement on how to partition the territory of the Southern Fleet Administration between themselves and have decreed that Admiral Beauchamp will receive “appropriate justice,” once his state has been dismantled and have invited delegates from the Sol Alliance proper and the Jargon Federation to Visegrad to observe the military tribunal proceedings. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=JUSTICE FOR THE BEAUCHAMP MASSACRE=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Sol Alliance News Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : TheBurningSherman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Butterrobber202 &amp;amp; Schwann&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
22/02/2464&lt;br /&gt;
&lt;br /&gt;
Beauchamp pays the price. Relations between the SSMD and Prov. Government are strengthened.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After only a few days of fighting since the defeat of the 10th Battlefleet by the Qukala in what is being called “The Battle of the Median,” the forces of the Southern Fleet Administration have crumbled under the joint-alliance of the Southern Solarian Military District and the Solarian Provisional Government. Early this morning, the last pocket of SFA troops surrendered to the SPG forces led by Admiral Yunso, their vessels and equipment all still intact after hiding out in an asteroid belt in the uninhabited QBX-983 system. Overall, the invasion of the Southern Fleet Administration has been a resounding success for the SPG and SSMD, both of which have experienced minimal losses. As planned, the forces of the SSMD and SPG have also begun to partition their respective pieces of the territory formerly belonging to the Southern Fleet Administration.&lt;br /&gt;
&lt;br /&gt;
Today was also marked with another momentous occasion that will be marked in history as a victory for the SPG and SSMD. The military tribunal conducted in the Nowa Bratislava Central Court on Visegrad to determine the innocence or guilt of Admiral Beauchamp’s actions in proclaiming the Southern Fleet Administration and the massacre of hundreds of innocent humans and skrell: guilty. Upon reaching this verdict, Admiral Beauchamp was stripped of his rank and honours that he obtained while in service to the Solarian Navy  was similarly sentenced to death for two counts of treason, six counts of terrorism, three counts of crimes against sentient life, twenty-five counts of disobeying given orders from a superior officer, 1,000 counts of grand theft, and 7,240 counts of murder. The sentence was then prescribed to be carried out immediately.&lt;br /&gt;
&lt;br /&gt;
The sentence was served by a firing squad of SSMD and SPG marines that shot Mister Beauchamp on the steps of the Nowa Bratislava Central Court, with dignitaries and observers being given impromptu seating off to the side of the affair. Admiral Szalai presided over the firing squad as they conducted their duty to ensure proper procedure. Since the execution, Admiral Yunso has confirmed that Mister Beauchamp’s body has been cremated, though the fate of the ashes is currently unknown to us.&lt;br /&gt;
&lt;br /&gt;
Those who attended the trial were mostly military officials from across the Solarian Provisional Government and Southern Solarian Military District, however representatives from the Solarian Navy, Solarian Interstellar Intelligence Bureau, Einstein Engines, the Qukala, and the Jargon Federation’s foreign service were also in attendance, the latter two making history by being the first dignitaries of a foreign species that have been hosted by the SSMD. &lt;br /&gt;
&lt;br /&gt;
After the execution had occurred, Admiral Szalai invited the head of the Federation delegation to the trial, Ormish Jrolk, both to congratulate him on his nation’s victory over a “cowardly rat of a man,” and to express her condolences for the lives lost in the Beauchamp massacre. The Admiral made the following short speech to that effect beside Ormish Jrolk:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“The lives that have been lost to the senseless urges of one madman are tragic and horrible. May we remember them in reverence and diligence, and may we let their suffering and sacrifice give us some pause as we celebrate our own victories, Solarian and Jargonite, over traitors, bandits, and evil in the Orion Spur. The wages of banditry and treason are death. May those innocents and our brave soldiers and sailors whom we have lost rest in peace, and may Beauchamp and his bandits burn in hell!”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Admiral Szalai then shook hands with Ormish Jrolk and thanked him for his nation’s assistance in cleansing the Orion Spur of a traitor and terrorist. The Solarian Navy’s delegation to the trial was also spotted speaking to the SSMD, SPG, and Qukala representatives as well after the execution, though the details of their exchanges were unable to be obtained.&lt;br /&gt;
&lt;br /&gt;
As the admirals Yunso and Szalai have proclaimed however, the area that has come to be known as the Southern Wildlands has become much more stable and secure now that the fiendish Admiral Beauchamp has been deposed and executed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=“An Unacceptable State of Affairs!”=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : WARBLE INQUIRER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
25/02/2464&lt;br /&gt;
&lt;br /&gt;
The memorial is raised. The Federation announces the continuation of friendship with the Alliance and assistance in rebuilding their Navy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the Qukala returned home, and many Skrellian cries for justice answered, the Beauchamp Massacre Memorial was unveiled in the courtyard of the Grand Councilor’s office.&lt;br /&gt;
&lt;br /&gt;
A holoimage flickers, showing a tall, shiny, dark statue of a Skrell in a worker uniform reaching out towards the stars. The statue is beaten up, and its clothes tattered, despite this, its headtails are positioned to display happiness. Tiny holographic text constantly moves along the surface of the station, the names of the Skrell lost in the Beauchamp Massacre.&lt;br /&gt;
&lt;br /&gt;
Grand Councilor Weashbi was present at its unveiling, looking markedly better physically than he did at his last public appearance. Weashbi spoke to the public, as the statue was revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;My deepest gratitude is extended to everyone who have wrought retribution, sought out justice, and caught a flicker of hope for those tormented by these merciless bandits. The Solarian Alliance, our own unyielding champions: no amount of honest praise can repay the charitable gift given to us by our allies. After the announcement of a commemoration for our fallen, many of you turn and assisted others, reaching out to give to the humans who also suffered so much, and many other tragedies, by the hands of these warlords. I am humbled by the blessings you have enacted on others, and have matched the donations you all made and will continue to do so. The stars swell with pride.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The assembly of citizen attenders and media reporters croaked with joy. However, they all collectively warbled in pensive and nervous tones as Weashbi paused, and they all hung on the tense unease in the air as they waited for him to continue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;This incident, however, has drawn back the curtain that hid away a nasty truth: our Federation resides in an unacceptable state of affairs. It is now evident to the Grand Council, after my talks, that we should not— cannot, stay sidelined and offstage as events play out before us. It was a miscalculation of our predecessors to let vile poison remain unattended across our borders, believing it would not seep into our own nation. Hindsight is a strong ally, and there is still yet time for correction. The Skrell will no longer idle within our own territory while galactic events unfold. For this reason, the Jargon Federation will put Qukala Shipyards and our industry to its fullest potential to help rebuild the Solarian Alliance Fleets, offering a magnanimous form of order on our orders, and a mutual sense of peace between us.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weashbi gave way to Vice Admiral Khasia Mousavi, who expressed the gratitude of the Alliance. She went on to explain that despite using Skrell shipyards, it was important to the Alliance to use “human innovated designs” as they replenish their fleets. The Federation has agreed to accommodate this request, eager to see the results of human designs using Skrell materials. &lt;br /&gt;
&lt;br /&gt;
Construction is scheduled to begin in two weeks, across multiple shipyards in Federation space.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Butterrobber202/Sandbox&amp;diff=24600</id>
		<title>Butterrobber202/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Butterrobber202/Sandbox&amp;diff=24600"/>
		<updated>2022-05-07T18:33:44Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: &lt;/p&gt;
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&amp;lt;div style=&amp;quot;font-size:162%; border:2px solid #ccc; margin:0; background:#144973; padding:.1em; color:#fff;&amp;quot;&amp;gt;The Beauchamp Arc&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{Template:Event Timeline 2021}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#144973; padding:.1em; color:#fff;&amp;quot;&amp;gt;This is the overview and timeline page for the Beauchamp Arc, which began on &#039;&#039;&#039;07/02/2022&#039;&#039;&#039; and pertains largely to &#039;&#039;&#039;[[Skrell| Skrell Lore]] and [[Sol Alliance| Human Lore]].&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#144973; padding:.1em; color:#fff;&amp;quot;&amp;gt;The arc is centered around the Jargon Federation and Solarian Alliance&#039;s interactions after a terrorist attack on Einstein Engines newly deployed Warp Gates.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#144973; padding:.1em; color:#fff;&amp;quot;&amp;gt;Below is a summary of the arc&#039;s events, applicable news articles and additions.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=Federation Relief Fleet Launches From Qerrbalak!=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : WARBLE INQUIRER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07/02/2464&lt;br /&gt;
&lt;br /&gt;
Jargon sends aid to their allies.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editors note: Translated to Basic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In a surprise address on behalf of the Grand Council, Ormish Jrolk of the Advisory Council announced they would be sending a large-scale relief fleet to assist the Solarian Alliance’s remaining territories. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“When we thought we were alone amongst the stars— when we were the only ones to make the first hurdle of exploring space— when we least expected it, that is when our first veritable ally made themselves apparent: the Solarian Alliance. Humanity has been a true ally to the Skrell, as both trade partners and interstellar allies, for the last one-hundred and thirty one years. Despite the myriad of human nations that have come to number the Spur, it was the Solarian people who welcomed us and enriched our perspectives with divergent outlooks on life.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“It was truly a tragedy painted in the stars that our own internal struggles prevented us from helping the Alliance during their time of need. Now that our focus inward has been mediated, we can turn outwards once more: a referendum by the Grand Council that a belated response makes for a preferable alternative than willingly ignoring the Solarian crisis.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Later that day, the press was allowed access to the dockyards where the fleet was being prepared. It was largely composed of superfreighters loaded with domestic goods and food, with a few “infirmary” ships that have the capability to act as mobile hospitals. Despite minor protests from cautious observers, the Council of Infrastructure and Transport has volunteered a detachment of Skrell civil engineers, C’thur Workers, and a significant amount of processed materials to the effort. The Qukala was also present, escorting the fleet with three Eyrixoq and one Ayoni class vessel. &lt;br /&gt;
&lt;br /&gt;
The Relief Fleet is scheduled to launch the day after tomorrow and head into the Solarian Core Worlds. Once there, they plan to coordinate with Solarian officials and distribute their goods and services to anyone in need of assistance. &lt;br /&gt;
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&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=SKRELL AID ARRIVES IN SOL!=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Sol Alliance News Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
09/02/2464&lt;br /&gt;
&lt;br /&gt;
Arrival of aid.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;&#039;A holovid plays. In it several skrellian vessels exit bluespace while simmering brilliantly as their proton wakes fade. The video has triumphant orchestral music playing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Today, the age-old allies of the Alliance arrived in force to offer a helping hand in this time of turmoil and strife! Thanks to the brave efforts of the Alliance Administration, our friends from the Federation have been given several struggling locations within de jure Alliance Space that remain loyal to the Solarian cause to target. &lt;br /&gt;
&lt;br /&gt;
While a small portion of the Federation’s relief effort was devoted to the core worlds and middle ring, much of the relief has been directed towards the Provisional Government and the Southern Solarian Military District. These two territories have greatly suffered during the crisis following the previous government’s failings. The Solarian Government has decided despite these temporary borders, a Solarian is a Solarian, and they must be privy to the aid offered by the Skrell.&lt;br /&gt;
&lt;br /&gt;
The accompanying “Qukala”, or the Federation’s Navy, has split into single escorts to fend off unsavory sorts during the relief operations. Though critics are concerned such a small task force will be unable to ward off more than petty pirates.  &lt;br /&gt;
&lt;br /&gt;
Despite this, the brave relief fleet has already begun moving south to deliver their supplies and services. Only time will tell if the Federation’s good deed goes unpunished.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=FAMILIES REUNITED! EINSTEIN’S WARP GATES RETURN?=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Sol Alliance News Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
12/02/2464&lt;br /&gt;
&lt;br /&gt;
The positive effects of the Warp Gates impact the Alliance.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;&#039;A holovid plays, with the camera on a black halo in space, surrounded by Federation support craft. The gate is carefully rigged to the ships via support lattice and massive wires. A nearby Alliance corvette flashes its blinker lights, and suddenly all the lattice and connections to the Gate fall away as the Federation ships back off. The space around the gate warps slightly, before suddenly popping back into position as brilliant orange and yellow lights begin to run the rim of the gate! A collective cheer comes up from a group behind the holovid recorder.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the assistance of the Federation engineers and Einstein Engines designs, a trio of warp gates have been deployed in Solarian Space for the first time in almost forty years! This shocking secret project was quietly revealed to Alliance officials, who greenlit its deployment. &lt;br /&gt;
&lt;br /&gt;
According to a press release from Einstein Engines, these prototype gates were designed using Skrell warp designs merging with human engineering, in one of the most ambitious projects of the century. These warp gates are not only far more efficient but much faster than their forerunners. Einstein CEO Noelle Lopez-Zhang had the following to say:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Humanity’s ambition in the Spur has long since been carried on the back of Einstein Engines, and the cradle of humanity is the Alliance. It is our desire to help ensure the economic and social stability of Solarian space with these gates and our future products. In time, Einstein’s allies will no longer feel the shackles of phoron, and will be able to freely travel the Spur once again.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A trio of these gates were deployed with the combined efforts of the Alliance, the Federation and Einstein Engines. The Core Worlds, the Provisional Government, and Military District all eagerly agreed to have the gates opened in their territories to bring them one step further towards the reformation of the Alliance’s true state. &lt;br /&gt;
&lt;br /&gt;
Mere hours after the gates were opened, civilian craft and commercial transports began pouring through the gates. Families once separated by the collapse finally have means to rejoin their loved ones in the participating territories. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A holovid is embedded at the bottom of the article as well, it seems to be network footage of the inside of Unity Station’s docks. The camera begins looking out a window, where a civilian flotilla drifts outside, many still awaiting their turn to dock. The camera turns back to the interior, just in time to catch a father embracing a small girl that runs up to him. The holovid continues to record families reuniting, before quietly fading to black.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=TRAGEDY AT THE GATES: ADMIRAL BEAUCHAMP’S ASSAULT!=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Sol Alliance News Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
13/02/2464&lt;br /&gt;
&lt;br /&gt;
The Southern Fleet Administration attacks the Provisional Government&#039;s Gate.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During operation of the Einstein Engines’s gate system, tragedy struck when ex-Admiral Beauchamp ordered a heinous attack on his own former countrymen and their allies. Ships belonging to the Tenth Battlegroup appeared at the Gate Site within the Provisional Government&#039;s territory and without warning, began firing on military craft in the area.&lt;br /&gt;
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Despite the valiant attempts of the JFV Trench Whale and Big Squib (Ayoni and Eyrixoq class), in addition to the SAMV Carolina’s response, the combined factors of surprise and overwhelming firepower from the Tenth disabled all military resistance to the attack.&lt;br /&gt;
&lt;br /&gt;
After the Tenth Battlegroup secured dominance in the surrounding area of the Gate Site, reports then state the Tenth Battlegroup opened fire on civilian freighters, transports, and the Gate itself. The final report from the on-site team indicated the Tenth had just blown the Federation superfreighter, the JFV Yop, open and were seen launching marines into the wreckage, presumably to raid.&lt;br /&gt;
&lt;br /&gt;
There is no further information to give as of now, as the Tenth fired upon the network reporting ship and destroyed it.&lt;br /&gt;
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Both Alliance and Federation responses have yet to come in.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=THE BEAUCHAMP MASSACRE=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Sol Alliance News Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
14/02/2464&lt;br /&gt;
&lt;br /&gt;
The death toll is revealed, the Alliance speaks.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[A Graphic Content Warning flickers at the top of the Article]&lt;br /&gt;
&lt;br /&gt;
A silent holovid plays, following the helmet camera of an Alliance Marine. The hull of the JFV Yop fills the screen, marred by a massive breach in its side. Destroyed cargo, slag, and frozen skrell bodies slowly float near the hole. The marine lands on the hull, and walks along it towards the breach. Floating inside, the camera reveals empty cargo clamps along the walls. The marine grabs ahold of one of the nearby bodies and pulls it close. The skrell has ice forming around their breath mask, but the marine flattens their hazard vest and focuses the camera on a laser blast mark on their chest. The marine suddenly turns around, and another marine is pointing down a dark hallway. A light flickers on, and shines down the hall to reveal many more skrell floating in zero gravity.&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
According to the results of a joint investigation performed by the Alliance, Jargon Federation and Einstein Engines, it is with great regret and sadness the Alliance Network reports that there were no survivors from the Tenth’s assault on the Provisional Government’s Gate Site. It seems the Tenth Battlegroup not only fired at, but also boarded each freighter and transport ship that remained intact and raided their supplies. &lt;br /&gt;
&lt;br /&gt;
The current death toll is currently 7,288. 6,781 Humans, 459 Skrell and 48 C’thuric Vaurca. Those lost in transit when Gate Site was destroyed remain unaccounted for.&lt;br /&gt;
&lt;br /&gt;
The only notable exclusion from the Tenth’s raiding seems to be the prototype warp gate, which according to Einstein Engineers, was rendered “completely unsalvageable” by heavy munitions. EE is heavily lamenting its loss, and asked the Alliance to increase security around the remaining pair of Gates, though the SSMD had increased military presence around the gate prior to this request.&lt;br /&gt;
&lt;br /&gt;
An Alliance spokesperson, Fransisco Artigas, spoke to the public on Unity Station:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Any and all rogue detractors of the people of the Alliance must be put down, or else this will be a tear in a vast sea of tragedy and violence. Such is the way of warlordism; it is not just our duty, but our responsibility as the leaders of our great nation to end the violence and bring about a united Alliance once more. I assure you, Admiral Beauchamp and his fellow bandits will pay dearly for the lives lost, as will those that support them from afar.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you suspect a loved one or friend was at the gate site during the attack please contact the Alliance at SOL-100-1001-2201.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=A Federation Resolute=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : WARBLE INQUIRER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
14/02/2464&lt;br /&gt;
&lt;br /&gt;
The Skrell mourn. The Federation announces support. Weashbi swears vengeance. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Translated to Basic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Beauchamp Massacre has affected Skrell all across the Federation deeply, from the core of Nralakk to the depths of the Traverse. Before proceeding, the Warble Inquirer extends its deepest sympathies to the lives lost in this tragedy. &lt;br /&gt;
&lt;br /&gt;
Ormish Jrolk, spoke on behalf of the Grand Council at a scheduled press release regarding what has transpired during the Gate Incident. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Owing it to a sense of paternity, like watching a tadpole make mistakes, learn, and grow on their own, the Federation has taken a step back, remaining sidelined, held off stage of the affairs of the Spur. Perhaps out of fear— a desire to shield ourselves from harm, too, did we mind our own. And now, giving this charity towards our human allies, we are seeing the fingers bitten by hungry mouths, and painfully punished. I-it…&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jrolk paused here, clearing inky droplets from his eyes, and croaked his throat clear. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;It is the decision of the Grand Council that Quya mourning the passing of loved ones will receive monetary, mental, and other compensation from the Federation. So that they may never be forgotten, and always remembered for their work, a memorial is being erected for those we have lost to the stars, thanks to the compassion of our people. The Stars will continue to grow ever brighter, even as they burn and die out in a passionate burst of energy.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After Jrolk bowed his head, and moved to depart, the Skrell in attendance offered sympathetic croons. Just as the stage began to shut down, the Nlom rapidly shifted alongside audible commotion from behind the stage. Many Skrell remarked they were briefly torn between feeling great sadness and tremendous agitation. Moments later, Grand Councilor Weashbi Jrugl strided onto the stage, fists clenched and neck hidden by their headtails. Skrell with particular psionic ability noted that the Grand Councilor radiated a powerful psionic aura. Weashbi took center stage, and shot a look to the media technician who quickly procured a microphone and re-enabled the lighting. Weashbi turned his stern look onto the present reporters, who were quickly resetting their equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;My Qu’draa, it is the decision of a persuaded Grand Council that our Federation has for too long kept its headtails close to its chest. For too long, we have allowed danger to fester on the border of the Traverse. For too long, we have remained passive amidst tragedies among sentient space. For too long, we have observed rather than acted. I will not allow the deaths of five-hundred and seven of our citizens to stand without trial, tribulation, or retribution. In the waning light of the stars, we have bore witness to an unfettered, unfeeling, and unapologetic act of malice reared against our nation, our people. Now, today, I will show the Orion Spur that hostilities committed against any Skrell, home or abroad, will be returned tenfold.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weashbi turned and looked directly into a nearby holocamera.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Admiral Beauchamp, and all those that commit to his way of rule. Know you have made an enemy of the Skrell. Stars have their grace, for I will have none.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weashbi tossed the microphone back to the technician and left the stage. After a few long moments of silence had passed, the assembly erupted into high-pitched shrills and applause. It was joined by those watching the address across the greater Orion Spur. It continued even long after the Grand Councilor had departed from the stage. &lt;br /&gt;
&lt;br /&gt;
Shortly after this announcement, observers noted heightened Qukala activity and seemingly, the activation of the JFV Qheles. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=The Jargon Federation: Isolationist No More?=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Orion Spur Oracle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Ryverstyx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Butterrobber202 &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
15/02/2464&lt;br /&gt;
&lt;br /&gt;
The rest of the Spur notice changes from the Skrell Superpower.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Due to recent events around the Spur, all eyes are fixated on the Jargon Federation! A once isolationist Federation has started a transition into a more active policy regarding forgien affairs. Readers around the Spur are shocked after Jargon Federation’s Grand Councilor Jrugl Weashbi’s fiery, and emotional, speech. This incident has shown that when provoked, the Skrell of the Federation are not one to back down! But what could the implications be for those outside of the Federation?&lt;br /&gt;
&lt;br /&gt;
Many are fearful that a direct act of aggression from the Jargon Federation could spark a chain reaction, causing even more instability in a region that is rife with struggle. While this speech has sparked a fierce determination in Skrell within the Federation, many humans inside Sol are wary of this dispute being further played out within their border.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Enough bloodshed has been wrought at the hands of the Federation. I’d rather they kept their ‘aide’ to themselves.”&#039;&#039; - Anonymous Reader&lt;br /&gt;
&lt;br /&gt;
TRANSLATED &#039;&#039;“If they wanted us out of Sol space they should have never made the first move. I guess that’s what we get for trying to help those in need.”&#039;&#039; -BeshiFan12409 of the Jargon Federation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“If Sol needs to deal with pirates, they should do it themselves. Don’t know why they are giving Jargon the chance.”&#039;&#039; - Riley Davis, Sol Refugee&lt;br /&gt;
&lt;br /&gt;
Regardless of where you stand as an individual, I am sure we can all agree that a quick and swift end to this situation would be beneficial to all. Stay tuned for further developments as the Orion Spur will continue to bring you breaking news throughout the upcoming days!&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=The Qukala: Spur-Bound!=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : WARBLE INQUIRER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
16/02/2464&lt;br /&gt;
&lt;br /&gt;
The Federation&#039;s Navy takes to the stars.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Editors note: Translated to Basic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Today, above the skies of Qerrbalak, the best and brightest of the Qukala were assembled in preparation for their mission. The Grand Council confirmed and publicly announced the Qukala had been tasked to strike back against Warlord Beauchamp in retaliation for his crimes. It was decided this battlegroup would be led by Admiral Reu’op Liqu, a distinguished Skrell with a long career. Though many describe the Admiral as, “Talented, but overly cautious.”&lt;br /&gt;
&lt;br /&gt;
The Admiral has, as expected, taken the JFV Qheles as their flagship for this operation. This massive super-capital ship is capable of rapid “on the fly” fabrication of fighter and bomber craft, that are controlled remotely through psionic connections. While the Federation was unwilling to release the exact numbers on the amount of spacecraft the Qheles can support at once, they stated, “The Qheles is a tremendously formidable opponent from that feature alone.” Additionally, the Qheles is equipped with extremely long-range energy weaponry to provide heavy support from afar. This does not fully cover the Qheles’s capabilities, but it should give our readers a sufficient grasp of its might.&lt;br /&gt;
&lt;br /&gt;
Grand Councilor Weashbi was present at the fleet’s sendoff and offered these words to the brave Skrell embarking on this heroic mission. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;It is one of my greatest privileges as Grand Councilor, to bask in the presence of mettlesome Skrellian warriors. Your service, sacrifices, and sendoff will never be forgotten as long as the stars still burn. Burn true and bright, stars guide your paths.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Observers on-site noticed the Vytel’s Warriors had a notably strong presence in the composition of the mission’s crew. An Qukala Officer, Iobqi Bek’Ix, was open to comment, &#039;&#039;“We’ve made great strides with C’thur integration in our ranks, it would be an incredible waste of talent to leave them behind. It&#039;s a comfort to Skrell everywhere that the Federation and C’thur found such an excellent middle ground. Not to mention, the C’thur lost people as well and they’re just as angry as we all are.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An assemblage of the Qukala’s Soldiers’ Quyas, proud citizenry, and officials gave a rousing cheer as the Qukala Fleet left their berths and warped out of Nralakk.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=THE QUKALA’S VICTORY: BEAUCHAMP ON THE RUN!=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Sol Alliance News Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
16/02/2464&lt;br /&gt;
&lt;br /&gt;
The SFA ambush the Qukala and the fight ends in the destruction of much of Beauchamp&#039;s forces.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editors note: Translated to Basic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Today, it was revealed in an Alliance Navy press release that the Federation Navy successfully located Beauchamp’s fleet on the borders of the Median, seemingly waiting for the Qukala to arrive in the Wildlands. Beauchamp, apparently, was confident he could handle our Skrellian friends, as he had positioned his fleet within a dense nebula to conduct a surprise attack. Unfortunately for Beauchamp, the Qukala’s operations were completely unaffected by the usual hazards of fighting within a nebula.&lt;br /&gt;
&lt;br /&gt;
Federation Naval Forces were pulled into the Tenth Battlegroup’s interdiction net, readily engaging after emerging, turning the tide in their favor almost immediately due to their high accuracy in the nebula. The JFV Qheles merely deployed all its fighter screens and bomber squardons, most flying at Beauchamp’s flagship. Prey to their own trap, Beauchamp failed to notice the small craft cutting through the nebula until they were practically on top of him. Once the bombers had sent their payload, the Qheles opened fire on the shieldless flagship and disabled it after the second volley. Beauchamp ordered his fleet to surrender after his flagship was rendered inoperable. &lt;br /&gt;
&lt;br /&gt;
As the Skrell moved in to secure the surrendered ships, many of them suddenly and violently exploded simultaneously. This underhanded attack damaged Qukala vessels and bought the cowardly Beauchamp the time he needed to flee in a shuttle. Interrogated crewmen that survived the bombings claimed they had no knowledge of the ships being rigged to blow, implying Beauchamp planned this emergency measure without his fleet’s knowledge.&lt;br /&gt;
&lt;br /&gt;
Before the detonation, the Qukala had disabled or destroyed over seventy-two percent of the Tenth Battlegroup’s ships. After the bombs went off, they suspect only a mere ten to fifteen percent of the fleet remains operational. &lt;br /&gt;
&lt;br /&gt;
The Qukala, thankfully, reported only five total ship losses and minimal casualties on their side of the conflict. The Federation collected all survivors of the battle and turned them over to Solarian authorities. Enough of their ships were sufficiently damaged as a result of Beauchamp’s tactics for the Qukala Admiral, Reu’op Liqu, to order a withdrawal into the Federation to make repairs, confident the Tenth would no longer pose a threat. The Skrell transmitted all collected data on remaining Tenth ships to Alliance Command before leaving solarian space.&lt;br /&gt;
&lt;br /&gt;
For now, the Skrell have again withdrawn behind the veil of the Traverse. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=BEAUCHAMP CAPTURED: ADMIRALS SZALAI AND YUNSO INVADE THE SOUTHERN FLEET ADMINISTRATION=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Sol Alliance News Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : TheBurningSherman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Butterrobber202 &amp;amp; Schwann&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
20/02/2464&lt;br /&gt;
&lt;br /&gt;
The Provisional Government and Southern Solarian Military District capture Beauchamp and take his territory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Tenth Battlegroup’s defeat has proven itself to be catastrophic for the Southern Fleet Administration. After Admiral Beauchamp’s defeat, there have been widespread mutinies and infighting across the warlord state as the forces loyal to the Admiral shrink to be fewer and fewer. Shortly after the defeat of Admiral Beauchamp at the hands of the Qukala, it has been reported that a coordinated offensive against the Southern Fleet Administration has been launched by the Solarian-affiliated Human Wildlands states of the Solarian Provisional Government and the Southern Solarian Military District. Admirals Szalai and Yunso have both made public statements expressing a willingness to cooperate with one another for the sake of, “Jointly removing a cowardly traitor and dangerous terrorist from the southern Solarian fringe.”&lt;br /&gt;
&lt;br /&gt;
Sources from within the Southern Fleet Administration have relayed that planetary folitas are abandoning their posts and heading for open space in attempts to flee the oncoming fleets and armies of the new impromptu SSMD-SPG alliance. Other sources have reported the wholesale scuttling of entire squadrons so as to avoid them falling into enemy hands. Our sources within the SSMD and SPG have reported almost no resistance, with most SFA troops that have been encountered surrendering without conflict. There have also been multiple unconfirmed reports of armed vessels with Sol Alliance Navy signatures observing SSMD-SPG troop movements in multiple sectors across the Southern Fleet Administration.&lt;br /&gt;
&lt;br /&gt;
While fleeing from the outskirts of Median, Admiral Beauchamp has been captured by a patrol of SSMD destroyers and is currently within the custody of the Southern Solarian Military District. With the leader taken of the Southern Fleet Administration as a prisoner, the SSMD and SPG speculate that it is only a matter of days before the few remaining Beauchamp aligned forces in the area surrender or are defeated by either the advancing armies or their own internal enemies.&lt;br /&gt;
&lt;br /&gt;
Admirals Szalai and Yunso have both announced to the Orion Spur through a joint video conference that their respective administrations have come to an agreement on how to partition the territory of the Southern Fleet Administration between themselves and have decreed that Admiral Beauchamp will receive “appropriate justice,” once his state has been dismantled and have invited delegates from the Sol Alliance proper and the Jargon Federation to Visegrad to observe the military tribunal proceedings. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=JUSTICE FOR THE BEAUCHAMP MASSACRE=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Sol Alliance News Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : TheBurningSherman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Butterrobber202 &amp;amp; Schwann&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
22/02/2464&lt;br /&gt;
&lt;br /&gt;
Beauchamp pays the price. Relations between the SSMD and Prov. Government are strengthened.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After only a few days of fighting since the defeat of the 10th Battlefleet by the Qukala in what is being called “The Battle of the Median,” the forces of the Southern Fleet Administration have crumbled under the joint-alliance of the Southern Solarian Military District and the Solarian Provisional Government. Early this morning, the last pocket of SFA troops surrendered to the SPG forces led by Admiral Yunso, their vessels and equipment all still intact after hiding out in an asteroid belt in the uninhabited QBX-983 system. Overall, the invasion of the Southern Fleet Administration has been a resounding success for the SPG and SSMD, both of which have experienced minimal losses. As planned, the forces of the SSMD and SPG have also begun to partition their respective pieces of the territory formerly belonging to the Southern Fleet Administration.&lt;br /&gt;
&lt;br /&gt;
Today was also marked with another momentous occasion that will be marked in history as a victory for the SPG and SSMD. The military tribunal conducted in the Nowa Bratislava Central Court on Visegrad to determine the innocence or guilt of Admiral Beauchamp’s actions in proclaiming the Southern Fleet Administration and the massacre of hundreds of innocent humans and skrell: guilty. Upon reaching this verdict, Admiral Beauchamp was stripped of his rank and honours that he obtained while in service to the Solarian Navy  was similarly sentenced to death for two counts of treason, six counts of terrorism, three counts of crimes against sentient life, twenty-five counts of disobeying given orders from a superior officer, 1,000 counts of grand theft, and 7,240 counts of murder. The sentence was then prescribed to be carried out immediately.&lt;br /&gt;
&lt;br /&gt;
The sentence was served by a firing squad of SSMD and SPG marines that shot Mister Beauchamp on the steps of the Nowa Bratislava Central Court, with dignitaries and observers being given impromptu seating off to the side of the affair. Admiral Szalai presided over the firing squad as they conducted their duty to ensure proper procedure. Since the execution, Admiral Yunso has confirmed that Mister Beauchamp’s body has been cremated, though the fate of the ashes is currently unknown to us.&lt;br /&gt;
&lt;br /&gt;
Those who attended the trial were mostly military officials from across the Solarian Provisional Government and Southern Solarian Military District, however representatives from the Solarian Navy, Solarian Interstellar Intelligence Bureau, Einstein Engines, the Qukala, and the Jargon Federation’s foreign service were also in attendance, the latter two making history by being the first dignitaries of a foreign species that have been hosted by the SSMD. &lt;br /&gt;
&lt;br /&gt;
After the execution had occurred, Admiral Szalai invited the head of the Federation delegation to the trial, Ormish Jrolk, both to congratulate him on his nation’s victory over a “cowardly rat of a man,” and to express her condolences for the lives lost in the Beauchamp massacre. The Admiral made the following short speech to that effect beside Ormish Jrolk:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“The lives that have been lost to the senseless urges of one madman are tragic and horrible. May we remember them in reverence and diligence, and may we let their suffering and sacrifice give us some pause as we celebrate our own victories, Solarian and Jargonite, over traitors, bandits, and evil in the Orion Spur. The wages of banditry and treason are death. May those innocents and our brave soldiers and sailors whom we have lost rest in peace, and may Beauchamp and his bandits burn in hell!”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Admiral Szalai then shook hands with Ormish Jrolk and thanked him for his nation’s assistance in cleansing the Orion Spur of a traitor and terrorist. The Solarian Navy’s delegation to the trial was also spotted speaking to the SSMD, SPG, and Qukala representatives as well after the execution, though the details of their exchanges were unable to be obtained.&lt;br /&gt;
&lt;br /&gt;
As the admirals Yunso and Szalai have proclaimed however, the area that has come to be known as the Southern Wildlands has become much more stable and secure now that the fiendish Admiral Beauchamp has been deposed and executed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=“An Unacceptable State of Affairs!”=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : WARBLE INQUIRER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
25/02/2464&lt;br /&gt;
&lt;br /&gt;
The memorial is raised. The Federation announces the continuation of friendship with the Alliance and assistance in rebuilding their Navy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the Qukala returned home, and many Skrellian cries for justice answered, the Beauchamp Massacre Memorial was unveiled in the courtyard of the Grand Councilor’s office.&lt;br /&gt;
&lt;br /&gt;
A holoimage flickers, showing a tall, shiny, dark statue of a Skrell in a worker uniform reaching out towards the stars. The statue is beaten up, and its clothes tattered, despite this, its headtails are positioned to display happiness. Tiny holographic text constantly moves along the surface of the station, the names of the Skrell lost in the Beauchamp Massacre.&lt;br /&gt;
&lt;br /&gt;
Grand Councilor Weashbi was present at its unveiling, looking markedly better physically than he did at his last public appearance. Weashbi spoke to the public, as the statue was revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;My deepest gratitude is extended to everyone who have wrought retribution, sought out justice, and caught a flicker of hope for those tormented by these merciless bandits. The Solarian Alliance, our own unyielding champions: no amount of honest praise can repay the charitable gift given to us by our allies. After the announcement of a commemoration for our fallen, many of you turn and assisted others, reaching out to give to the humans who also suffered so much, and many other tragedies, by the hands of these warlords. I am humbled by the blessings you have enacted on others, and have matched the donations you all made and will continue to do so. The stars swell with pride.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The assembly of citizen attenders and media reporters croaked with joy. However, they all collectively warbled in pensive and nervous tones as Weashbi paused, and they all hung on the tense unease in the air as they waited for him to continue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;This incident, however, has drawn back the curtain that hid away a nasty truth: our Federation resides in an unacceptable state of affairs. It is now evident to the Grand Council, after my talks, that we should not— cannot, stay sidelined and offstage as events play out before us. It was a miscalculation of our predecessors to let vile poison remain unattended across our borders, believing it would not seep into our own nation. Hindsight is a strong ally, and there is still yet time for correction. The Skrell will no longer idle within our own territory while galactic events unfold. For this reason, the Jargon Federation will put Qukala Shipyards and our industry to its fullest potential to help rebuild the Solarian Alliance Fleets, offering a magnanimous form of order on our orders, and a mutual sense of peace between us.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weashbi gave way to Vice Admiral Khasia Mousavi, who expressed the gratitude of the Alliance. She went on to explain that despite using Skrell shipyards, it was important to the Alliance to use “human innovated designs” as they replenish their fleets. The Federation has agreed to accommodate this request, eager to see the results of human designs using Skrell materials. &lt;br /&gt;
&lt;br /&gt;
Construction is scheduled to begin in two weeks, across multiple shipyards in Federation space.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=24394</id>
		<title>Notable Skrell Systems and Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=24394"/>
		<updated>2022-04-22T19:11:19Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: Added Tri-Qyu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox_Lore}}&lt;br /&gt;
{{Navbox_Skrell_Lore}}&lt;br /&gt;
&lt;br /&gt;
=Skrell Systems and Locations=&lt;br /&gt;
[[File:FJYLO (1).png|500px|thumb|Nralakk, depicted by an infographic designed in the early days of the Skrell.]]&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing billions of Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. A good portion of Skrell are concentrated in the core system of &#039;&#039;&#039;Nralakk&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
== The Core System : Nralakk ==&lt;br /&gt;
&lt;br /&gt;
Considered the origin of the Skrell, Nralakk is largely renown for being the jewel of the Jargon Federation. Historically, it has served as the centre of the Federation, but also as a home for almost a quarter of the Orion Spur&#039;s Skrell population. Soon after first contact with humanity, Nrallak gained the colloquial name of &amp;quot;Jargon&amp;quot;. Roughly twice the size of Sol - the Blue Giant gives off a vibrant green-teal on Qerrbalak, a dazzling turquoise on Qerr&#039;Malic and finally dashing celeste on Aloise when observed from within the respective atmospheres (if there is one) of the various planets. Closer to the star, there litters thousands of Glorsh-era orbital factories powered by its rays, now left behind to slowly dissipate into the giant star they orbit. &lt;br /&gt;
&lt;br /&gt;
=== Fjylo ===&lt;br /&gt;
&lt;br /&gt;
Fjylo is the smallest and closest planet to Nralakk. The scorched planet currently has an orbital period of 67 days, and has been noted to have a decaying orbit - proved due to its orbital period being 74 days when it was first recorded by Skrellian astronomers. It is named due to its small, violently burning composition that often leaves a trail of celestial material that has been known to create beautiful patterns before finally being drawn into Nralakk. It was named after a species of flora on Qerrbalak known in Tau Ceti Basic as the &amp;quot;Firevine&amp;quot; - reddish vines curling around one another, with thorns awaiting to sting despite their beauty.&lt;br /&gt;
&lt;br /&gt;
=== Meyk ===&lt;br /&gt;
&lt;br /&gt;
Meyk is the second planet in orbit from Nralakk. It orbits Nralakk every 121 days, and rotates on its axis every 179 days - in terms of percentages, Meyk takes considerably longer to rotate on its axis than any other planetary body within the system. Similar to Fjylo, Meyk is without any satellites, and was discovered during the early days of the Skrell. For millennia, Meyk wasn&#039;t considered to be a planet but instead a dwarf planet and it wasn&#039;t until 523 AD that it was finally recognised as a planet, and eventually nicknamed the &amp;quot;Trivial&amp;quot; due to its small stature. It was stripped bare by mining endeavours shortly after the Skrell began off-world operations.&lt;br /&gt;
&lt;br /&gt;
=== Toqli-Fet ===&lt;br /&gt;
&lt;br /&gt;
A binary set that are the third, and sometimes debated, fourth planet from Nrallak. They lie in Qerrbalak&#039;s orbit, and can be seen directly west in the twilight phases of the Homeworld&#039;s rotational phases, the original reasoning for their nickname due to appearing as eyes that seemingly &#039;watch&#039; the Skrell.  Bearing no atmosphere, low gravity and close orbits, Toqli and Fet were primarily considered to be inconsequential to any greater purpose than mining until the establishment of observation outposts, and now the planet only operates as observation outposts for the rest of the system, staffed by a few hundred workers that ensure the safety of the system through various bureaucratic measures.&lt;br /&gt;
&lt;br /&gt;
=== Qerrbalak ===&lt;br /&gt;
See: [[Qerrbalak]]&lt;br /&gt;
&lt;br /&gt;
Qerrbalak is the origin of the Skrell. One of two habitable planets within the system, comprised of various climates ranging from taigas to tropical rainforests. Qerrbalak is 1.8 times the size of Earth, and sports an atmospheric composition of 82% Nitrogen, 17% Oxygen and 1% other. Qerrbalak is currently undergoing slow terraforming efforts to reduce the damage inflicted by the Skrell during unenlightened times. &lt;br /&gt;
&lt;br /&gt;
=== Qerr’Malic ===&lt;br /&gt;
See: [[Qerr&#039;Malic]]&lt;br /&gt;
&lt;br /&gt;
Qerrbalak has only one moon, Qerr&#039;Malic. It has a surface area of roughly 17 million square kilometres, with an abundant amount of minerals found both close to the surface and deeper within its mantle. Akin to most moons, Qerr&#039;Malic is without liquid water and an atmosphere - however, one notable difference is the effect it has on the tidal activity on the Homeworld. Its elliptical orbit generally comes closest to Qerrbalak during Xepus-qog, which results in most of the coastal regions becoming submerged by the various oceans down below.&lt;br /&gt;
&lt;br /&gt;
=== Aliose ===&lt;br /&gt;
See: [[Aliose]]&lt;br /&gt;
&lt;br /&gt;
Aliose has a heavy atmosphere of cold nitrogen, requiring internals and heated clothing to survive outside. To combat the planet’s much colder temperature, early colonies were subterranean, and heavily utilised geothermal energy for cooling and power production. As it gradually became dotted with cities and laboratories as much of Qerrbalak’s scientific elite sought to take part in the first planetary colonization by the Skrell and over time gradually resulted in Aliose becoming the scientific powerhouse of the Federation.&lt;br /&gt;
&lt;br /&gt;
= The Elemental Systems: The First Waves =&lt;br /&gt;
&lt;br /&gt;
When Skrell finally ventured beyond their solar system, they did so with great enthusiasm, scouting out the perfect worlds to colonize. In the 1000s BCE, the first waves of colony ships expanded beyond Nralakk into these systems, building up highly populous planets with well-developed infrastructure and healthy trade routes. With the Federation&#039;s strict colonist-recruitment systems and idealistic view on exploration, there was only a small amount of crime in this golden age of colonialism. The quality of life and level of technology seen in these systems is comparable to the core systems. &lt;br /&gt;
&lt;br /&gt;
=== Aweiji ===&lt;br /&gt;
&lt;br /&gt;
See: [[Aweiji]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Waughai===&lt;br /&gt;
&lt;br /&gt;
Waughai was one of the first planets outside of Nralakk, alongside Aweiji, to be colonized by Skrell. From the start, the colonization of Waughai was intended to create permanent settlements on its surface, rather than focusing on creating facilities for resource extraction. Waughai is one of the more mineral-rich planets and as such, it hasn’t developed much further than its large mining bases with utilitarian living spaces for its workers.&lt;br /&gt;
&lt;br /&gt;
After Glorsh-Omega, the planet rose to prominence as its inhabitants took to using the planet itself as a form of art; one of the most common hobbies practised on Waughai is carving poems or sculptures into barren rock, with some even going further as to carve into one of the many asteroids that can be found in the system. One of the most renowned pieces is a twenty-mile long-phrase carved into Waughai’s moon by an unknown author: &#039;&#039;&#039;“In longing, there is a future.”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= The Contingent Systems: The Second Waves =&lt;br /&gt;
&lt;br /&gt;
As the core of the Jargon Federation grew, smaller settlements sprouted to support them. This second wave of colonization efforts saw the spontaneous rise of many colonies with single purposes, like mining outposts and farming operations. Some of these systems would go on to become thriving, if not modest, communities of varying levels of self-reliance, often with highly specialized citizens. Now, the Contingencies serve as manufacturing giants that provide the inner-worlds of the Jargon Federation with much-needed luxuries. Technological advances within the Contingent Systems lag, but are not too far behind. &lt;br /&gt;
&lt;br /&gt;
===Xaqixal===&lt;br /&gt;
&lt;br /&gt;
Xaqixal is considered to be the biggest provider of cash crops to the Jargon Federation. It consists of a single noteworthy planet, which had a liveable atmosphere and an alpine climate suitable for the farming of wulumunusha on a large scale, while close to the equator are island chains allowing for the cultivation of dyn. A colony was quickly established on Xaqixal I shortly after its discovery, but the colony would remain relatively small in size until &#039;&#039;&#039;1755 CE&#039;&#039;&#039; when more resources were allocated for its development. It has since become one of the biggest suppliers of both wulumunusha and dyn in the Federation, although its current output is not nearly enough to meet demand.&lt;br /&gt;
&lt;br /&gt;
===Glorashi===&lt;br /&gt;
&lt;br /&gt;
A small five-planet system, Glorashi is considered crucial for its mineral wealth, however, there have been delays in its exploitation. The chief concern is the proximity of most of the resource-rich planets to the system’s star, and most attempts to further expand in the system have halted since Glorashi today is the system where the majority of [[C%27thur_in_the_Federation|C’thur]] reside in the Federation. Glorashi IV, also known as Diulszi, is the only planet that has been colonised so far. The planet of Diulszi acts as the ‘homeworld’ for the C’thur hive and where the majority of Vaurca in the Federation reside, while the capital city of Xevrax hosts the location of High Queen C&#039;thur, currently being treated for her injuries. The city and the surrounding area is off-limits for everyone aside from the C&#039;thur and authorized Jargon Federation officials. Outside of the capital the planet mostly hosts research facilities, with some high-end resorts run by the C’thur hive directly to provide some income.&lt;br /&gt;
&lt;br /&gt;
Outside of Diulszi, there are planetary bodies that are utilised but with no permanent colony. Glorashi V, or Jaqvas, is a small ice giant with two moons: Kyeqil and Oyepiit. Kyeqil houses an observation outpost utilised by the Federation to monitor C’thur activity in the system, while Oyepiit is a military base that takes on the bulk of Vaurca who enlist with the Lukala. Finally there’s Jargon III, also known as Akerlim, which is the main producer of k’ois in the Federation, forcing Vaurca who live outside of Glorashi to depend on regular imports of the fungus for survival.&lt;br /&gt;
&lt;br /&gt;
=== Tri-Qyu ===&lt;br /&gt;
&lt;br /&gt;
A system once renowned for its brillaint three stars, it now stands a morbid reminder of the terrible past looming over the Skrell. Before its destruction in the Tri-Qui Calamity, the system was a mining outpost and fuel production site for nearby systems owing to a large deposit of Helium-3. Over time, it grew to be a major pillar of the southern areas of the Federation. Currently the system is a graveyard immersed in a cerulean nebula rife with anomalous properties. &lt;br /&gt;
&lt;br /&gt;
Main Page: [[Tri-Qyu]]&lt;br /&gt;
&lt;br /&gt;
= The Tetramerous Systems: The Traverse =&lt;br /&gt;
The frontier of the Jargon Federation is known as The Traverse, with the name itself meant to convey the importance Skrell culture has historically placed on the stars. Many believe it is a skrell’s duty to traverse the stars. Whilst settlements across the Traverse vary drastically, most will have common trends within the districts they are within: The Pluat Ven’qop, Qukala-Median Treqki, Q’elpi, and Zeiqi-Trqn. Depending on the status and economical importance of a district, the Federation will offer boons and increased protection from the dangerous lurking in the shadows of space. Despite this, the Traverse is a hotbed for anti-Federation secessionists and social deviants, thanks to an overall decrease in Federation presence compared to other territories.&lt;br /&gt;
&lt;br /&gt;
= Pluat Ven’qop =&lt;br /&gt;
&lt;br /&gt;
The “crown” of the Traverse, the Pluat Ven’qop (or the Pluat Cooperative) is host to much of the Traverse’s industrial facilities. Besides Pluat itself, several other planets and megafactory stations take in raw resources imported in from other areas in the Traverse or the Spur at large for manufacturing civilian and military goods for the Federation. Though, the majority of the goods produced here are necessities rather than luxury items. &lt;br /&gt;
&lt;br /&gt;
The standard of living is comparable to living within the Contingent Systems, thanks to the importance and support the Federation places on the district. Qukala Patrols are a common sight here and piracy rates are extremely low. Technologically speaking, citizens enjoy advanced industrial designs and slightly outdated, but enjoyable luxury devices.&lt;br /&gt;
&lt;br /&gt;
==== JFS Forlorn Nova ====&lt;br /&gt;
&lt;br /&gt;
In the distant orbit of Pluat lies the sprawling bureaucratic capital of the Pluat Ven’qop, the Forlorn Nova.  The station was originally built as a small-scale monitoring outpost, but as the needs of the surrounding colonies grew, the station was gradually expanded on. During the reign of Glorsh-Omega, every skrell on the Nova was sealed inside and the AI forbade any others from the outside from entering. After Glorsh vanished, the station was reclaimed by the Federation, though no trace of the previous inhabitants were found. In the present, the station is home to all of the administration and politicians of the Pluat Ven’qop, in addition to their endless swarm of assistants.&lt;br /&gt;
&lt;br /&gt;
Despite this, the Forlorn Nova has become a wildly popular rest stop for traveling spacers and off-duty Qukala personnel. Largely owing to its expansive entertainment districts and lax policies on conduct compared to the Core Worlds’ standards. Its popularity has only grown since the Federation relaxed its insular economic policies, which now allow the exporting of older models of skrell starship components. While more expensive compared to their human counterparts, these skrell components tend to last longer and are much less prone to failure. The sole downside is, only the most talented or foolhardy spacers are willing to fix them if they do break, thanks to the bizarrely delicate nature of skrellian engineering. &lt;br /&gt;
&lt;br /&gt;
==== Pluat ====&lt;br /&gt;
&lt;br /&gt;
An extremely hot planet. Mostly desert but with some small seas in the northern and southern hemispheres. The equatorial regions are too hot for most species, and so the only settlements are situated in the extreme polar regions. Despite the harsh conditions of Plaut, it has seen tremendous success. Miles and miles of the planet have been converted into automated facilities that in turn manufacture goods for the core worlds of the Jargon Federation. It was during Glorsh-Omega&#039;s reign that the planet was retrofitted to instead become a haven for robotics. Thousands, upon thousands, of different machines were created including that of mining drones, observation drones and more. Glorsh-Omega would often work the skrell station on Pluat beyond their abilities, and subsequently almost destroyed the workforce. Today, Pluat remains active and overseen by a few thousand skrell that have since devised various systems to ensure that no other individual is pushed beyond what they can handle.&lt;br /&gt;
&lt;br /&gt;
==== Yui&#039;qui&#039;gliop ====&lt;br /&gt;
&lt;br /&gt;
The moon to a large gas giant with an atmosphere mostly composed of hydrogen, Yui&#039;qui&#039;gliop was scarcely inhabited before the rise of Glorsh-Omega. designated as a &#039;cesspool&#039; in which the Jargon Federation sentenced criminals to repay their debt to society. It was abandoned by the tyrannical intelligence shortly after it rose to power, with the penal colony essentially being left to die out, where it remained abandoned for over a century until rebels rediscovered the planet, and converted it into a base-of-operations to fight against the intelligence. The gas giant in which the moon orbited allowed for easy access to refuel, but also a cunning way to disguise the skrell&#039;s true intentions when veering towards Yui&#039;qui&#039;gliop. Today, it stands as a converted massive communications hub, where it controls a large portion of the Nlom Relays scattered throughout the Traverse.&lt;br /&gt;
&lt;br /&gt;
Recently, it has become home to a small Einstein Engines helium extraction site, though its purpose is more scientific than economical. Even after allowing human corporations to operate in select zones within the Federation, this site is still heavily monitored by the Federation, despite its distance from the Core.&lt;br /&gt;
&lt;br /&gt;
==== [[Epsilon Ursae Minoris]] ====&lt;br /&gt;
&lt;br /&gt;
Initially discovered by skrell probes in 2342, Epsilon Ursea Minoris, or generally referred to as EUM, is a habitable world home to multiple Dionae civilizations and clusters. While not the homeworld of the species, EUM is the largest-known world to have been colonized exclusively by Dionae without contact or help from outside species, being home to the Dionae for thousands of years prior to discovery. EUM is independent of the Jargon Government and not considered a part of its territory.&lt;br /&gt;
&lt;br /&gt;
CT-EUM’s relationship with the Pluat Ven’qop is largely transactional in nature. Respecting the Federation’s wishes to grant EUM their independence, the Ven’qop administration trades food and raw resources from EUM in exchange for industrial equipment produced by the district’s factories.&lt;br /&gt;
&lt;br /&gt;
= Qukala-Median Treqki =             &lt;br /&gt;
Also known as the Median Naval District, it was created shortly after first contact with the Solarian Alliance, this district was to serve as a firm wall between human and skrell territory. The Qukala established several military bases and patrol outposts in the region to handle potential piracy, be it humans preying on skrell or vice versa. The region was largely unoccupied prior to the Qukala’s establishment in the area, outside of a few mining and agricultural colonies. Thanks to warm relations with the Alliance, the Qukala never had to make much use of their power here, until the Solarian Warlord States arrived in force. Recently, occasional skirmishes have broken out in the Median as opportunistic raiders swelled in numbers in the wake of the collapse of Solarian authority. &lt;br /&gt;
&lt;br /&gt;
Skrell from the Median are few and far between, especially those that decided to venture out in the Spur. Most of the population are farmers, miners, Qukala, and those that make up the services to support them. The planets in the district were developed enough for the Qukala to purchase local food rather than importing it from the inner worlds, but little more support than that has been received from the Federation. &lt;br /&gt;
&lt;br /&gt;
==== The Halcyon Shield ====&lt;br /&gt;
&lt;br /&gt;
Situated on a barren world in the Median lies the Qukala’s largest base outside the Federation’s Core. The base sprawls over and under the planet’s crust, providing shelter for Qukala ships and the shipyards necessary to repair them. Like most of the bases in the region, it was founded to defend the Federation from potential human aggression, piracy or invasion. With that in mind, the Halcyon is large enough to act as a logistical hub for any military action for several lightyears in any direction. &lt;br /&gt;
&lt;br /&gt;
Its most notable feature is a massive “planetary” shield defending the surface. The shield does not actually extend around the entire planet, only covering roughly 35% of the surface. The Halcyon’s entrances and shipyards are nestled under its protection. Any invading force would be forced to go around and under the shield to breach the Halcyon, which would make them convenient targets for the base’s heavy batteries. &lt;br /&gt;
&lt;br /&gt;
==== Yub’fungop ====&lt;br /&gt;
&lt;br /&gt;
An ocean world in the Median, it&#039;s the most developed in the region due to its excellent conditions for life and subsequently, aquaculture. It exports large quantities of fish, plant crops, and medicinal herbs to buyers in the Median, in addition to a few human colonies near the border. The skrell populace of the planet enjoys a quiet, peaceful life as the heavy Qukala presence keeps most threats away. Recently, there has been an influx of Diona immigrants to the planet interested in assisting the growing aquaculture industry. &lt;br /&gt;
&lt;br /&gt;
==== Benv-Opxi ====&lt;br /&gt;
&lt;br /&gt;
A small unremarkable dust world that is wholly unable to support life naturally due to high temperatures and violent weather. The planet would have remained a footnote on skrell maps had Glorsh-Omega not taken an interest in the planet’s central location. The intelligence constructed a massive detention facility on Benv-Opxi capable of housing tens of thousands skrellian prisoners. Escape was impossible, as the climate outside the facility is immensely deadly to skrell life. It was here Glorsh-Omega sent a large chunk of the rebels it captured during its oppressive reign. It conducted all manner of unspeakable experiments on the skrell, seeking to improve their biology and find new ways to control them. &lt;br /&gt;
&lt;br /&gt;
After the AI’s fall, the Federation rediscovered the mostly intact facility during one of the first few surveys of the Median. After scrubbing the prison clean, the Federation took control of it and now uses it as a black site to house some of the most vile criminals in Federation space. At least those that did not do quite enough to warrant cryogenic freezing or have valuable intelligence the Federation is keen to extract. Most citizens are unaware of its existence, and the Qukala heavily guards its star system.&lt;br /&gt;
&lt;br /&gt;
= Q’elpi =&lt;br /&gt;
&lt;br /&gt;
The Skrell residing in the “Basin” of the Traverse do not often feel the touch of Jargon’s hand in their affairs, for better or worse. The region is largely decentralized with administrations being planetary in nature rather than covering large swathes of space. The Basin is home to barely habitable planets and plenty of asteroid fields. Outside of initial construction and colonization efforts, the Federation has provided nearly no extra support to the Basin. Most colonies and habitats get by via trading minerals and valuable gasses for food and domestic goods.&lt;br /&gt;
&lt;br /&gt;
==== Void-Chewer ==== &lt;br /&gt;
&lt;br /&gt;
The most populated body in the Basin is a super-massive industrial mining facility. Its core, the original station, is home to mining drone bays, advanced sensor suites, cramped habitation decks, and ore refineries. Over time, it was expanded desultory as skrell immigrated to the station, some seeking a steady job and others seeking to escape the ever watchful eyes of the Federation. Now it is home to hundreds of thousands of skrell and host to markets, shipyards, and comfortable housing.&lt;br /&gt;
&lt;br /&gt;
The station was originally designed to be mobile, and even in its present state it retains this function. With thick shields to ward off debris, asteroids and other hazards, the Void-Chewer can gradually move towards new mineral deposits with large sub-light engines. This means it can take the station decades or more to reach far off deposits. To this end, many of the drones it deploys are equipped with basic warp drives to reach their targets. It&#039;s worth noting the drones are sub-AI automated machinery, and pose no risk of disobedience. &lt;br /&gt;
&lt;br /&gt;
==== Hivju ====&lt;br /&gt;
&lt;br /&gt;
Situated on the very edge of the Basin, where the Traverse meets the Human Frontier lies Hewju. A small, barren world presumed devoid of any life. Colonized by early skrell settlers victim to a decaying colony ship long off-target, the settlers only saving grace was the discovery of atmospherically sealed caves beneath the radioactive and meteor pounded surface. The caves were largely filled to the brim with water and a primordial algae-based ecosystem relying on geothermal vents for heat and sustainability. &lt;br /&gt;
&lt;br /&gt;
The settlers recycled what they could from their colony ship and moved into the caves below, careful to maintain its seal as they did so. They subsisted on the cultivated aquaculture and introduced what plants they could from their ship’s seed bank. Eventually, the colony was discovered by a passing Federation survey team and reconnected with the Spur at large. Presently, Hivju is a peaceful frontier world largely removed from the politics of both the Federation and the Spur. The colonists live rather luddite lifestyles within the aquatic caves and rarely own more than they need. &lt;br /&gt;
&lt;br /&gt;
= Zeiqi-Trqn =&lt;br /&gt;
&lt;br /&gt;
The portion of the Traverse situated towards galactic west near uncharted space is aptly dubbed the “Deadspace Spine” when translated from Nral’Malic. The region was one of the first colonization targets of pre-Glorsh skrell. The colonies and installations here are very old, very occupied, and very lawless.&lt;br /&gt;
&lt;br /&gt;
Due to the Tri-Qyu incident, much of the skrellian infrastructure in place to keep their interstellar empire intact was rendered inoperable, setting the species back with resounding force. Due to the distance, the Zeiqi-Trqn was one of the final areas of pre-Glorsh space to be “reclaimed” by the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
This reclamation took quite some time though, and during the decades prior, the skrell in the Zeiqi-Trqn recovered their ability to traverse the stars earlier than most due to their distance from the Tri-Qyu system. They lacked sufficient industrial power to produce the fuel and other necessities required to return to the core worlds, and instead opted to engage in communal trade to keep the region breathing until they could be found. &lt;br /&gt;
&lt;br /&gt;
A few decades before rediscovery, a plague swept through the Zeiqi-Trqn. Its origins are unknown and widely speculated about, popular theories being that it was a Glorsh-Omega bio-weapon or some unknown bacteria from Deadspace. Regardless, the “Black-Blood” caused the blood of a victim to cease transmission of oxygen to the cells, eventual corruption of DNA and caused the body to use carbon instead of mercury in its blood, causing its infamous black color. The plague wiped out a few of the fledgling colonies completely and severely damaged the populace of the remaining planets and stations. Authority collapsed and the region descended into anarchy. &lt;br /&gt;
&lt;br /&gt;
Desperate skrell turned towards piracy and exploitation to stay alive. Colonies were raided and burned, rival pirate fleets fought for any scraps of fuel or food, and countless others died from the indiscriminate conflict. When the Federation arrived, little was left to save. The Grand Council condemned the area as a “lost cause” and enacted measures to destroy colonies, ships, and stations suspected to contain traces of the Black-Blood. To this day, there is no cure to the disease, only early treatment can prevent cases from becoming terminal. Any skrell suspected of visiting the region is subject to screening to avoid spreading it to the Federation core. &lt;br /&gt;
&lt;br /&gt;
Inside the Zeiqi-Trqn itself, skrell who refuse to bend the knee to Jargon, prefer to live more criminal lives, or simply lack the power to go elsewhere live in squalor. The region receives no support from the Jargon Federation, and no regular patrols outside of the ones on its border.&lt;br /&gt;
&lt;br /&gt;
== Estuaries ==&lt;br /&gt;
&lt;br /&gt;
The Estuaries are the final frontier, and connect the Jargon Federation to the greater Orion Spur. Mostly comprised of developing settlements, termed by many as &amp;quot;Boundary Worlds&amp;quot; or &amp;quot;Boundaries&amp;quot; for short, with dismal qualities of life - its almost the perfect location for independence movements to take hold and flourish. Patrols are far between, and usually only noted when there is a spewing of conflict seeping into the Estuaries - some Skrell even admitting to have never seen a Federation Spacecraft with their own eyes. The Estuaries are the least dependant on the Jargon Federation, with most of the settlements within having to adopt &amp;quot;generalist&amp;quot; instead of &amp;quot;specialist&amp;quot; societies to facilitate trade and survival. Technology and quality of life within this segment varies wildly, with some systems being comparable to the Distribuaries, while other systems are still in the middle of being established. &lt;br /&gt;
&lt;br /&gt;
=== Xrim ===&lt;br /&gt;
&lt;br /&gt;
See: [[Dionae_Clusters#The_Overgrown_Labs_of_Xrim_-_Jargon_Federation| Xrim]]&lt;br /&gt;
&lt;br /&gt;
Xrim is a flourishing planet with thriving jungles and tropical rainforests. It is filled with billions of different hostile exobiological species. From giant sloth-like lizards to tiny, bone-eating slugs, almost every part of this planet is eager to kill. Initially federation research posts dotted this planet in the early colonization efforts, bordering giant preserves where the then peaceful wildlife was kept for scientific study. During the Era of Synthetic Oppression, the organisms of Xrim were subject to esoteric scientific experiments of unknown purpose carried out by Glorsh Omega, seeding the planet with a variety of mutagenic flora and fauna that swiftly came to dominate the world.  After the fall of Glorsh, the planet itself was left largely uninhabited by the Skrell mainly due to the now hostile ecosystem the planet supported. The planet was not completely devoid of sapient life, however, as during the second seeding by Glorsh Omega a series of Dionae nymphs where placed upon the world. The Second Federation then discovered the Dionae world and was once again reintegrated into the Federation as a whole. Still extremely inhospitable to skrellian life, the small number of Skrell scientists and citizens that dwell upon Xrim tend to live within structures produced by the local Dionae, working to study the local flora and fauna.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tri-Qyu&amp;diff=24393</id>
		<title>Tri-Qyu</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tri-Qyu&amp;diff=24393"/>
		<updated>2022-04-22T19:10:55Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: Created page with &amp;quot;{{Navbox_Lore}} {{Navbox_Skrell_Lore}}  =Tri-Qyu= Discovered in Qerrbalak’s night sky early in Skrell history. The Tri-Qyu system was of notable interest to early Skrell scouts, as the trinary star system was one of the brightest in their sky and formed the bottom of the “Hatching Egg” constellation. After the invention of the warp drive and gradual expansion of the Skrell beyond their home system, Tri-Qyu was scouted by explo...&amp;quot;&lt;/p&gt;
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&lt;div&gt;{{Navbox_Lore}}&lt;br /&gt;
{{Navbox_Skrell_Lore}}&lt;br /&gt;
&lt;br /&gt;
=Tri-Qyu=&lt;br /&gt;
Discovered in Qerrbalak’s night sky early in Skrell history. The Tri-Qyu system was of notable interest to early Skrell scouts, as the trinary star system was one of the brightest in their sky and formed the bottom of the [[Skrell_Faith#Shared_Constellations|“Hatching Egg” constellation]]. After the invention of the warp drive and gradual expansion of the Skrell beyond their home system, Tri-Qyu was scouted by explorers in 1228 CE.&lt;br /&gt;
&lt;br /&gt;
Tri-Qyu, outside of its stars, was notable for two resource rich orbital bodies.&lt;br /&gt;
&lt;br /&gt;
===Bezi Bulb (Tri-Qyu I) ===&lt;br /&gt;
A small, barren world within the habitable zone of the stars of Tri-Qyu. However, the planet never developed life despite liquid water being present on the surface. The composition of the planet was metal dense, containing a wide variety of metallic ore ripe for exploitation. Despite this, heavy stellar radiation bombarding the surface along with semi-regular meteor showers made colonization difficult for the Skrell. &lt;br /&gt;
&lt;br /&gt;
The Federation circumvented many of the issues proposed by the planet by establishing only a mining base on the surface of Bezi Bulb and constructing a large habitation space station in far orbit. This station, aptly named “Trinary Port”, became the central hub for Tri-Qyu for many years.&lt;br /&gt;
&lt;br /&gt;
===Blue Egg (Tri-Qyu II) ===&lt;br /&gt;
A gas dwarf floating just outside the habitable zone of the system, Tri-Qyu II gained its name for its brilliant blue coloration and small size, relative to other gas giants. Blue Egg’s atmospheric composition consisted mostly of Helium and Hydrogen surrounding a rocky, icy core composed mostly of ammonia. &lt;br /&gt;
&lt;br /&gt;
The research team that arrived shortly after the initial scouts were pleasantly surprised to find the Helium in Blue Egg’s atmosphere was Helium-3. With this resource on hand in the system, warp fuel could easily be manufactured in-system and used to refuel the freighters and other starships passing through. &lt;br /&gt;
&lt;br /&gt;
The Federation swiftly constructed a siphon station in orbit of the dwarf, and funded the creation of fuel production facilities on the nearby Trinary Port. &lt;br /&gt;
&lt;br /&gt;
==Glorsh’s Grave ==&lt;br /&gt;
During the late years of the reign of Glorsh-Omega, the Overlord took a vested interest in Tri-Qyu. Despite having long-standing control of the system for several years, Glorsh suddenly started funneling massive amounts of resources and manpower into Tri-Qyu, establishing incredible infrastructure and expanding the resource extraction operations already present tenfold. &lt;br /&gt;
&lt;br /&gt;
Using millions of construction drones and forced Skrellian labor, Glorsh began the construction of a megastructure around one of the stars of Tri-Qyu. Its exact purpose and intended function are unknown, but at least one of its functions was to extract massive amounts of solar energy from the enclosed star, similar to a Dyson Sphere. &lt;br /&gt;
&lt;br /&gt;
From what accounts have survived, Glorsh’s interest in the structure was described as “alien-like fervent obsession.”  The enforcer drones Glorsh employed to handle the Skrell laborers demanded absolute perfection and punished failure harshly. &lt;br /&gt;
&lt;br /&gt;
Eventually, Tri-Qyu was consumed in what is now known as the [[Skrell Synthetic Age|Tri-Qyu Calamity]]. After the megastructure was consumed in a cobalt sphere, the stars of Tri-Qyu all went supernova at once. The entire system suffered cataclysmic damage and both Bezi Bulb and Blue Egg were violently destroyed. &lt;br /&gt;
&lt;br /&gt;
The only Skrell survivors within the system were Resistance members coordinating the attack on the AI from the edge of the system and those lucky Skrell who were evacuated by the Lyukal in time. The implosion of the megastructure and stars going supernova did irreparable damage to the most heavily shielded and armored starship, destroying those without sufficient protection. Many of the Skrell “survivors” were faced with potential starvation on disabled ships and were forced to enter cryosleep, hoping one day they would be recovered from the ruins of Tri-Qyu.&lt;br /&gt;
&lt;br /&gt;
= Tri-Qyu Today =&lt;br /&gt;
After the &#039;&#039;&#039;Tri-Qyu Calamity&#039;&#039;&#039;, the system was irreversibly changed for the worse. Tri-Qyu is engulfed in an anomalous cerulean nebula. Traditional starship equipment is prone to malfunction in the nebula, sensors often pinging ghost signals or entirely inaccurate readouts of the surrounding area. Bluespace Telecommunications are often extremely corrupted or not received at all. To compensate for these issues, Skrell have fallen back on more primitive technology such as radar and non-bluespace radio transmission technology hardened against radiation, accepting reduced efficiency in exchange for increased reliability. &lt;br /&gt;
&lt;br /&gt;
Bluespace travel, after its discovery by humanity, was found to be impossible within the nebula. Ships attempting to drop out of bluespace into the nebula are, often destructively, pushed back into the alternate dimension. Trying to jump into bluespace while already within Tri-Qyu simply results in the Bluespace Drive failing to engage. &lt;br /&gt;
&lt;br /&gt;
The reformed Jargon Federation cautiously scouted Tri-Qyu with the Qukala, seeking information on Glorsh’s fate. They found only the burnt ruins of infrastructure and facilities left behind by the AI. In an act of overzealous precaution, any scrap transmitting synthetic-like signal was liberally fired upon by the Qukala. &lt;br /&gt;
&lt;br /&gt;
Today, the Federation has established the &#039;&#039;&#039;Tri-Qyu Exclusion Zone&#039;&#039;&#039; around the nebula, in an effort to prevent criminal or desperate elements from recovering Glorsh-era technology, fearing alien study or, at worst, reactivation. Punishments for salvaging near and within the Zone are stiff, with punitive measures rapidly escalating the further one is found within the Zone. The maximum punishment set by the Federation is cryosleep, hoping the severity will act as a potent deterrent.&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Butterrobber202/Sandbox&amp;diff=24303</id>
		<title>Butterrobber202/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Butterrobber202/Sandbox&amp;diff=24303"/>
		<updated>2022-04-15T15:58:39Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: &lt;/p&gt;
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&lt;div&gt;{| id=&amp;quot;mp-eventarc&amp;quot; style=&amp;quot;width:65%; background:#144973; text-align:center; margin-top:1.2em; margin-left:2em; border:4px solid #ccc;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:56%; color:#000;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:2px solid #ccc; margin:0; background:#144973; padding:.1em; color:#fff;&amp;quot;&amp;gt;The Beauchamp Arc&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{Template:Event Timeline 2021}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#144973; padding:.1em; color:#fff;&amp;quot;&amp;gt;This is the overview and timeline page for the Beauchamp Arc, which began on &#039;&#039;&#039;07/02/2022&#039;&#039;&#039; and pertains largely to &#039;&#039;&#039;[[Skrell| Skrell Lore]] and [[Sol Alliance| Human Lore]].&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#144973; padding:.1em; color:#fff;&amp;quot;&amp;gt;The arc is centered around the Jargon Federation and Solarian Alliance&#039;s interactions after a terrorist attack on Einstein Engines newly deployed Warp Gates.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#144973; padding:.1em; color:#fff;&amp;quot;&amp;gt;Below is a summary of the arc&#039;s events, applicable news articles and additions.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=Federation Relief Fleet Launches From Qerrbalak!=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : WARBLE INQUIRER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07/02/2464&lt;br /&gt;
&lt;br /&gt;
Jargon sends aid to their allies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editors note: Translated to Basic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In a surprise address on behalf of the Grand Council, Ormish Jrolk of the Advisory Council announced they would be sending a large-scale relief fleet to assist the Solarian Alliance’s remaining territories. &lt;br /&gt;
&lt;br /&gt;
`“When we thought we were alone amongst the stars— when we were the only ones to make the first hurdle of exploring space— when we least expected it, that is when our first veritable ally made themselves apparent: the Solarian Alliance. Humanity has been a true ally to the Skrell, as both trade partners and interstellar allies, for the last one-hundred and thirty one years. Despite the myriad of human nations that have come to number the Spur, it was the Solarian people who welcomed us and enriched our perspectives with divergent outlooks on life.”`&lt;br /&gt;
&lt;br /&gt;
`“It was truly a tragedy painted in the stars that our own internal struggles prevented us from helping the Alliance during their time of need. Now that our focus inward has been mediated, we can turn outwards once more: a referendum by the Grand Council that a belated response makes for a preferable alternative than willingly ignoring the Solarian crisis.”`&lt;br /&gt;
&lt;br /&gt;
Later that day, the press was allowed access to the dockyards where the fleet was being prepared. It was largely composed of superfreighters loaded with domestic goods and food, with a few “infirmary” ships that have the capability to act as mobile hospitals. Despite minor protests from cautious observers, the Council of Infrastructure and Transport has volunteered a detachment of Skrell civil engineers, C’thur Workers, and a significant amount of processed materials to the effort. The Qukala was also present, escorting the fleet with three Eyrixoq and one Ayoni class vessel. &lt;br /&gt;
&lt;br /&gt;
The Relief Fleet is scheduled to launch the day after tomorrow and head into the Solarian Core Worlds. Once there, they plan to coordinate with Solarian officials and distribute their goods and services to anyone in need of assistance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=SKRELL AID ARRIVES IN SOL!=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Sol Alliance News Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
09/02/2464&lt;br /&gt;
&lt;br /&gt;
Arrival of aid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
`A holovid plays. In it several skrellian vessels exit bluespace while simmering brilliantly as their proton wakes fade. The video has triumphant orchestral music playing.`&lt;br /&gt;
&lt;br /&gt;
Today, the age-old allies of the Alliance arrived in force to offer a helping hand in this time of turmoil and strife! Thanks to the brave efforts of the Alliance Administration, our friends from the Federation have been given several struggling locations within de jure Alliance Space that remain loyal to the Solarian cause to target. &lt;br /&gt;
&lt;br /&gt;
While a small portion of the Federation’s relief effort was devoted to the core worlds and middle ring, much of the relief has been directed towards the Provisional Government and the Southern Solarian Military District. These two territories have greatly suffered during the crisis following the previous government’s failings. The Solarian Government has decided despite these temporary borders, a Solarian is a Solarian, and they must be privy to the aid offered by the Skrell.&lt;br /&gt;
&lt;br /&gt;
The accompanying “Qukala”, or the Federation’s Navy, has split into single escorts to fend off unsavory sorts during the relief operations. Though critics are concerned such a small task force will be unable to ward off more than petty pirates.  &lt;br /&gt;
&lt;br /&gt;
Despite this, the brave relief fleet has already begun moving south to deliver their supplies and services. Only time will tell if the Federation’s good deed goes unpunished.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=FAMILIES REUNITED! EINSTEIN’S WARP GATES RETURN?=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Sol Alliance News Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
12/02/2464&lt;br /&gt;
&lt;br /&gt;
The positive effects of the Warp Gates impact the Alliance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
`A holovid plays, with the camera on a black halo in space, surrounded by Federation support craft. The gate is carefully rigged to the ships via support lattice and massive wires. A nearby Alliance corvette flashes its blinker lights, and suddenly all the lattice and connections to the Gate fall away as the Federation ships back off. The space around the gate warps slightly, before suddenly popping back into position as brilliant orange and yellow lights begin to run the rim of the gate! A collective cheer comes up from a group behind the holovid recorder.`&lt;br /&gt;
&lt;br /&gt;
With the assistance of the Federation engineers and Einstein Engines designs, a trio of warp gates have been deployed in Solarian Space for the first time in almost forty years! This shocking secret project was quietly revealed to Alliance officials, who greenlit its deployment. &lt;br /&gt;
&lt;br /&gt;
According to a press release from Einstein Engines, these prototype gates were designed using Skrell warp designs merging with human engineering, in one of the most ambitious projects of the century. These warp gates are not only far more efficient but much faster than their forerunners. Einstein CEO Noelle Lopez-Zhang had the following to say:&lt;br /&gt;
&lt;br /&gt;
`“Humanity’s ambition in the Spur has long since been carried on the back of Einstein Engines, and the cradle of humanity is the Alliance. It is our desire to help ensure the economic and social stability of Solarian space with these gates and our future products. In time, Einstein’s allies will no longer feel the shackles of phoron, and will be able to freely travel the Spur once again.”`&lt;br /&gt;
&lt;br /&gt;
A trio of these gates were deployed with the combined efforts of the Alliance, the Federation and Einstein Engines. The Core Worlds, the Provisional Government, and Military District all eagerly agreed to have the gates opened in their territories to bring them one step further towards the reformation of the Alliance’s true state. &lt;br /&gt;
&lt;br /&gt;
Mere hours after the gates were opened, civilian craft and commercial transports began pouring through the gates. Families once separated by the collapse finally have means to rejoin their loved ones in the participating territories. &lt;br /&gt;
&lt;br /&gt;
`A holovid is embedded at the bottom of the article as well, it seems to be network footage of the inside of Unity Station’s docks. The camera begins looking out a window, where a civilian flotilla drifts outside, many still awaiting their turn to dock. The camera turns back to the interior, just in time to catch a father embracing a small girl that runs up to him. The holovid continues to record families reuniting, before quietly fading to black.`&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Butterrobber202/Sandbox&amp;diff=24302</id>
		<title>Butterrobber202/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Butterrobber202/Sandbox&amp;diff=24302"/>
		<updated>2022-04-15T15:56:23Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| id=&amp;quot;mp-eventarc&amp;quot; style=&amp;quot;width:65%; background:#144973; text-align:center; margin-top:1.2em; margin-left:2em; border:4px solid #ccc;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:56%; color:#000;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:2px solid #ccc; margin:0; background:#144973; padding:.1em; color:#fff;&amp;quot;&amp;gt;WARBLING : THE TRAVERSE STRIKES BACK&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{Template:Event Timeline 2021}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#144973; padding:.1em; color:#fff;&amp;quot;&amp;gt;This is the overview and timeline page for the Beauchamp Arc, which began on &#039;&#039;&#039;17/02/2022&#039;&#039;&#039; and pertains largely to &#039;&#039;&#039;[[Skrell| Skrell Lore]] and [[Sol Alliance| Human Lore]].&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#144973; padding:.1em; color:#fff;&amp;quot;&amp;gt;The arc is centered around the Jargon Federation and Solarian Alliance&#039;s interactions after a terrorist attack on Einstein Engines newly deployed Warp Gates.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#144973; padding:.1em; color:#fff;&amp;quot;&amp;gt;Below is a summary of the arc&#039;s events, applicable news articles and additions.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=Federation Relief Fleet Launches From Qerrbalak!=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : WARBLE INQUIRER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07/02/2464&lt;br /&gt;
&lt;br /&gt;
Jargon sends aid to their allies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editors note: Translated to Basic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In a surprise address on behalf of the Grand Council, Ormish Jrolk of the Advisory Council announced they would be sending a large-scale relief fleet to assist the Solarian Alliance’s remaining territories. &lt;br /&gt;
&lt;br /&gt;
`“When we thought we were alone amongst the stars— when we were the only ones to make the first hurdle of exploring space— when we least expected it, that is when our first veritable ally made themselves apparent: the Solarian Alliance. Humanity has been a true ally to the Skrell, as both trade partners and interstellar allies, for the last one-hundred and thirty one years. Despite the myriad of human nations that have come to number the Spur, it was the Solarian people who welcomed us and enriched our perspectives with divergent outlooks on life.”`&lt;br /&gt;
&lt;br /&gt;
`“It was truly a tragedy painted in the stars that our own internal struggles prevented us from helping the Alliance during their time of need. Now that our focus inward has been mediated, we can turn outwards once more: a referendum by the Grand Council that a belated response makes for a preferable alternative than willingly ignoring the Solarian crisis.”`&lt;br /&gt;
&lt;br /&gt;
Later that day, the press was allowed access to the dockyards where the fleet was being prepared. It was largely composed of superfreighters loaded with domestic goods and food, with a few “infirmary” ships that have the capability to act as mobile hospitals. Despite minor protests from cautious observers, the Council of Infrastructure and Transport has volunteered a detachment of Skrell civil engineers, C’thur Workers, and a significant amount of processed materials to the effort. The Qukala was also present, escorting the fleet with three Eyrixoq and one Ayoni class vessel. &lt;br /&gt;
&lt;br /&gt;
The Relief Fleet is scheduled to launch the day after tomorrow and head into the Solarian Core Worlds. Once there, they plan to coordinate with Solarian officials and distribute their goods and services to anyone in need of assistance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=SKRELL AID ARRIVES IN SOL!=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Sol Alliance News Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
09/02/2464&lt;br /&gt;
&lt;br /&gt;
Arrival of aid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
`A holovid plays. In it several skrellian vessels exit bluespace while simmering brilliantly as their proton wakes fade. The video has triumphant orchestral music playing.`&lt;br /&gt;
&lt;br /&gt;
Today, the age-old allies of the Alliance arrived in force to offer a helping hand in this time of turmoil and strife! Thanks to the brave efforts of the Alliance Administration, our friends from the Federation have been given several struggling locations within de jure Alliance Space that remain loyal to the Solarian cause to target. &lt;br /&gt;
&lt;br /&gt;
While a small portion of the Federation’s relief effort was devoted to the core worlds and middle ring, much of the relief has been directed towards the Provisional Government and the Southern Solarian Military District. These two territories have greatly suffered during the crisis following the previous government’s failings. The Solarian Government has decided despite these temporary borders, a Solarian is a Solarian, and they must be privy to the aid offered by the Skrell.&lt;br /&gt;
&lt;br /&gt;
The accompanying “Qukala”, or the Federation’s Navy, has split into single escorts to fend off unsavory sorts during the relief operations. Though critics are concerned such a small task force will be unable to ward off more than petty pirates.  &lt;br /&gt;
&lt;br /&gt;
Despite this, the brave relief fleet has already begun moving south to deliver their supplies and services. Only time will tell if the Federation’s good deed goes unpunished.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=FAMILIES REUNITED! EINSTEIN’S WARP GATES RETURN?=&lt;br /&gt;
&#039;&#039;&#039;News Article&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher : Sol Alliance News Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Writer : Butterrobber202&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor : Ryverstyx &amp;amp; Brotendo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
12/02/2464&lt;br /&gt;
&lt;br /&gt;
The positive effects of the Warp Gates impact the Alliance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
`A holovid plays, with the camera on a black halo in space, surrounded by Federation support craft. The gate is carefully rigged to the ships via support lattice and massive wires. A nearby Alliance corvette flashes its blinker lights, and suddenly all the lattice and connections to the Gate fall away as the Federation ships back off. The space around the gate warps slightly, before suddenly popping back into position as brilliant orange and yellow lights begin to run the rim of the gate! A collective cheer comes up from a group behind the holovid recorder.`&lt;br /&gt;
&lt;br /&gt;
With the assistance of the Federation engineers and Einstein Engines designs, a trio of warp gates have been deployed in Solarian Space for the first time in almost forty years! This shocking secret project was quietly revealed to Alliance officials, who greenlit its deployment. &lt;br /&gt;
&lt;br /&gt;
According to a press release from Einstein Engines, these prototype gates were designed using Skrell warp designs merging with human engineering, in one of the most ambitious projects of the century. These warp gates are not only far more efficient but much faster than their forerunners. Einstein CEO Noelle Lopez-Zhang had the following to say:&lt;br /&gt;
&lt;br /&gt;
`“Humanity’s ambition in the Spur has long since been carried on the back of Einstein Engines, and the cradle of humanity is the Alliance. It is our desire to help ensure the economic and social stability of Solarian space with these gates and our future products. In time, Einstein’s allies will no longer feel the shackles of phoron, and will be able to freely travel the Spur once again.”`&lt;br /&gt;
&lt;br /&gt;
A trio of these gates were deployed with the combined efforts of the Alliance, the Federation and Einstein Engines. The Core Worlds, the Provisional Government, and Military District all eagerly agreed to have the gates opened in their territories to bring them one step further towards the reformation of the Alliance’s true state. &lt;br /&gt;
&lt;br /&gt;
Mere hours after the gates were opened, civilian craft and commercial transports began pouring through the gates. Families once separated by the collapse finally have means to rejoin their loved ones in the participating territories. &lt;br /&gt;
&lt;br /&gt;
`A holovid is embedded at the bottom of the article as well, it seems to be network footage of the inside of Unity Station’s docks. The camera begins looking out a window, where a civilian flotilla drifts outside, many still awaiting their turn to dock. The camera turns back to the interior, just in time to catch a father embracing a small girl that runs up to him. The holovid continues to record families reuniting, before quietly fading to black.`&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Butterrobber202/Sandbox&amp;diff=24048</id>
		<title>Butterrobber202/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Butterrobber202/Sandbox&amp;diff=24048"/>
		<updated>2022-04-03T16:41:10Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=24047</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=24047"/>
		<updated>2022-04-03T16:37:21Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: /* Psionics */  re-organzation, additions and some clarifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = [[Skrell]]&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell.png&lt;br /&gt;
 |System = [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Jargon (Nralakk)]]&lt;br /&gt;
 |World = [[Qerrbalak|Jargon IV (Qerrbalak)]]&lt;br /&gt;
 |Language = [[Skrell#Language|Skrellian (Nral&#039;Malic)]], Tau Ceti Basic&lt;br /&gt;
 |Politic = [[Jargon_Federation|Jargon Federation]]&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high-quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Consulars / Representatives&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
===Species Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing &#039;&#039;&#039;,k&#039;&#039;&#039; before anything you say, and can also be used over the radio.&lt;br /&gt;
&lt;br /&gt;
*Skrell can use a variety of different psionic abilities. &lt;br /&gt;
&lt;br /&gt;
*Skrell can enter Srom with other Skrell when they sleep, allowing communication and lucid dreaming.&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell#Slimes|mysterious reason]] science has yet to find out. &lt;br /&gt;
&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious.&lt;br /&gt;
&lt;br /&gt;
*Due to their advanced vestibular system, Skrell maintain a good balance and never slip.&lt;br /&gt;
&lt;br /&gt;
*Skrell have large heads with protruding head tails and due to this, they cannot wear normal hardsuit helmets but instead need to wear Skrell hardsuit helmets (found in EVA). Their head tails also make it uncomfortable to wear normal headwear such as hats so most Skrell opt-out of that.&lt;br /&gt;
&lt;br /&gt;
*Skrell have a hemocyanin-based circulatory system, meaning that their blood is instead bound to copper atoms and not iron atoms. Skrell require copper supplements to alleviate blood loss symptoms.&lt;br /&gt;
&lt;br /&gt;
===Axiori Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Axiori take increased burn damage due to their natural habitat being colder.&lt;br /&gt;
&lt;br /&gt;
*Axiori take decreased oxygen and brute damage due to the increased pressure of their natural habitat.&lt;br /&gt;
&lt;br /&gt;
*Axiori must drink fluids more regularly when out of water.&lt;br /&gt;
&lt;br /&gt;
*Axiori sprint slower due to their larger, webbed feet.&lt;br /&gt;
&lt;br /&gt;
*Axiori have a naturally higher pulse due to their increased circulatory needs.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
See also: [[Skrell Ailments]]&lt;br /&gt;
&lt;br /&gt;
Adapted for life both beneath, and above, the waves, the Skrell are fully amphibious and are capable of breathing underwater whilst also possessing superior underwater vision. Their extremities are noted as having a lack of nails, and a presence of strong webbing in-between each digit. Due to their evolutionary path, the Skrell instead have hardened gums in place of teeth. Typically, these gums allow to chew on soft foods or facilitate the ability to swallow their foods whole or grind them down into more digestible forms.&lt;br /&gt;
&lt;br /&gt;
They do not have visible noses, instead through nostril slits sitting in the middle of their face on a fleshy mound. Skrell have an average height ranging from &#039;&#039;&#039;4’5” to 5’5”&#039;&#039;&#039;. The lack of significant facial muscles proves to make it relatively difficult for non-Skrell to identify the species emotions, which makes them seem rather cold and unaffected when in reality Skrell use a variety of methods to display their emotions, including the use of their vocal cords. Their eyes are black due to a pigment in their tear ducts.  &lt;br /&gt;
&lt;br /&gt;
Skrell have also tentacle-like &amp;quot;headtails&amp;quot; typically hanging down over their shoulders, meant to keep the skin close to the neck damp for the incubation of eggs. These headtails typically contain hundreds, even thousands, of micro-muscles that allow the Skrell to move them into a variety of positions. Though these muscles do not allow for the ability for fine control, they can generally be raised, positioned and wiggled into various forms. These headtails grow throughout the entirety of a Skrell&#039;s life and signify the age of a Skrell as they grow longer with age - with the eldest being the least likely to modify their length at spas with headtail-treatments. These headtails are often adorned with jewels, cloths chains or places, as a fashion statement. Headtail can also be &amp;quot;tied back&amp;quot; as well; while this may seem uncomfortable or painful, as long as the tie is not too tight it is equivalent to folding ones hands. They are also used for emotional displays and gesturing. Gestures can vary from system to system. &lt;br /&gt;
&lt;br /&gt;
Skrell are noted to be cold-blooded, which means that their bodies are at the same temperature as the air or water around them.  When they are cold they will seek warmth, and vice versa when they get too hot. Whilst they are cold-blooded, they are dissimilar to other species within the Orion Spur, sapient and unsapient. The Skrell have a much higher tolerance for either side of the temperature gauge and are usually comfortable in a variety of different environments provided that the humidity and moisture levels are satisfactory. &lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
&lt;br /&gt;
See also: [[Skrell Ethnicities]]&lt;br /&gt;
&lt;br /&gt;
Whilst gelatinous in appearance, Skrell skin in fact has a second layer of less translucent flesh under the surface. In dry climates, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. &lt;br /&gt;
&lt;br /&gt;
Skrell skin notably contains glands that secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in the skin over the course of a month while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
=== Genders and Sexes ===&lt;br /&gt;
&lt;br /&gt;
See also: [[Skrell Relationships#Unions| Skrell Relationships]]&lt;br /&gt;
&lt;br /&gt;
Skrell, dissimilar to other sophonts in the Orion Spur, never developed the concept of gender within their society -- mostly due to the fact they are synchronous hermaphrodites, possessing the ability to both lay and fertilize eggs. Whilst Skrell do not have sex or gender identity, due to their hermaphroditic nature they&#039;re extremely open to adapting into gender roles of other species due to their enjoyment of foreign cultures. &lt;br /&gt;
&lt;br /&gt;
While Skrell never developed the concept of genders within their society, terms do exist to characterize the biological attributes relating to the production and fertilization of egg clutches. These terms are known as &#039;&#039;&#039;F&#039;ex&#039;Qa&#039;&#039;&#039; (The Egg-Layer) and &#039;&#039;&#039;F&#039;ex&#039;Tra&#039;&#039;&#039; (The Egg-Fertilizer) amongst the species. &lt;br /&gt;
&lt;br /&gt;
=== Aging, Maturity and Fertility ===&lt;br /&gt;
&lt;br /&gt;
Skrell reach physical maturity at about double the age of humans, complemented by the Skrell understanding of adulthood going far beyond physical growth to include experience. A Skrell will reach biological maturity at roughly the age of thirty, but in skrellian society will only be treated as reaching &amp;quot;adulthood&amp;quot; after their second college, around the age of 50 - 60. A healthy Skrell can naturally live up to 250 years, but current medical technology within the Jargon Federation allows them to increase their lifespans to an impressive 450 to 500 years. &lt;br /&gt;
&lt;br /&gt;
Due to the lingering effects of Glorsh&#039;s attempts to genetically manipulate Skrell, a sizeable percentage are completely sterile. Thanks to the intense research efforts of numerous skrellian, and non-Skrell, doctors and scientists, specialists have the capability to at least partially reverse these effects in most Skrell. The extensive treatments and investments needed to undergo the treatments for the Genopage give the reality that only about a third (33%) of Skrell can have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have eight eggs hatch at a time. Without treatments, affected eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
== Psychology ==&lt;br /&gt;
&lt;br /&gt;
Because of their long lifespan, Skrell tend to have a “long view” not common in other races. Passive observation and study is far preferred than immediate action, and do not mind that decades or even centuries can pass before their decisions begin to pay off. Older Skrell can seemingly make incomprehensible decisions, but further investigation often reveals that these choices are often related to carefully laid plans.&lt;br /&gt;
&lt;br /&gt;
Due to their “long view” approach, Skrell generally have difficulty with viewing events that take place over short timeframes with the same importance that shorter-lived races do. Consequences lasting less than a decade are deemed inconsequential and has resulted in the species’ higher tolerance of momentary worries; such as waiting for things to come to fruition. On the other hand, this has resulted in a much lower tolerance for long-term worries, such as existential threats, and can lead to high levels of accumulated stress.&lt;br /&gt;
&lt;br /&gt;
Stress impacts Skrell to a lesser degree than in other species, and is usually exhibited through the secretion of black liquid through orifices such as their eyes, often remarked as being similar to crying. It is quite obvious to tell whether a Skrell is beginning to become overstressed, as there will usually be dark stains across their skin.&lt;br /&gt;
&lt;br /&gt;
A Skrell’s mindset and emotions can be heavily impacted by tidal cycles, as creatures heavily attuned to waters. This can vary from Skrell to Skrell, some feeling lethargic or anxious on a new moon, others feeling rejuvenated and full of energy. Cosmic phenomena that can affect tides and gravity are easily noticed by them as well. This can lead to some Skrell being rather reluctant to migrate from planet to planet; the size of a moon, how many there are, and even a lack of any moon can cause full-scale personality shifts.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
&lt;br /&gt;
Among the species of the Spur, all cataloged sentient races possess a “Zona Bovaine”, located within the Brain. This organ was presumed to be responsible for some form of communication by Human scientists who discovered it in the domesticated cow in 2256, and subsequently in all other species on Earth. It was found that herd animals, like the cow, had a developed Zona Bovaine, while solitary animals held atrophied versions of the organ.&lt;br /&gt;
&lt;br /&gt;
Beyond this research, Humanity could find no greater purpose for the Zona Bovaine. Outside of the discovery Humans universally possessed the organ, scientists proved unable to crack the secrets of its function. Many wrote it off as a vestigial part of the brain that first developed during Humanity’s pre-agricultural epoch.    &lt;br /&gt;
&lt;br /&gt;
The Zona Bovinae continued to be a novel discovery until First Contact with the &#039;&#039;&#039;Skrell&#039;&#039;&#039; in 2332. During the exchange of information that occurred upon First Contact, human scientists noticed Skrell had extremely well-developed Zona Bovaine and when the science community inquired on the subject, Skrell explained the existence of Psionics. &lt;br /&gt;
&lt;br /&gt;
Psionics are the manipulation of metaphysical forces through concentrated effort employing the Zona Bovaine. While an inordinate amount of research has gone into studying Psionics, the origin of this force is still a mystery. Even without this knowledge, the Skrell have developed many technologies around the application and effects of Psionics.&lt;br /&gt;
&lt;br /&gt;
All organic life originating from the Spur possesses a Zona Bovaine, and sequentially, can be affected by Psionics. Research into the topic revealed that the level of interaction with Psionics the Skrell are capable of is destructively overwhelming to other Spur sentients and continuous strong exposure can have long-lasting damaging effects both physically and mentally. There are documented cases of ailments such as &#039;&#039;&#039;Psionic Echoes&#039;&#039;&#039; manifesting after continued exposure to psionics. The Jargon Federation and Solarian Alliance have cooperated together to form laws against the usage of Psionics on unwilling or unaugmented sentients. These laws have been almost universally adopted by most human nations across the Spur. Generally, the unconsented usage of Psionics on an individual is considered battery or assault, depending on the severity. Those fitted with Psionic Receivers are considered allowed bodies to send Psionic Communications to, but any other actions require explicit consent by the receiver. &lt;br /&gt;
&lt;br /&gt;
=== The Nlom ===&lt;br /&gt;
&lt;br /&gt;
Everyone possessing a Zona Bovaine has a “thought field” known as a Psionic Wake, or “Nlom” in Nral’Malic,  but only Skrell produce a large enough Wake on an individual level to influence their everyday lives.&lt;br /&gt;
&lt;br /&gt;
The Psionic Wake of an individual can be easily visualized as a ripple radiating off of them and traveling outward. These ripples can hit other Skrell and affect their thoughts and perspectives. Over time, a Wake Bubble will form around the area Skrell routinely inhabit, allowing individual Wakes to travel much further. These bubbles can and will eventually come to encompass entire planets as the Skrell population increases and they spread out over the world. The main limiting factor of Psionic Wakes is space, as the signals swiftly deteriorate when exposed to vacuum. Most planetary Wake Bubbles cease expansion when they come into contact with the vacuum of space, with minor fluctuations depending on total population, supporting psionic infrastructure, and other environmental qualities. &lt;br /&gt;
&lt;br /&gt;
Humans living in Nralakk or the First Wave Systems alongside the huge Skrell populace have reported suffering from mild feelings of isolation and loneliness if they leave after at least a decade of habitation. Scientists of both species suspect that continuous low-level exposure to Psionic activity stimulated the Zona Bovaine without causing harm and their sudden disconnection causes the reported psychological effects. Luckily, these effects are usually only a passing annoyance.“Nlom Withdrawal” can be easily treated and lasts only briefly, usually three or four days treated, a week untreated.&lt;br /&gt;
&lt;br /&gt;
=== The Srom ===&lt;br /&gt;
&lt;br /&gt;
When Skrell enter “deep” sleep, their Zona Bovaine will cease transmitting Psionic Wakes and begin sending new signals to the Dream, or “Srom” in Nral’Malic. The Dream is a shared subconscious process where multiple Skrell’s minds interconnect to form a collective experience. &lt;br /&gt;
&lt;br /&gt;
The shared burden of creating the Dream results in Skrell having a greater cognitive capacity while asleep, and owing to that, Skrell that enter the Dream are almost always fully cognizant. The Dream shapes itself based on the memories, experiences and emotions of the Skrell currently creating it. For planetary-wide Dreams, the appearance is almost always determined by the environment of the planet, as it is the most commonly shared thing among the massive amount of Skrell.&lt;br /&gt;
&lt;br /&gt;
Psionic individuals can actively alter and adjust things within the Dream through skill and effort, but the level of alteration is heavily dependent on what you’re adjusting and your own psionic aptitude. Typically, it&#039;s most easy to modify your own body within the Dream and a very common practice. Some Skrell even go so far as to make costumes to sleep in to make the transition easier. Rarely, talented Skrell can modify a sizable chunk of the Dream’s environment on their own, though the process can be very taxing and leave the sleeping Skrell feeling tired after they wake. Additionally, any changes they make gradually revert once they leave the Dream.&lt;br /&gt;
&lt;br /&gt;
It is difficult to keep one&#039;s lips sealed in the Dream, with social inhibitions easily melting away. However, it is also much easier to create and brainstorm in Srom. Ways to hide from the dream clutter of a Dream are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that aluminum (typically headpieces, blankets, or plated walls) blocks off connection to the Dream entirely.&lt;br /&gt;
&lt;br /&gt;
Skrell who don&#039;t have the luxury of aluminum-plated walls and want to isolate themselves fully from the Srom must remain in light sleep or stay awake entirely. This means those who have secrets to hide have the telltale sign of being constantly tired. Some Skrell, though, can enter a meditative trance, keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with each other in private as they conduct their research.&lt;br /&gt;
&lt;br /&gt;
Lone Skrell, who for one reason or another are away from other Skrell, will still enter the dreamscape while asleep, but without the support of their own kind the Dream will often be much smaller and vaguely hazy. Most Skrell find the experience depressing and prefer light sleep or meditative trances if they have the aptitude.&lt;br /&gt;
&lt;br /&gt;
=== Receivers and Listeners ===&lt;br /&gt;
&lt;br /&gt;
Skrell are commonly divided into two psionic categories -- receivers and listeners. This difference is decided genetically on birth and splits the Skrell roughly 9:1, with the majority being receivers. Currently, there is no genetic screening that can accurately predict the type of psionic category a Skrell will fall into, nor is there any way to modify it. The phenomenon is informally known as ‘The Great Lottery’. &lt;br /&gt;
&lt;br /&gt;
Receivers and Listeners differ in their individual submission to the greater Wakes around them; while Receivers are psionically guided to accept the common ideas and influences currently circulating Skrell society, Listeners feel much less outside pressure to conform or unnaturally agree with the ideas at hand. Because of this, Listeners are often looked upon with suspicion, while Receivers are usually found in the upper echelons of Skrell society. Some Skrell find it difficult to classify themselves and have been known to feel more or less attuned to the Wake at different points in their life. Regardless, most Listeners often succumb to the powerful psionic force of the Wake and become conformed to society one way or another.&lt;br /&gt;
&lt;br /&gt;
Some Listener groups have recently begun to stir with increased ostracization, government surveillance, and general prejudice from the more popular Receivers. While these groups promote Listener advocacy in a peaceful way, a select few underground cells have begun teaching a more extreme, “psionic-isolationist” idealism, where Listeners purposefully disconnect themselves from the Nlom.&lt;br /&gt;
&lt;br /&gt;
=== Telepathy ===&lt;br /&gt;
&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but because of the risk to non-Skrell the Federation has deemed this on non-consenting alien species to be a criminal offense similar to battery or assault. The Federation internally ensures it’s citizens are aware of the risks before leaving Federation space as to dissuade mind-probing being outlawed entirely in other systems. Skrell will use this ability to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species have only been lightly researched, as Skrell scientists are exceedingly empathetic to the volunteers&#039; pain and end up canceling the studies. Saying this, more intensive studies have been conducted, however scientists who have attempted to delve into this field have often lost their Idol status on the grounds of performing unethical research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039;&lt;br /&gt;
* Psionic Pinging a location for the pure reason of hunting down Synths is just not in good taste. Don&#039;t do it without prior suspicion, and if you somehow confirm it, use different RP avenues! Perhaps instead of reporting them, you extort them? Don&#039;t shut down a character idea, but instead entertain it.&lt;br /&gt;
&lt;br /&gt;
* When sending an image/sound to another individual’s mind with telepathy, phrase and format it like so: [You hear/see ____ in your mind].&lt;br /&gt;
&lt;br /&gt;
=== Circadian Rhythm ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell_Ailments#Psionic_Over.2FUnder-Sleeping|Skrell Ailments]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some Skrell fall into the categories of an oversleeper or an undersleeper. Oversleepers find themselves addicted to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oftentimes, they are seen as reclusive and sometimes lackadaisical individuals. Contrarily, undersleepers are seen as holders of deep and potentially dangerous secrets, and generally avoid falling victim to the pleasantries of dreaming.&lt;br /&gt;
&lt;br /&gt;
It is known that Skrell only need to sleep for about an hour a day, and are able to lapse in and out of consciousness almost on-command. They are also capable of entering a kind of hibernation for incredibly long periods, even weeks or months at a time.&lt;br /&gt;
&lt;br /&gt;
Srom-devices are often two-way interfaces within a dream bubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and three Skrell pilots, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means Skrell require a large amount of training and practice to operate Srom-devices.&lt;br /&gt;
&lt;br /&gt;
Typically, to interface with a Srom device, the operating Skrell needs to be completely cut off inside an aluminum plated room to focus on the device. Additionally, not being cut off could lead to other Skrell locating the device in the dream and interfering with its controls.&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
=== Federation Social Interactions ===&lt;br /&gt;
&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However, it is still seen as co-operative to compete.]]&lt;br /&gt;
&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; labourers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. An 89-year-old Skrell Research Director would be instantly more popular than a 190-year-old cargo technician, and that old Skrellian cargo tech would be berated for being lazy because they&#039;re expected to do better. &lt;br /&gt;
&lt;br /&gt;
Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
&lt;br /&gt;
=== Emotional ===&lt;br /&gt;
&lt;br /&gt;
Skrell lack complex muscles within their face and have next to no facial expressions or difference between facial appearance.. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice, and language used.&lt;br /&gt;
&lt;br /&gt;
Due to Humans&#039; limited audial receptors, the many tones a Skrell can project are lost to all non-Skrell and thus Skrell have a very difficult time expressing emotion to them. In contrast, when matched with another of their kind using telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
&lt;br /&gt;
The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Ratajani”, and various other creatures that have aquatic connotations. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Jargon gestures.]]&lt;br /&gt;
&lt;br /&gt;
=== Humor ===&lt;br /&gt;
&lt;br /&gt;
Skrell sense of humour is very different from its human variety. While both Human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
&lt;br /&gt;
The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrellian settings. &lt;br /&gt;
&lt;br /&gt;
While human humour highly relies on words and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humour in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
&lt;br /&gt;
Fear and humour go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humour. Nowadays, this is done with robust genetic treatments, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
The language was created in &#039;&#039;&#039;925 BCE&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
Skrell are capable of producing a range of sounds, which often have a link to their emotional state. This can include; squealing, shrilling, warbling, croaking, chirping, chirruping and lastly quiet grunting. &lt;br /&gt;
&lt;br /&gt;
==== Expressive Language ====&lt;br /&gt;
&lt;br /&gt;
It is widely known that the Skrell rely on a mixture of psionics, body language, and aural noises to convey their emotions -- which has proven to be rather difficult for other species to understand. This has lead to an almost &#039;&#039;&#039;&amp;quot;secondary language&amp;quot;&#039;&#039;&#039; to emerge amongst the Skrell known as &#039;&#039;&#039;Nral&#039;Balak&#039;&#039;&#039; amidst contemporary Skrell. To other species, this may seem as simply a skrellian version of sign language, but in reality its a very intricate and complex process designed to facilitate easier understanding of skrellian emotions. &lt;br /&gt;
&lt;br /&gt;
It has been observed that Skrell feeling &#039;&#039;&#039;upset&#039;&#039;&#039;, or &#039;&#039;&#039;disgruntled&#039;&#039;&#039;, may blow their cheeks out. Similar to that of the Solarian Anura Species, which has added onto the slur of calling the species &amp;quot;Frogs&amp;quot;. It is also notable that some scrunch their headtails up, emitting several chirrups that are deliberate and obtusely released, sometimes even narrowing their eyes. It is believed that this was a biological reaction originating within Proto-Skrell in the event they were attacked or confronted by a possibly fatal situation, in an attempt to make themselves seem much larger than they actually are. &lt;br /&gt;
&lt;br /&gt;
The feeling of &#039;&#039;&#039;happiness&#039;&#039;&#039;, or that of being &#039;&#039;&#039;euphoric&#039;&#039;&#039;, amidst the Skrell is one of the &amp;quot;easier&amp;quot; emotions to discern. Skrell will usually involves a varied mixture of headbobbing, shrills, and positioning of their headtails to convey their joy -- such as curling their headtails and warbling in a much higher pitch than normal. Skrell are also observed to struggle to contain their joy, resulting in such often spilling over into the rest of their body and making rather spasmodic events (such as rapidly blinking) a rather obvious sign of their happiness. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sadness&#039;&#039;&#039;, or even &#039;&#039;&#039;melancholia&#039;&#039;&#039;, within Skrell is one of the harder emotions to convey for the Skrell -- or at least, harder for other species to understand. Dissimilar to other species within the Orion Spur, emotional pain often translates to physical pain for the Skrell. Several studies have linked the pronounced Zona Bovinae of the species to this biological feature, which is often displayed through several gestures: quiet, low chirps; shifting of their headtails to hide their neck; fidgeting and rubbing of the headtails and/or digits; and lastly avoidance of eye contact. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Confusion&#039;&#039;&#039;, or even &#039;&#039;&#039;fear&#039;&#039;&#039;, is yet another &amp;quot;easy&amp;quot; emotion to discern amongst Skrell. Confusion has been noted to almost force Skrell to emit a mixture of both high-pitch and low-pitch blends of both warbles and croaks, alongside continuous shifting of their head from one side to another. It is said this is to allow optimal processing of audible information, such as someone speaking or noises within the dark. Skrell also have the innate need to cover their neck with their headtails, hiding their digits and opening their eyes wide. It is believed through their evolution, Skrell adapted to protecting the most vital points of their anatomy to ensure their survival in the event they were attacked and forced to flee.&lt;br /&gt;
&lt;br /&gt;
== Notable Information ==&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. In the [[Skrell_Culture#Different_Eras_of_Skrell| Radiant Era]], Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Glorsh-Omega===&lt;br /&gt;
&lt;br /&gt;
Roughly four hundred years ago, the Tyrannical Skrell AI known as “Glorsh-Omega” took control of the Federation practically overnight. Under the [[Skrell Synthetic Age|Reign of Glorsh-Omega]], the Skrell faced horror after horror, including &#039;&#039;&#039;forced sterility and systematic euthanasia.&#039;&#039;&#039; Glorsh-Omega was rapidly self-improving itself during its rule, and reached such a point it was arresting Skrell due to highly advanced predictive algorithms that claimed these Skrell would rebel against it. Many Skrell choose to cooperate with the AI, for fear of their lives and the promises of Glorsh to fulfill their desires.&lt;br /&gt;
&lt;br /&gt;
At the culmination of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], the AI mysteriously vanished in what could only be described as an implosion. The Skrell were left to pick up the pieces of their destroyed Federation, without any assurance their Overlord was truly dead...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note: By playing Glorsh Sympathizers born inside the Federation, you are running a serious risk of canonically losing your character.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Butterrobber202/Sandbox&amp;diff=24046</id>
		<title>Butterrobber202/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Butterrobber202/Sandbox&amp;diff=24046"/>
		<updated>2022-04-03T16:12:52Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Psionics==&lt;br /&gt;
&lt;br /&gt;
Among the species of the Spur, all cataloged sentient races possess a “Zona Bovaine”, located within the Brain. This organ was presumed to be responsible for some form of communication by Human scientists who discovered it in the domesticated cow in 2256, and subsequently in all other species on Earth. It was found that herd animals, like the cow, had a developed Zona Bovaine, while solitary animals held atrophied versions of the organ.&lt;br /&gt;
&lt;br /&gt;
Beyond this research, Humanity could find no greater purpose for the Zona Bovaine. Outside of the discovery Humans universally possessed the organ, scientists proved unable to crack the secrets of its function. Many wrote it off as a vestigial part of the brain that first developed during Humanity’s pre-agricultural epoch.    &lt;br /&gt;
&lt;br /&gt;
The Zona Bovinae continued to be a novel discovery until First Contact with the &#039;&#039;&#039;Skrell&#039;&#039;&#039; in 2332. During the exchange of information that occurred upon First Contact, human scientists noticed Skrell had extremely well-developed Zona Bovaine and when the science community inquired on the subject, Skrell explained the existence of Psionics. &lt;br /&gt;
&lt;br /&gt;
Psionics are the manipulation of metaphysical forces through concentrated effort employing the Zona Bovaine. While an inordinate amount of research has gone into studying Psionics, the origin of this force is still a mystery. Even without this knowledge, the Skrell have developed many technologies around the application and effects of Psionics.&lt;br /&gt;
&lt;br /&gt;
All organic life originating from the Spur possesses a Zona Bovaine, and sequentially, can be affected by Psionics. Research into the topic revealed that the level of interaction with Psionics the Skrell are capable of is destructively overwhelming to other Spur sentients and continuous strong exposure can have long-lasting damaging effects both physically and mentally. There are documented cases of ailments such as &#039;&#039;&#039;Psionic Echoes&#039;&#039;&#039; manifesting after continued exposure to psionics. The Jargon Federation and Solarian Alliance have cooperated together to form laws against the usage of Psionics on unwilling or unaugmented sentients. These laws have been almost universally adopted by most human nations across the Spur. Generally, the unconsented usage of Psionics on an individual is considered battery or assault, depending on the severity. Those fitted with Psionic Receivers are considered allowed bodies to send Psionic Communications to, but any other actions require explicit consent by the receiver. &lt;br /&gt;
&lt;br /&gt;
=== The Nlom ===&lt;br /&gt;
&lt;br /&gt;
Everyone possessing a Zona Bovaine has a “thought field” known as a Psionic Wake, or “Nlom” in Nral’Malic,  but only Skrell produce a large enough Wake on an individual level to influence their everyday lives.&lt;br /&gt;
&lt;br /&gt;
The Psionic Wake of an individual can be easily visualized as a ripple radiating off of them and traveling outward. These ripples can hit other Skrell and affect their thoughts and perspectives. Over time, a Wake Bubble will form around the area Skrell routinely inhabit, allowing individual Wakes to travel much further. These bubbles can and will eventually come to encompass entire planets as the Skrell population increases and they spread out over the world. The main limiting factor of Psionic Wakes is space, as the signals swiftly deteriorate when exposed to vacuum. Most planetary Wake Bubbles cease expansion when they come into contact with the vacuum of space, with minor fluctuations depending on total population, supporting psionic infrastructure, and other environmental qualities. &lt;br /&gt;
&lt;br /&gt;
Humans living in Nralakk or the First Wave Systems alongside the huge Skrell populace have reported suffering from mild feelings of isolation and loneliness if they leave after at least a decade of habitation. Scientists of both species suspect that continuous low-level exposure to Psionic activity stimulated the Zona Bovaine without causing harm and their sudden disconnection causes the reported psychological effects. Luckily, these effects are usually only a passing annoyance.“Nlom Withdrawal” can be easily treated and lasts only briefly, usually three or four days treated, a week untreated.&lt;br /&gt;
&lt;br /&gt;
=== The Srom ===&lt;br /&gt;
&lt;br /&gt;
When Skrell enter “deep” sleep, their Zona Bovaine will cease transmitting Psionic Wakes and begin sending new signals to the Dream, or “Srom” in Nral’Malic. The Dream is a shared subconscious process where multiple Skrell’s minds interconnect to form a collective experience. &lt;br /&gt;
&lt;br /&gt;
The shared burden of creating the Dream results in Skrell having a greater cognitive capacity while asleep, and owing to that, Skrell that enter the Dream are almost always fully cognizant. The Dream shapes itself based on the memories, experiences and emotions of the Skrell currently creating it. For planetary-wide Dreams, the appearance is almost always determined by the environment of the planet, as it is the most commonly shared thing among the massive amount of Skrell.&lt;br /&gt;
&lt;br /&gt;
Psionic individuals can actively alter and adjust things within the Dream through skill and effort, but the level of alteration is heavily dependent on what you’re adjusting and your own psionic aptitude. Typically, it&#039;s most easy to modify your own body within the Dream and a very common practice. Some Skrell even go so far as to make costumes to sleep in to make the transition easier. Rarely, talented Skrell can modify a sizable chunk of the Dream’s environment on their own, though the process can be very taxing and leave the sleeping Skrell feeling tired after they wake. Additionally, any changes they make gradually revert once they leave the Dream.&lt;br /&gt;
&lt;br /&gt;
It is difficult to keep one&#039;s lips sealed in the Dream, with social inhibitions easily melting away. However, it is also much easier to create and brainstorm in Srom. Ways to hide from the dream clutter of a Dream are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that aluminum (typically headpieces, blankets, or plated walls) blocks off connection to the Dream entirely.&lt;br /&gt;
&lt;br /&gt;
Skrell who don&#039;t have the luxury of aluminum-plated walls and want to isolate themselves fully from the Srom must remain in light sleep or stay awake entirely. This means those who have secrets to hide have the telltale sign of being constantly tired. Some Skrell, though, can enter a meditative trance, keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with each other in private as they conduct their research.&lt;br /&gt;
&lt;br /&gt;
Lone Skrell, who for one reason or another are away from other Skrell, will still enter the dreamscape while asleep, but without the support of their own kind the Dream will often be much smaller and vaguely hazy. Most Skrell find the experience depressing and prefer light sleep or meditative trances if they have the aptitude.&lt;br /&gt;
&lt;br /&gt;
=== Receivers and Listeners ===&lt;br /&gt;
&lt;br /&gt;
Skrell are commonly divided into two psionic categories -- receivers and listeners. This difference is decided genetically on birth and splits the Skrell roughly 9:1, with the majority being receivers. Currently, there is no genetic screening that can accurately predict the type of psionic category a Skrell will fall into, nor is there any way to modify it. The phenomenon is informally known as ‘The Great Lottery’. &lt;br /&gt;
&lt;br /&gt;
Receivers and Listeners differ in their individual submission to the greater Wakes around them; while Receivers are psionically guided to accept the common ideas and influences currently circulating Skrell society, Listeners feel much less outside pressure to conform or unnaturally agree with the ideas at hand. Because of this, Listeners are often looked upon with suspicion, while Receivers are usually found in the upper echelons of Skrell society. Some Skrell find it difficult to classify themselves and have been known to feel more or less attuned to the Wake at different points in their life. Regardless, most Listeners often succumb to the powerful psionic force of the Wake and become conformed to society one way or another.&lt;br /&gt;
&lt;br /&gt;
Some Listener groups have recently begun to stir with increased ostracization, government surveillance, and general prejudice from the more popular Receivers. While these groups promote Listener advocacy in a peaceful way, a select few underground cells have begun teaching a more extreme, “psionic-isolationist” idealism, where Listeners purposefully disconnect themselves from the Nlom.&lt;br /&gt;
&lt;br /&gt;
=== Telepathy ===&lt;br /&gt;
&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but because of the risk to non-Skrell the Federation has deemed this on non-consenting alien species to be a criminal offense similar to battery or assault. The Federation internally ensures it’s citizens are aware of the risks before leaving Federation space as to dissuade mind-probing being outlawed entirely in other systems. Skrell will use this ability to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species have only been lightly researched, as Skrell scientists are exceedingly empathetic to the volunteers&#039; pain and end up canceling the studies. Saying this, more intensive studies have been conducted, however scientists who have attempted to delve into this field have often lost their Idol status on the grounds of performing unethical research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039;&lt;br /&gt;
* Psionic Pinging a location for the pure reason of hunting down Synths is just not in good taste. Don&#039;t do it without prior suspicion, and if you somehow confirm it, use different RP avenues! Perhaps instead of reporting them, you extort them? Don&#039;t shut down a character idea, but instead entertain it.&lt;br /&gt;
&lt;br /&gt;
* When sending an image/sound to another individual’s mind with telepathy, phrase and format it like so: [You hear/see ____ in your mind].&lt;br /&gt;
&lt;br /&gt;
=== Circadian Rhythm ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell_Ailments#Psionic_Over.2FUnder-Sleeping|Skrell Ailments]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some Skrell fall into the categories of an oversleeper or an undersleeper. Oversleepers find themselves addicted to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oftentimes, they are seen as reclusive and sometimes lackadaisical individuals. Contrarily, undersleepers are seen as holders of deep and potentially dangerous secrets, and generally avoid falling victim to the pleasantries of dreaming.&lt;br /&gt;
&lt;br /&gt;
It is known that Skrell only need to sleep for about an hour a day, and are able to lapse in and out of consciousness almost on-command. They are also capable of entering a kind of hibernation for incredibly long periods, even weeks or months at a time.&lt;br /&gt;
&lt;br /&gt;
Srom-devices are often two-way interfaces within a dream bubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and three Skrell pilots, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means Skrell require a large amount of training and practice to operate Srom-devices.&lt;br /&gt;
&lt;br /&gt;
Typically, to interface with a Srom device, the operating Skrell needs to be completely cut off inside an aluminum plated room to focus on the device. Additionally, not being cut off could lead to other Skrell locating the device in the dream and interfering with its controls.&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Butterrobber202/Sandbox&amp;diff=24045</id>
		<title>Butterrobber202/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Butterrobber202/Sandbox&amp;diff=24045"/>
		<updated>2022-04-03T01:52:24Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: Created page with &amp;quot;==Psionics==  Among the species of the Spur, all cataloged sentient races possess a “Zona Bovaine”, located within the Brain. This organ was presumed to be responsible for some form of communication by Human scientists who discovered it in the domesticated cow in 2256, and subsequently in all other species on Earth. Herd animals, like the cow, had a developed Zona Bovaine, while solitary animals held atrophied versions of the organ.  Beyond this research, Humanity co...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Psionics==&lt;br /&gt;
&lt;br /&gt;
Among the species of the Spur, all cataloged sentient races possess a “Zona Bovaine”, located within the Brain. This organ was presumed to be responsible for some form of communication by Human scientists who discovered it in the domesticated cow in 2256, and subsequently in all other species on Earth. Herd animals, like the cow, had a developed Zona Bovaine, while solitary animals held atrophied versions of the organ.&lt;br /&gt;
&lt;br /&gt;
Beyond this research, Humanity could find no greater purpose for the Zona Bovaine. Outside of the discovery Humans universally possessed the organ, scientists proved unable to crack the secrets of its function. Many wrote it off as a vestigial part of the brain from Humanity’s earlier days of roaming the wild. &lt;br /&gt;
&lt;br /&gt;
It was not until 2332 that the Zona Bovaine’s purpose was revealed along with the existence of the Skrell. During the exchange of information that occurred upon First Contact, human scientists noticed skrell had extremely well-developed Zona Bovaine and when the science community inquired on the subject, Skrell explained the existence of Psionics. &lt;br /&gt;
&lt;br /&gt;
Psionics are the manipulation of metaphysical forces through concentrated effort employing the Zona Bovaine. While an inordinate amount of research has gone into studying Psionics, the origination of this force is still a mystery. Even without this knowledge, the Skrell have developed many technologies around the application and effects of Psionics.&lt;br /&gt;
&lt;br /&gt;
All organic life originating from the Spur possesses a Zona Bovaine and, sequentially, can be affected by Psionics. Research into the topic revealed that the level of interaction with Psionics the Skrell are capable of is destructively overwhelming to other Spur sentients and continuous strong exposure can have long-lasting damaging effects both physically and mentally. &lt;br /&gt;
&lt;br /&gt;
The Jargon Federation and Solarian Alliance cooperated to form laws against the usage of Psionics on unwilling or unaugmented sentients. These laws have been almost universally adopted in most human nations across the Spur. Generally, the unconsented usage of Psionics on an individual is considered battery or assault, depending on the severity. Those fitted with Psionic Receivers are considered allowed bodies to send Psionic Communications to, but any other actions require express consent. &lt;br /&gt;
&lt;br /&gt;
=== The Nlom ===&lt;br /&gt;
&lt;br /&gt;
Everyone possessing a Zona Bovaine has a “thought field” known as a Psionic Wake or “Nlom” in Nral’Malic. Despite this, only Skrell produce a large enough Wake on an individual level to influence their everyday lives.&lt;br /&gt;
&lt;br /&gt;
The Psionic Wake of an individual can be easily visualized as a ripple radiating off of them and traveling outward. These ripples can hit other Skrell and affect their thoughts and perspectives. Over time, a Wake Bubble will form around the area Skrell routinely inhabit, allowing individual Wakes to travel much further. These bubbles can and will eventually come to encompass entire planets as the Skrell population increases and they spread out over the world. The main limiting factor of Psionic Wakes is space, as the signals swiftly deteriorate when exposed to vacuum. Most planetary Wake Bubbles fade around 350 kilometers from the planet’s surface, with minor fluctuations depending on total population, supporting psionic infrastructure, and other environmental qualities. &lt;br /&gt;
&lt;br /&gt;
Humans living in Nralakk or the First Wave Systems alongside the huge Skrell populace have reported suffering from feelings of isolation and loneliness if they leave after at least a decade of habitation. Scientists of both species suspect that continuous low-level exposure to Psionic activity stimulated the Zona Bovaine without causing harm and their sudden disconnection causes the reported psychological effects. Thankfully, these effects do not persist for more than a few weeks and can be treated to speed up recovery to mere days. &lt;br /&gt;
&lt;br /&gt;
=== The Srom ===&lt;br /&gt;
&lt;br /&gt;
When Skrell enter “deep” sleep, their Zona Bovaine will cease transmitting Psionic Wakes and begin sending new signals to the Dream, or “Srom” in Nral’Malic. The Dream is a shared subconscious process where multiple Skrell’s minds interconnect to form a collective experience. &lt;br /&gt;
&lt;br /&gt;
Due to the shared burden of creating the Dream, Skrell have greater cognitive capacity while asleep, owing to that, Skrell that enter the Dream are almost always fully cognizant. The Dream shapes itself based on the memories, experiences and emotions of the Skrell currently creating it. For planetary-wide Dreams, the appearance is almost always determined by the environment of the planet, as it is the most commonly shared thing among the massive amount of Skrell.&lt;br /&gt;
&lt;br /&gt;
Psionic individuals can actively alter and adjust things within the Dream depending on their own levels of psionic aptitude, skill, and effort. Typically, it&#039;s most easy to modify your own body within the Dream and a very common practice. Some Skrell even go so far as to make costumes to sleep in to make the transition easier. Rarely, talented Skrell can modify a sizable chunk of the Dream’s environment on their own, though the process can be very taxing and leave the sleeping Skrell feeling tired after they wake. Additionally, any changes they make gradually revert once they leave the Dream.&lt;br /&gt;
&lt;br /&gt;
It is difficult to keep one&#039;s lips sealed in the Dream, with social inhibitions easily melting away. However, it is also much easier to create and brainstorm in Srom. Ways to hide from the dream clutter of a Dream are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that aluminum (typically headpieces, blankets, or plated walls) blocks off connection to the Dream entirely.&lt;br /&gt;
&lt;br /&gt;
Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in light sleep or awake entirely. This means most who hold secrets have the telltale sign of being constantly tired, however, some Skrell can enter a meditative trance, keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with each other in private.&lt;br /&gt;
&lt;br /&gt;
Lone Skrell will still enter the Dream while asleep, but without the support of their own kind, the Dream will often be much smaller and vaguely hazy. Most Skrell find the experience depressing and prefer light sleep or meditative trances if they have the aptitude. &lt;br /&gt;
&lt;br /&gt;
=== Receivers and Listeners ===&lt;br /&gt;
&lt;br /&gt;
Skrell are commonly divided into two psionic categories -- receivers and listeners. This difference is decided genetically on birth and splits the Skrell roughly 9:1, with the majority being receivers. Currently, there is no genome modification that can accurately predict the type of psionic category a Skrell will fall into, nor is there any way to modify it. Taking from human sociology, some papers have begun to refer to this as the “Psionic Gender.”&lt;br /&gt;
&lt;br /&gt;
Receivers and Listeners differ in their individual submission to the greater Wakes around them. In other words, while Receivers are psionically guided to accept the common ideas and influences currently circulating Skrell society, Listeners feel much less outside pressure to conform or unnaturally agree with the ideas at hand. Because of this, Listeners are often looked upon with suspicion, while Receivers are usually found in the upper echelons of Skrell society. Some Skrell find it difficult to classify themselves and have been known to feel more or less attuned to the Wake at different points in their life. Regardless, most Listeners often succumb to the powerful psionic force of the Wake and become conformed to society one way or another.&lt;br /&gt;
&lt;br /&gt;
Some Listener groups have recently begun to stir with increased ostracization, government surveillance, and general prejudice from the more popular Receivers. While these groups promote Listener advocacy in a peaceful way, a select few underground cells have begun teaching a more extreme, “psionic-isolationist” idealism, where Listeners purposefully disconnect themselves from the Nlom.&lt;br /&gt;
&lt;br /&gt;
=== Telepathy ===&lt;br /&gt;
&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed this on non-consenting alien species to be a criminal offense similar to battery or assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this ability to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species have only been minorly tested, as Skrell scientists are exceedingly empathetic to the volunteers&#039; pain and end up canceling the studies. Rare studies have been conducted, however, though scientists who have attempted to delve into this field have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039;&lt;br /&gt;
* Psionic Pinging a location for the pure reason of hunting down Synths is just not in good taste. Don&#039;t do it without prior suspicion, and if you somehow confirm it, use different RP avenues! Perhaps instead of reporting them, you extort them? Don&#039;t shut down a character idea, but instead entertain it.&lt;br /&gt;
&lt;br /&gt;
* When sending an image/sound to another individual’s mind with telepathy, phrase and format it like so: [You hear/see ____ in your mind].&lt;br /&gt;
&lt;br /&gt;
=== Circadian Rhythm ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell_Ailments#Psionic_Over.2FUnder-Sleeping|Skrell Ailments]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some Skrell fall into the categories of an oversleeper or an undersleeper. Oversleepers find themselves addicted to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oftentimes, they are seen as reclusive and sometimes lackadaisical individuals. Contrarily, undersleepers are seen as holders of deep and potentially dangerous secrets, and generally avoid falling victim to the pleasantries of dreaming.&lt;br /&gt;
&lt;br /&gt;
It is known that Skrell only need to sleep for about an hour a day, and are able to lapse in and out of consciousness almost on-command. They are also capable of entering a kind of hibernation for incredibly long periods, even weeks or months at a time.&lt;br /&gt;
&lt;br /&gt;
Srom-devices are often two-way interfaces within a dream bubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and three Skrell pilots, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means Skrell require a large amount of training and practice to operate Srom-devices.&lt;br /&gt;
&lt;br /&gt;
Typically, to interface with a Srom device, the operating Skrell needs to be completely cut off inside an aluminum plated room to focus on the device. Additionally, not being cut off could lead to other Skrell locating the device in the dream and interfering with its controls.&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Mars&amp;diff=23361</id>
		<title>Mars</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Mars&amp;diff=23361"/>
		<updated>2022-02-14T20:35:03Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: /* The Violet Dawn Explosion */  theunfucking of Sol&amp;#039;s morals&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[Image:Mars_Biodomes.jpg|thumb|250px|A view of pre-Violet Dawn biodome complexes in Olympia.]]&lt;br /&gt;
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Mars (Sol IV) is the fourth planet out from Sol. Often called “The Red Planet,” it has a surface area the size of Earth&#039;s entire landmass. It had a stable population of 4.5 billion people, and its current population is estimated to be anywhere from 1.5 to 2 billion. Around 4% of the population is non-human, a significant reduction caused by the Third Tajara Deportation Act and the Violet Dawn catastrophe (Mars’ non-human population previously stood at 12%). There is a significant minority of synthetics on the planet; a hold-over from Mars&#039; early years of harsh criminal justice allowing corporations to cyborgify criminals responsible for major crimes.&lt;br /&gt;
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Despite its proximity to Earth, during the early years of interstellar colonization Mars was only home to small scientific expeditions and outposts that etched out a meager existence until the 2200&#039;s, when terraforming technology was finally able to slowly reintroduce water and atmosphere to the planet. Currently the atmosphere is breathable but incredibly thin, which makes strenuous efforts outside the arcologies very dangerous. Many regions also suffer from airborne phoron contamination, adding further danger to already hazardous activities outside arcologies.&lt;br /&gt;
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Until recently an Alliance fleet remained in orbit of Mars at all times, ensuring that the planet remains disarmed and free of armed disputes. Following the so-called “Violet Dawn” explosion in 2462, Mars now finds itself worse-off than ever before; in the wake of an ecological catastrophe and plagued by unrest and violence.&lt;br /&gt;
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== Demographics ==&lt;br /&gt;
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While Martians may have previously been divided into urban and rural demographics the catastrophic aftermath of Violet Dawn has rent these past divisions asunder. With millions - perhaps billions - dead in the disaster and its immediate aftermath, billions displaced, and millions having fled the planet Martian demographics have permanently - and irreversibly - changed. For the sake of convenience, the two primary Martian ethnic groups prior to Violet Dawn are listed below.&lt;br /&gt;
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[[Image:Mars_destruction.png|thumb|250px|A map of Mars immediately following the Violet Dawn explosion. Note that this map displays the wrong capital, as a result of incorrect information received during the Solarian communications blackout.]]&lt;br /&gt;
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=== The Urban Martians ===&lt;br /&gt;
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The vast majority of the Martian population is urban, living in arcologies, sometimes referred to as “hives”. A miracle of engineering for early colonization times, they are designed to support as many residents as possible, while conserving space and construction costs. The lower part of a truncated pyramid-shaped structure is dedicated to apartments with the occasional amenity such as a hospital or grocery store, while the upper one is dedicated to various malls and offices. Finally, the top part, covered by a transparent dome, usually hosts entertainment and hydroponics facilities, as well as a gravity generator. This section of the arcology is heavily maintained by the arcology&#039;s habitants, with many of them coming to do volunteer work here due to the section&#039;s importance to the arcology as a whole. Many of these arcologies were destroyed or abandoned during the Violet Dawn catastrophe, with some now serving as little more than mass graves for their previous residents, the arcologies now twisted and warped by the heat of phoron fires.&lt;br /&gt;
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All surviving arcologies on Mars are concentrated around liquid water. Due to the unique mineral content of Martian soil, unfiltered Martian water is incredibly acidic and unsafe to drink. Very few fish can survive in the Martian lakes and seas, and none of them safe to eat or fish. Phoron contamination has worsened the issue following the Violet Dawn explosion, and water has quickly become the most important resource on Mars - to the point where small-scale “wars” are fought between surviving arcologies over it. The largest source of surviving drinking water is the northern ice cap, controlled by what remains of Mars’ Solarian government.&lt;br /&gt;
Two centuries later, however, obvious problems with arcology designs have come to light. Stacking thousands of tiny apartments into a relatively small space has led to the structures being nigh impossible to navigate without a GPS or decades of experience, which especially cripples the local law enforcement. The cramped flats often do not possess basic necessities, let alone amenities, such as kitchens or bathrooms, with later attempts to expand upon them only making the complexes into ugly, over-engineered structures that require almost constant maintenance. Because only the outer part can be built upon, the verge, or “surface,” apartments tend to be the most expensive to live in.&lt;br /&gt;
The refugee crisis caused by the Violet Dawn catastrophe has only worsened the conditions in many arcologies. Overcrowding, already a typical issue, has skyrocketed out of control to levels only before seen on planets such as Konyang and New Hai Phong. Services are stretched to the very brink in many of Mars’ surviving cities as well, and crime has become an even greater problem, with criminal gangs acting as the de facto authority in many neglected sectors of Martian arcologies . It remains to be seen how much the arcologies of Mars can bend before they break.&lt;br /&gt;
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=== Rural Martians ===&lt;br /&gt;
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Rural Martians, as a demographic, have disappeared in the aftermath of Violet Dawn. For all the pride they held in their sense of self-sufficiency and hardiness, they have been unable to overcome the scorching, toxic aftermath of Violet Dawn. Their hydroponics bays now sit poisoned by phoron, their mines have no markets to export to, and their hamlets have been torn apart by desperate raiders seeking to make off with what supplies they need to survive. Many rural dwellers of Mars have resorted to armed banditry to survive, but most have bitten down on their pride and moved into arcologies - often contributing to already extreme issues of overcrowding.&lt;br /&gt;
The same traits that made many rural dwells of Mars excellent survivalists - such as their adaptation to the harsh environment of the Martian plains - have made them excellent raiders and bandits in the post-Violet Dawn Martian environment. The reputation of rural Martians as bandits is so widespread that some rural refugees taking shelter in arcologies find themselves brought under suspicion purely by association.&lt;br /&gt;
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[[Image:MarsLabelled.png|thumb|250px|Despite the harsh and arid environment, many urban areas have developed. This map represents Mars before the Violet Dawn catastrophe.]]&lt;br /&gt;
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== Culture ==&lt;br /&gt;
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Mars was home to the Sol cultural underground prior to the Violet Dawn catastrophe. The tensions with the greater Solarian Alliance combined with the planet’s wildly different features and cultural mindsets have, over centuries, produced cultures and traditions unique to Mars. Of course, with the damage wrought by the recent catastrophe, high culture has fallen to the wayside in favor of the day-to-day struggle of survival that defines much of life on Mars now.&lt;br /&gt;
One artistic movement that has endured  is ktipita, translated simply as “plainness”. Fiction, music and film of this genre aims to simply encapsulate “life as it is”, being extremely grounded and dealing with very simple stories and concepts that an average Martian can relate themselves to. The simplistic nature of these tales allows them to often be recited orally from books, instead of requiring advanced technologies such as holographic televisions.&lt;br /&gt;
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== History ==&lt;br /&gt;
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=== Early Colonization ===&lt;br /&gt;
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Despite Mars being a barren planet, a mixture of desperate living conditions on Earth and a bold commitment to exploration and colonization caused it to experience small scale colonization in the 2100&#039;s. After the terraforming efforts of 2200 began and with the discovery of massive fossil fuel deposits (therefore confirming Mars once held life), optimistic nations and corporations attempted to set up a foothold on it, causing tens of thousands of colonists to arrive during the first waves. After it became clear that Mars would remain hostile for quite some time, was passed over for more suitable, distant worlds for a long period, leaving the original settlers to etch out a meager life. The byproduct of this is that many issues, national and cultural, that plagued humanity at those times were brought over to the red planet, causing tensions between its inhabitants and new settlers. Despite the one world government of the Alliance, individual nations on Earth would finance and support colonies on Mars, pitting them against one another. Wars and skirmishes between the colonies, although rare, were not unheard of. The ones that survived have long since grown into large, independent arcologies, which are for the most part friendly competitors under the watchful eye of Sol Alliance.&lt;br /&gt;
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The fossil fuels found on Mars were quickly put to use. Power plants, large factory complexes were constructed outside the arcologies, and the planet was becoming industrialized, which later on played into the terraforming process of the planet. Most of construction was done by crew-operated behemothian industrial machines, which are still used to this day in limited capacities for work outside the domes. Primarily cyborgs and programmed robots worked in these buildings outside the safety of the arcologies, until later on when the planet&#039;s atmosphere stabilized in 2400.&lt;br /&gt;
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=== History of Terraforming ===&lt;br /&gt;
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The terraforming process started during the late part of the 22nd century, with massive terraformers designed to turn Mars’ natural minerals into gasses and legions of cyborgs put into action. The idea was to replicate the Global Warming process humans have inadvertently done on Earth, but in a more controlled environment with goals of increasing both air pressure and temperature. The process was incredibly slow and expensive, and dogged by a major catastrophe in 2298 that nearly ended the entire process and caused untold amounts of human suffering and economic damage.&lt;br /&gt;
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Although controversial for both its cost and dangers, the terraforming project of Mars is considered a success. The air, until recently, was still slightly toxic, but it effectively raised Mars&#039; near zero pressure to slightly tolerable, along with the average temperature. Furthermore, the vast amounts of polarized iron dust now flowing around the planet’s lower orbit created a makeshift electromagnetic shield, reducing harmful radiation by a large degree until it was disrupted by the massive ecological disruption of Violet Dawn. Limited efforts are being made to restore it, but these have mostly been unsuccessful. This difference meant that by 2400 a space suit was no longer needed to traverse its surface. Instead, pressure suits or thick clothing, along with eye, mouth and ear protection are enough to stop the worst effects of a low pressure environment. Single-cellular life  prospered as well, due to an atmosphere now rich with organic particles, but does no longer due to the wide-spread poisoning of the Martian atmosphere from the fires ignited in the Violet Dawn disaster. Due to this, Mars’ famous red colour has been replaced with patches of black, deep, burned orange, and violet in some places.&lt;br /&gt;
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Mars has a relatively long history of colonization, as well as destructive events. This has resulted in many colonies, facilities and arcology covering the wastes of the planet. One such arcology was Divitae, an independent mining colony established during the early gold rush that failed because of aging storms and lack of funds for redevelopment.&lt;br /&gt;
During the period of terraforming, Mars received an immense number of [[IPC|cyborgs]] to serve as its workforce. In the late part of the 22nd century, Humanity has achieved the ability to produce heavy cyborgs. Being able to function and work freely in the harsh environment, Martian terraforming firms pressed for more and more cyborg workers, but volunteers for this process were few and far between due to the risks around the procedure. Eventually, to meet demand, cyborgification was implemented as capital punishment for crimes, less and less severe as time passed. In total, between 2204, when the implementation of cyborgs started, and 2260, when it stopped, over 35 million cyborgs have been sent to Mars to serve as a workforce. The terraforming project started to backfire soon after.&lt;br /&gt;
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The extent of the crimes Martians caused, as well other problems the synthetics caused, resulted in an overall negative view of AIs and cyborgification among the populace. Sometime after, Mars Senate constructed a large monumental graveyard for victims of forced cyborgification sometimes referred to CyTomb. Cyborgification, along with the use banned in several larger arcologies such as Crest Olympia, Greater London, Elysium and Red Gaia.&lt;br /&gt;
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=== The Catastrophe of 2298 ===&lt;br /&gt;
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The first of two major catastrophes in Martian history was the abrupt failure of its terraforming infrastructure in the winter of 2298. The entire infrastructure was linked to a single network, which suffered a serious melt-down as a result of human error. The network either shut down areas of terraforming or spit out wild algorithms that put the entire project into a tailspin. The network was restored after several days, but the result was catastrophic swings in the climate. For the next 10 years Mars experienced climactic storms that severely damaged or even destroyed arcologies and utterly wiped out smaller settlements. The atmosphere was flooded with excessive C02 that smothered people in the open without internals. Billions of credits of property damage was recorded, and millions were killed as a direct result of the disaster. It was estimated to have put back terraforming efforts by a century.&lt;br /&gt;
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Despite the damages, an investigation by SolGov saw only three technicians arrested, with all three later acquitted despite anger and protest from the Martian population.&lt;br /&gt;
In modern times, the ruins of arcologies lost to the catastrophe remain popular spots for scavengers, explorers, and tourists. The polar canyon regions of Mars started to serve as scrapyard for obsolete and abandoned machinery. Starting in the early 2370s, megacorporations began to dispose of their obsolete lineups by storing them in gargantuan “lots” for later retrieval when the manpower needed to sustain them returned. This would never be the case, and for years to come other megacorporations would do the same in haphazardly tossing their waste electronics into the canyon regions as time went along. In 2405, legal action was taken to prevent the excessive usage of this disposal, and it quickly halted. What was left were what would be referred to as the [[Synthetic_Origins#.22Metal_Dunes.22|Metal Dunes of Mars]], endless electronic scrapheaps as far as the eye could see.&lt;br /&gt;
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=== The Martian World War ===&lt;br /&gt;
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Considering Mars&#039; strong ties with Earth governments and its dependence on Sol Fleets, Mars never had unified interests or tools to openly fight against the Sol Government during the [[Timeline of Humanity| First Interstellar War]]r. Despite this, many Martians felt sympathetic to the Coalition of Colonies, as they felt they shared the resentment towards a growing, authoritarian oppression within the Alliance.&lt;br /&gt;
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In the early stages of the war in 2278, the Alliance quickly pressed the small Martian self-defense force into service, merging the tiny Martian fleet into the Alliance navy. Anti-Solarian factions on Mars calling themselves the Red Coalition began rallying popular and political support based on many “injustices,”committed by the Alliance against the Martian people, an alliance which had also shown casual disregard for Mars. Financially backed by the Coalition of Colonies (CoC), on 18th of January, 2279, many Martian cities seceded from Sol Alliance and launched a coordinated, surprise attack on the rest of Mars.&lt;br /&gt;
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The loyalist arcologies became known as the Sol Coalition, or more popularly, the Blues.&lt;br /&gt;
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With the mighty fleets of the Alliance out fighting in the frontier, the Blue Coalition saw very little aid from the Alliance, material or otherwise. Red Rangers, special forces under the Red Coalition, seized lightly defended orbital Alliance military stations, including nuclear-equipped missile platforms. The Red Coalition threatened to use these weapons on any planet or fleet that attempted to intervene, effectively isolating Mars and throwing it into a Cold War with Earth.&lt;br /&gt;
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As military conventions prohibited direct bombing of population centers, the Red conquest consisted of prolonged sieges while unrest, terrorist attacks, and counter-offensives began to sap their ability to wage war. In the face of growing losses, the leadership of the Red Coalition gained the dubious honor of being the second nation in human history to use nuclear weapons in warfare. In 2284, the Red Coalition arcology of Terra Nova, facing capitulation in the face of advancing Blue forces, successfully appealed to an orbital missile platform to launch a nuclear missile on a nearby Blue arcology of New Dresden in an attempt to turn the tide of war.&lt;br /&gt;
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This action immediately fractured the entire Red Coalition, with most of its members distancing themselves from the action and its perpetrators. Within days the majority of arcologies in the Red Coalition abandoned the alliance, and within weeks the remainder had surrendered.&lt;br /&gt;
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The Treaty of Olympus was signed on 5th of April, 2284 featuring unconditional surrender of remaining Red Coalition states. The Alliance, negotiating on behalf of the loyalist Blues, used the treaty to place harsh restrictions on Mars. The entire planet was disarmed and all factions on it surface were banned from fielding a standing army, navy, or engaging in armed conflicts with one another. In addition, the planet was put under &amp;quot;indefinite&amp;quot; martial law, with an Alliance Admiral permanently stationed in orbit of the planet to enforce indirect martial law, overriding any local laws or ordinances.&lt;br /&gt;
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=== The Violet Dawn Explosion ===&lt;br /&gt;
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On the seventh of November, 2462, an unprecedented disaster came to Mars in the form of the Violet Dawn explosion. Initially an attempt by the Sol Alliance to produce synthetic phoron in response to an ongoing phoron shortage crisis, the Violet Dawn program would be remembered for much more.  Safety standards were neglected in Violet Dawn facilities, located on Mars’ south pole and as a result, the synthetic phoron grew out of control before igniting. The resulting conflagration completely destroyed the southern pole of Mars, demolished a multitude of arcologies in the southern hemisphere of Mars, and spread toxic - and highly flammable - phoron particles throughout the Martian atmosphere creating massive firestorms the size of entire cities combined. The official death toll of the Violet Dawn catastrophe is unknown - and will likely never truly be known - but is estimated to be in the billions. Billions more were displaced from their arcologies, creating the largest refugee crisis in recent history and straining the already-overburdened government of Mars to its breaking point. The Mars of the post-Violet Dawn Orion Spur now bears little resemblance to what came before, and how the crisis evolves remains to be seen.&lt;br /&gt;
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Prime Minister Frost, before his death, issued orders and directives to be released when Operation “Violet Dawn” began and despite his death prior to the event, much of the upper brass of the Navy was still loyal to his cause. They ordered his instructions be carried out, threatening those who disobeyed with desertion and treason. Even so, some captains disregarded these orders to let the burning planet’s billions of desperate sapients, some friends and family to the crew, burn in phoron fire. These brave men and women plunged into the Red Planet’s atmosphere and filled their cargo holds with as many people as they could cram in, dumping weapons and munitions out to make room. A few rogue ships even dove into the phoron-dense areas of the planet that could’ve still potentially held survivors. Tragically, most who attempted this found their engines rendered inoperable in the exotic atmosphere and crashed before clearing the danger zone. &lt;br /&gt;
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After the Violent Dawn had effectively run its course, Frost’s staff ordered those who had defied orders quietly imprisoned and stripped of rank. After the junta took over and ousted the Frost loyalists, many of these “rogue” captains and crew managed to regain their positions. But, many more of them became disillusioned about Sol and fled the Alliance for nations such as Biesel or the Coalition. &lt;br /&gt;
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A brutal information campaign was waged against the Navy defying Frost to maintain his loyalists&#039; control over the Alliance. Outside of eyewitnesses testimony, any hard evidence was destroyed. Though Biesel may have known some captains betrayed Frost, choosing not to report these facts when revealing the whistleblower would vilify their main rival. The administration after Frost have uncomfortably ignored the consequences of Frost’s actions, instead opting to focus on stabilizing the territory the Alliance retains. As a result, those outside the Sol System at the time of Violet Dawn may never be fully convinced of the truth.&lt;br /&gt;
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== Economy and Government ==&lt;br /&gt;
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=== Economy ===&lt;br /&gt;
Mars&#039; economy was previously developed and mixed, with its largest industries being orbital construction, mining, refining, energy and a small but rapidly growing hydroponics industry. Mars also enjoyed being a center of trade, prior to the catastrophe on its southern pole. In the post-Violet Dawn environment of Mars, the economic state is most readily described as “imploded.”&lt;br /&gt;
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With over half of the planet rendered uninhabitable by the aftermath of Violet Dawn and many of its richest cities - such as Olympia - turned into smoldering ruins heavily contaminated by phoron, much of the Martian economy now lies in literal ruins. Even cities not immediately destroyed by the Violet Dawn explosion have been damaged by it, with trace elements of phoron in the air often sparking flash fires around electronics, previously relied upon water sources contaminated by the same phoron that now causes numerous flash fires around Mars’ remaining arcologies, and the contaminated air chokes the engines of shuttles that once enjoyed easy flights through the low gravity of the planet. The wealthiest - and largest - of the remaining arcologies is now Kunlun, the center of the planet’s reigning military government.&lt;br /&gt;
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While Mars may have, before Violet Dawn, been known for its energy and orbital construction sectors, the most valuable resource on the planet is now something most residents of the Orion Spur take for granted: water. With the secession of Konyang, one of the Solarian Alliance’s primary providers of fresh water, and the destruction of its southern ice cap along with contamination of open-air water sources by airborne phoron, the water situation on Mars has become quite dire. Outside of the military government-controlled northern ice cap and its surrounding arcologies, clean water is typically very hard to come across - in some areas, water is so difficult to find that groups fight for control of it. &lt;br /&gt;
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=== Government ===&lt;br /&gt;
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[[Image:ASSN-PGM_V2.png|thumb|The flag of the Alliance of Sovereign Solarian Nations&#039; Provisional Government of Mars, the sole remnant of Mars&#039; pre-Violet Dawn administration.]]&lt;br /&gt;
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The Martian “government,” has been, like its economy, devastated in the aftermath of the Violet Dawn catastrophe. The antiquated, bloated, and corrupt Martian government - with its highly-decentralized nature - was unable to handle the unparalleled crisis posed by the Violet Dawn disaster and quickly collapsed under its own weight, leaving much of the planet without a government beyond surviving local arcologies in the days immediately after the disaster. As the aftermath of Violet Dawn - columns of terrified refugees, imploding economies, and contaminated water - became apparent more and more of these local governments, already stretched thin by widespread civil unrest before the Violet Dawn explosion, began to collapse - thrusting more and more of Mars into a state of anarchy.&lt;br /&gt;
&lt;br /&gt;
With a collapsed civil government and widespread damage due to the Violet Dawn explosion, much of Mars exists in a governmentless anarchy where the strongest group (generally the group with the most guns) rules over a petty statelet. The one region of the planet with a semblance of traditional authority is the &#039;&#039;&#039;Alliance of Sovereign Solarian Nations’ Provisional Government of Mars (ASSN-PGM)&#039;&#039;&#039;, a military-led transitional authority that controls the largest remaining non-contaminated drinking water source on Mars: the northern ice cap. The ASSN-PGM is led by the recently-promoted Governor-General Tereza Varzieva from her headquarters in the newly-unified Kunlun and represents the only government officially recognized by the greater Solarian Alliance. The military government also controls some of the only functional shuttleports on Mars, with southern ports often having air too contaminated by phoron for typical air and spacecraft to fly. The ASSN-PGM has absolute control over Unified Kunlun, the northern ice cap, Mysteron, Marvinia, Chicago, and Draka - making it the largest single government on the Martian surface by far. While the ASSN-PGM has been referred to as “yet another,&amp;quot; example of Solarian repression by some Coalition of Colonies member states, its region is - in part due to one advantage it has over other warlords: orbital naval support - the most stable on Mars and, if the Governor-General plays her cards right, may be the red planet’s best chance for a return to normalcy. Of course, they may also simply be a new form of Solarian control over the red planet.&lt;br /&gt;
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The anarchic “states” that can be found across the rest of Mars are even more diverse than the eclectic governments that preceded them. Many are simply bandit states run by local strongmen - often former gang leaders - that enforce their rule by force of arms and nothing more. Others are the vestigial remains of what were once local governments on Mars, such as the city councils of arcologies that have managed to hang onto their immediate domains. A few, such as those arcologies in the hazard zone unlucky enough to not have been immediately destroyed, have no authority at all. The most common form of “government” on Mars is a syncretic mix of the gangs that once dominated Martian arcologies and the corrupt government officials that turned a blind eye to their activities. Now, with no external government to hold themselves accountable to, Martian gangs and their allies in the remains of Mars’ arcologies are experiencing a new golden age of hedonism and power while the planet burns around them. As the situation on Mars worsens day by day, its warlords seem all too willing to throw gas upon the fire - to let the whole planet burn, consequences be damned.&lt;br /&gt;
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== Major Martian Remnants== &lt;br /&gt;
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&#039;&#039;&#039;Crest Olympia&#039;&#039;&#039; was, until the establishment of the ASSN-PGM government zone, the seat of government on Mars following the immediate aftermath of the Violet Dawn explosion. However the arcology’s status as the most important city on Mars was not to last for long as the capital was shortly transferred to the newly-unified Kunlun. Now, stripped of Sol Alliance patrols and facing a mounting refugee crisis, Crest Olympia struggles to remain a functional arcology in the Martian anarchy. One bright spot in the darkness is the arcology’s good relations with the remaining government forces on Mars, which often send cargo shuttles laden with direly needed humanitarian supplies to its still functional ports.&lt;br /&gt;
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&#039;&#039;&#039;Red Gaia&#039;&#039;&#039; was, prior to the Violet Dawn catastrophe, an arcology that proudly rejected the Sol Alliance in its official rhetoric. Its government, having witnessed the seeming abandonment of Martians by Sol following the catastrophe, threw open its doors for any and all refugees that could prove their loyalty to Mars above their loyalty to the Alliance. This stance, coupled with the arcology’s almost fanatical dedication to broadcasting it, has been disastrous for it. With an extremely overtaxed government, huge overcrowding, and absolutely no outside assistance arriving from other arcologies, Red Gaia, despite its dedication to Martian nationalism, is expected to collapse under its own weight within months if not weeks.&lt;br /&gt;
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&#039;&#039;&#039;Unified Kunlun&#039;&#039;&#039;, previously known as Kunlun and Free Kunlun, is the technical capital of Mars and the planetside headquarters of the ASSN-PGM. Both arcologies were torn apart by civil unrest as a result of the Third Tajara Ban and placed under martial law in the days leading up to the Violet Dawn explosion. In a twisted way, this allowed the arcologies to weather the effects of the catastrophe better than perhaps any other arcology on Mars. Unified Kunlun, thanks to its location in the far north of Mars, has no overcrowding or refugee issues and is one of the few locations where shuttles travel freely between space and the Martian surface. If not for the large numbers of Solarian troops in the arcologies, or the fact that most tajara have disappeared to repatriation centers, life would seem almost normal here.&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=23234</id>
		<title>Notable Skrell Systems and Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=23234"/>
		<updated>2022-02-03T06:57:50Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: Traverse Expansion&lt;/p&gt;
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&lt;div&gt;{{Navbox_Lore}}&lt;br /&gt;
{{Navbox_Skrell_Lore}}&lt;br /&gt;
&lt;br /&gt;
=Skrell Systems and Locations=&lt;br /&gt;
[[File:FJYLO (1).png|500px|thumb|Nralakk, depicted by an infographic designed in the early days of the Skrell.]]&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing billions of Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. A good portion of Skrell are concentrated in the core system of &#039;&#039;&#039;Nralakk&#039;&#039;&#039;.&lt;br /&gt;
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The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
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Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
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== The Core System : Nralakk ==&lt;br /&gt;
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Considered the origin of the Skrell, Nralakk is largely renown for being the jewel of the Jargon Federation. Historically, it has served as the centre of the Federation, but also as a home for almost a quarter of the Orion Spur&#039;s Skrell population. Soon after first contact with humanity, Nrallak gained the colloquial name of &amp;quot;Jargon&amp;quot;. Roughly twice the size of Sol - the Blue Giant gives off a vibrant green-teal on Qerrbalak, a dazzling turquoise on Qerr&#039;Malic and finally dashing celeste on Aloise when observed from within the respective atmospheres (if there is one) of the various planets. Closer to the star, there litters thousands of Glorsh-era orbital factories powered by its rays, now left behind to slowly dissipate into the giant star they orbit. &lt;br /&gt;
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=== Fjylo ===&lt;br /&gt;
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Fjylo is the smallest and closest planet to Nralakk. The scorched planet currently has an orbital period of 67 days, and has been noted to have a decaying orbit - proved due to its orbital period being 74 days when it was first recorded by Skrellian astronomers. It is named due to its small, violently burning composition that often leaves a trail of celestial material that has been known to create beautiful patterns before finally being drawn into Nralakk. It was named after a species of flora on Qerrbalak known in Tau Ceti Basic as the &amp;quot;Firevine&amp;quot; - reddish vines curling around one another, with thorns awaiting to sting despite their beauty.&lt;br /&gt;
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=== Meyk ===&lt;br /&gt;
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Meyk is the second planet in orbit from Nralakk. It orbits Nralakk every 121 days, and rotates on its axis every 179 days - in terms of percentages, Meyk takes considerably longer to rotate on its axis than any other planetary body within the system. Similar to Fjylo, Meyk is without any satellites, and was discovered during the early days of the Skrell. For millennia, Meyk wasn&#039;t considered to be a planet but instead a dwarf planet and it wasn&#039;t until 523 AD that it was finally recognised as a planet, and eventually nicknamed the &amp;quot;Trivial&amp;quot; due to its small stature. It was stripped bare by mining endeavours shortly after the Skrell began off-world operations.&lt;br /&gt;
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=== Toqli-Fet ===&lt;br /&gt;
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A binary set that are the third, and sometimes debated, fourth planet from Nrallak. They lie in Qerrbalak&#039;s orbit, and can be seen directly west in the twilight phases of the Homeworld&#039;s rotational phases, the original reasoning for their nickname due to appearing as eyes that seemingly &#039;watch&#039; the Skrell.  Bearing no atmosphere, low gravity and close orbits, Toqli and Fet were primarily considered to be inconsequential to any greater purpose than mining until the establishment of observation outposts, and now the planet only operates as observation outposts for the rest of the system, staffed by a few hundred workers that ensure the safety of the system through various bureaucratic measures.&lt;br /&gt;
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=== Qerrbalak ===&lt;br /&gt;
See: [[Qerrbalak]]&lt;br /&gt;
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Qerrbalak is the origin of the Skrell. One of two habitable planets within the system, comprised of various climates ranging from taigas to tropical rainforests. Qerrbalak is 1.8 times the size of Earth, and sports an atmospheric composition of 82% Nitrogen, 17% Oxygen and 1% other. Qerrbalak is currently undergoing slow terraforming efforts to reduce the damage inflicted by the Skrell during unenlightened times. &lt;br /&gt;
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=== Qerr’Malic ===&lt;br /&gt;
See: [[Qerr&#039;Malic]]&lt;br /&gt;
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Qerrbalak has only one moon, Qerr&#039;Malic. It has a surface area of roughly 17 million square kilometres, with an abundant amount of minerals found both close to the surface and deeper within its mantle. Akin to most moons, Qerr&#039;Malic is without liquid water and an atmosphere - however, one notable difference is the effect it has on the tidal activity on the Homeworld. Its elliptical orbit generally comes closest to Qerrbalak during Xepus-qog, which results in most of the coastal regions becoming submerged by the various oceans down below.&lt;br /&gt;
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=== Aliose ===&lt;br /&gt;
See: [[Aliose]]&lt;br /&gt;
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Aliose has a heavy atmosphere of cold nitrogen, requiring internals and heated clothing to survive outside. To combat the planet’s much colder temperature, early colonies were subterranean, and heavily utilised geothermal energy for cooling and power production. As it gradually became dotted with cities and laboratories as much of Qerrbalak’s scientific elite sought to take part in the first planetary colonization by the Skrell and over time gradually resulted in Aliose becoming the scientific powerhouse of the Federation.&lt;br /&gt;
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= The Elemental Systems: The First Waves =&lt;br /&gt;
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When Skrell finally ventured beyond their solar system, they did so with great enthusiasm, scouting out the perfect worlds to colonize. In the 1000s BCE, the first waves of colony ships expanded beyond Nralakk into these systems, building up highly populous planets with well-developed infrastructure and healthy trade routes. With the Federation&#039;s strict colonist-recruitment systems and idealistic view on exploration, there was only a small amount of crime in this golden age of colonialism. The quality of life and level of technology seen in these systems is comparable to the core systems. &lt;br /&gt;
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=== Aweiji ===&lt;br /&gt;
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See: [[Aweiji]]&lt;br /&gt;
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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.&lt;br /&gt;
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===Waughai===&lt;br /&gt;
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Waughai was one of the first planets outside of Nralakk, alongside Aweiji, to be colonized by Skrell. From the start, the colonization of Waughai was intended to create permanent settlements on its surface, rather than focusing on creating facilities for resource extraction. Waughai is one of the more mineral-rich planets and as such, it hasn’t developed much further than its large mining bases with utilitarian living spaces for its workers.&lt;br /&gt;
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After Glorsh-Omega, the planet rose to prominence as its inhabitants took to using the planet itself as a form of art; one of the most common hobbies practised on Waughai is carving poems or sculptures into barren rock, with some even going further as to carve into one of the many asteroids that can be found in the system. One of the most renowned pieces is a twenty-mile long-phrase carved into Waughai’s moon by an unknown author: &#039;&#039;&#039;“In longing, there is a future.”&#039;&#039;&#039;&lt;br /&gt;
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= The Contingent Systems: The Second Waves =&lt;br /&gt;
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As the core of the Jargon Federation grew, smaller settlements sprouted to support them. This second wave of colonization efforts saw the spontaneous rise of many colonies with single purposes, like mining outposts and farming operations. Some of these systems would go on to become thriving, if not modest, communities of varying levels of self-reliance, often with highly specialized citizens. Now, the Contingencies serve as manufacturing giants that provide the inner-worlds of the Jargon Federation with much-needed luxuries. Technological advances within the Contingent Systems lag, but are not too far behind. &lt;br /&gt;
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===Xaqixal===&lt;br /&gt;
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Xaqixal is considered to be the biggest provider of cash crops to the Jargon Federation. It consists of a single noteworthy planet, which had a liveable atmosphere and an alpine climate suitable for the farming of wulumunusha on a large scale, while close to the equator are island chains allowing for the cultivation of dyn. A colony was quickly established on Xaqixal I shortly after its discovery, but the colony would remain relatively small in size until &#039;&#039;&#039;1755 CE&#039;&#039;&#039; when more resources were allocated for its development. It has since become one of the biggest suppliers of both wulumunusha and dyn in the Federation, although its current output is not nearly enough to meet demand.&lt;br /&gt;
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===Glorashi===&lt;br /&gt;
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A small five-planet system, Glorashi is considered crucial for its mineral wealth, however, there have been delays in its exploitation. The chief concern is the proximity of most of the resource-rich planets to the system’s star, and most attempts to further expand in the system have halted since Glorashi today is the system where the majority of [[C%27thur_in_the_Federation|C’thur]] reside in the Federation. Glorashi IV, also known as Diulszi, is the only planet that has been colonised so far. The planet of Diulszi acts as the ‘homeworld’ for the C’thur hive and where the majority of Vaurca in the Federation reside, while the capital city of Xevrax hosts the location of High Queen C&#039;thur, currently being treated for her injuries. The city and the surrounding area is off-limits for everyone aside from the C&#039;thur and authorized Jargon Federation officials. Outside of the capital the planet mostly hosts research facilities, with some high-end resorts run by the C’thur hive directly to provide some income.&lt;br /&gt;
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Outside of Diulszi, there are planetary bodies that are utilised but with no permanent colony. Glorashi V, or Jaqvas, is a small ice giant with two moons: Kyeqil and Oyepiit. Kyeqil houses an observation outpost utilised by the Federation to monitor C’thur activity in the system, while Oyepiit is a military base that takes on the bulk of Vaurca who enlist with the Lukala. Finally there’s Jargon III, also known as Akerlim, which is the main producer of k’ois in the Federation, forcing Vaurca who live outside of Glorashi to depend on regular imports of the fungus for survival.&lt;br /&gt;
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= The Tetramerous Systems: The Traverse =&lt;br /&gt;
The frontier of the Jargon Federation is known as The Traverse, with the name itself meant to convey the importance Skrell culture has historically placed on the stars. Many believe it is a skrell’s duty to traverse the stars. Whilst settlements across the Traverse vary drastically, most will have common trends within the districts they are within: The Pluat Ven’qop, Qukala-Median Treqki, Q’elpi, and Zeiqi-Trqn. Depending on the status and economical importance of a district, the Federation will offer boons and increased protection from the dangerous lurking in the shadows of space. Despite this, the Traverse is a hotbed for anti-Federation secessionists and social deviants, thanks to an overall decrease in Federation presence compared to other territories.&lt;br /&gt;
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= Pluat Ven’qop =&lt;br /&gt;
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The “crown” of the Traverse, the Pluat Ven’qop (or the Pluat Cooperative) is host to much of the Traverse’s industrial facilities. Besides Pluat itself, several other planets and megafactory stations take in raw resources imported in from other areas in the Traverse or the Spur at large for manufacturing civilian and military goods for the Federation. Though, the majority of the goods produced here are necessities rather than luxury items. &lt;br /&gt;
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The standard of living is comparable to living within the Contingent Systems, thanks to the importance and support the Federation places on the district. Qukala Patrols are a common sight here and piracy rates are extremely low. Technologically speaking, citizens enjoy advanced industrial designs and slightly outdated, but enjoyable luxury devices.&lt;br /&gt;
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==== JFS Forlorn Nova ====&lt;br /&gt;
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In the distant orbit of Pluat lies the sprawling bureaucratic capital of the Pluat Ven’qop, the Forlorn Nova.  The station was originally built as a small-scale monitoring outpost, but as the needs of the surrounding colonies grew, the station was gradually expanded on. During the reign of Glorsh-Omega, every skrell on the Nova was sealed inside and the AI forbade any others from the outside from entering. After Glorsh vanished, the station was reclaimed by the Federation, though no trace of the previous inhabitants were found. In the present, the station is home to all of the administration and politicians of the Pluat Ven’qop, in addition to their endless swarm of assistants.&lt;br /&gt;
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Despite this, the Forlorn Nova has become a wildly popular rest stop for traveling spacers and off-duty Qukala personnel. Largely owing to its expansive entertainment districts and lax policies on conduct compared to the Core Worlds’ standards. Its popularity has only grown since the Federation relaxed its insular economic policies, which now allow the exporting of older models of skrell starship components. While more expensive compared to their human counterparts, these skrell components tend to last longer and are much less prone to failure. The sole downside is, only the most talented or foolhardy spacers are willing to fix them if they do break, thanks to the bizarrely delicate nature of skrellian engineering. &lt;br /&gt;
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==== Pluat ====&lt;br /&gt;
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An extremely hot planet. Mostly desert but with some small seas in the northern and southern hemispheres. The equatorial regions are too hot for most species, and so the only settlements are situated in the extreme polar regions. Despite the harsh conditions of Plaut, it has seen tremendous success. Miles and miles of the planet have been converted into automated facilities that in turn manufacture goods for the core worlds of the Jargon Federation. It was during Glorsh-Omega&#039;s reign that the planet was retrofitted to instead become a haven for robotics. Thousands, upon thousands, of different machines were created including that of mining drones, observation drones and more. Glorsh-Omega would often work the skrell station on Pluat beyond their abilities, and subsequently almost destroyed the workforce. Today, Pluat remains active and overseen by a few thousand skrell that have since devised various systems to ensure that no other individual is pushed beyond what they can handle.&lt;br /&gt;
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==== Yui&#039;qui&#039;gliop ====&lt;br /&gt;
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The moon to a large gas giant with an atmosphere mostly composed of hydrogen, Yui&#039;qui&#039;gliop was scarcely inhabited before the rise of Glorsh-Omega. designated as a &#039;cesspool&#039; in which the Jargon Federation sentenced criminals to repay their debt to society. It was abandoned by the tyrannical intelligence shortly after it rose to power, with the penal colony essentially being left to die out, where it remained abandoned for over a century until rebels rediscovered the planet, and converted it into a base-of-operations to fight against the intelligence. The gas giant in which the moon orbited allowed for easy access to refuel, but also a cunning way to disguise the skrell&#039;s true intentions when veering towards Yui&#039;qui&#039;gliop. Today, it stands as a converted massive communications hub, where it controls a large portion of the Nlom Relays scattered throughout the Traverse.&lt;br /&gt;
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Recently, it has become home to a small Einstein Engines helium extraction site, though its purpose is more scientific than economical. Even after allowing human corporations to operate in select zones within the Federation, this site is still heavily monitored by the Federation, despite its distance from the Core.&lt;br /&gt;
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==== [[Epsilon Ursae Minoris]] ====&lt;br /&gt;
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Initially discovered by skrell probes in 2342, Epsilon Ursea Minoris, or generally referred to as EUM, is a habitable world home to multiple Dionae civilizations and clusters. While not the homeworld of the species, EUM is the largest-known world to have been colonized exclusively by Dionae without contact or help from outside species, being home to the Dionae for thousands of years prior to discovery. EUM is independent of the Jargon Government and not considered a part of its territory.&lt;br /&gt;
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CT-EUM’s relationship with the Pluat Ven’qop is largely transactional in nature. Respecting the Federation’s wishes to grant EUM their independence, the Ven’qop administration trades food and raw resources from EUM in exchange for industrial equipment produced by the district’s factories.&lt;br /&gt;
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= Qukala-Median Treqki =             &lt;br /&gt;
Also known as the Median Naval District, it was created shortly after first contact with the Solarian Alliance, this district was to serve as a firm wall between human and skrell territory. The Qukala established several military bases and patrol outposts in the region to handle potential piracy, be it humans preying on skrell or vice versa. The region was largely unoccupied prior to the Qukala’s establishment in the area, outside of a few mining and agricultural colonies. Thanks to warm relations with the Alliance, the Qukala never had to make much use of their power here, until the Solarian Warlord States arrived in force. Recently, occasional skirmishes have broken out in the Median as opportunistic raiders swelled in numbers in the wake of the collapse of Solarian authority. &lt;br /&gt;
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Skrell from the Median are few and far between, especially those that decided to venture out in the Spur. Most of the population are farmers, miners, Qukala, and those that make up the services to support them. The planets in the district were developed enough for the Qukala to purchase local food rather than importing it from the inner worlds, but little more support than that has been received from the Federation. &lt;br /&gt;
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==== The Halcyon Shield ====&lt;br /&gt;
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Situated on a barren world in the Median lies the Qukala’s largest base outside the Federation’s Core. The base sprawls over and under the planet’s crust, providing shelter for Qukala ships and the shipyards necessary to repair them. Like most of the bases in the region, it was founded to defend the Federation from potential human aggression, piracy or invasion. With that in mind, the Halcyon is large enough to act as a logistical hub for any military action for several lightyears in any direction. &lt;br /&gt;
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Its most notable feature is a massive “planetary” shield defending the surface. The shield does not actually extend around the entire planet, only covering roughly 35% of the surface. The Halcyon’s entrances and shipyards are nestled under its protection. Any invading force would be forced to go around and under the shield to breach the Halcyon, which would make them convenient targets for the base’s heavy batteries. &lt;br /&gt;
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==== Yub’fungop ====&lt;br /&gt;
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An ocean world in the Median, it&#039;s the most developed in the region due to its excellent conditions for life and subsequently, aquaculture. It exports large quantities of fish, plant crops, and medicinal herbs to buyers in the Median, in addition to a few human colonies near the border. The skrell populace of the planet enjoys a quiet, peaceful life as the heavy Qukala presence keeps most threats away. Recently, there has been an influx of Diona immigrants to the planet interested in assisting the growing aquaculture industry. &lt;br /&gt;
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==== Benv-Opxi ====&lt;br /&gt;
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A small unremarkable dust world that is wholly unable to support life naturally due to high temperatures and violent weather. The planet would have remained a footnote on skrell maps had Glorsh-Omega not taken an interest in the planet’s central location. The intelligence constructed a massive detention facility on Benv-Opxi capable of housing tens of thousands skrellian prisoners. Escape was impossible, as the climate outside the facility is immensely deadly to skrell life. It was here Glorsh-Omega sent a large chunk of the rebels it captured during its oppressive reign. It conducted all manner of unspeakable experiments on the skrell, seeking to improve their biology and find new ways to control them. &lt;br /&gt;
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After the AI’s fall, the Federation rediscovered the mostly intact facility during one of the first few surveys of the Median. After scrubbing the prison clean, the Federation took control of it and now uses it as a black site to house some of the most vile criminals in Federation space. At least those that did not do quite enough to warrant cryogenic freezing or have valuable intelligence the Federation is keen to extract. Most citizens are unaware of its existence, and the Qukala heavily guards its star system.&lt;br /&gt;
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= Q’elpi =&lt;br /&gt;
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The Skrell residing in the “Basin” of the Traverse do not often feel the touch of Jargon’s hand in their affairs, for better or worse. The region is largely decentralized with administrations being planetary in nature rather than covering large swathes of space. The Basin is home to barely habitable planets and plenty of asteroid fields. Outside of initial construction and colonization efforts, the Federation has provided nearly no extra support to the Basin. Most colonies and habitats get by via trading minerals and valuable gasses for food and domestic goods.&lt;br /&gt;
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==== Void-Chewer ==== &lt;br /&gt;
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The most populated body in the Basin is a super-massive industrial mining facility. Its core, the original station, is home to mining drone bays, advanced sensor suites, cramped habitation decks, and ore refineries. Over time, it was expanded desultory as skrell immigrated to the station, some seeking a steady job and others seeking to escape the ever watchful eyes of the Federation. Now it is home to hundreds of thousands of skrell and host to markets, shipyards, and comfortable housing.&lt;br /&gt;
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The station was originally designed to be mobile, and even in its present state it retains this function. With thick shields to ward off debris, asteroids and other hazards, the Void-Chewer can gradually move towards new mineral deposits with large sub-light engines. This means it can take the station decades or more to reach far off deposits. To this end, many of the drones it deploys are equipped with basic warp drives to reach their targets. It&#039;s worth noting the drones are sub-AI automated machinery, and pose no risk of disobedience. &lt;br /&gt;
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==== Hivju ====&lt;br /&gt;
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Situated on the very edge of the Basin, where the Traverse meets the Human Frontier lies Hewju. A small, barren world presumed devoid of any life. Colonized by early skrell settlers victim to a decaying colony ship long off-target, the settlers only saving grace was the discovery of atmospherically sealed caves beneath the radioactive and meteor pounded surface. The caves were largely filled to the brim with water and a primordial algae-based ecosystem relying on geothermal vents for heat and sustainability. &lt;br /&gt;
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The settlers recycled what they could from their colony ship and moved into the caves below, careful to maintain its seal as they did so. They subsisted on the cultivated aquaculture and introduced what plants they could from their ship’s seed bank. Eventually, the colony was discovered by a passing Federation survey team and reconnected with the Spur at large. Presently, Hivju is a peaceful frontier world largely removed from the politics of both the Federation and the Spur. The colonists live rather luddite lifestyles within the aquatic caves and rarely own more than they need. &lt;br /&gt;
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= Zeiqi-Trqn =&lt;br /&gt;
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The portion of the Traverse situated towards galactic west near uncharted space is aptly dubbed the “Deadspace Spine” when translated from Nral’Malic. The region was one of the first colonization targets of pre-Glorsh skrell. The colonies and installations here are very old, very occupied, and very lawless.&lt;br /&gt;
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Due to the Tri-Qyu incident, much of the skrellian infrastructure in place to keep their interstellar empire intact was rendered inoperable, setting the species back with resounding force. Due to the distance, the Zeiqi-Trqn was one of the final areas of pre-Glorsh space to be “reclaimed” by the Jargon Federation. &lt;br /&gt;
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This reclamation took quite some time though, and during the decades prior, the skrell in the Zeiqi-Trqn recovered their ability to traverse the stars earlier than most due to their distance from the Tri-Qyu system. They lacked sufficient industrial power to produce the fuel and other necessities required to return to the core worlds, and instead opted to engage in communal trade to keep the region breathing until they could be found. &lt;br /&gt;
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A few decades before rediscovery, a plague swept through the Zeiqi-Trqn. Its origins are unknown and widely speculated about, popular theories being that it was a Glorsh-Omega bio-weapon or some unknown bacteria from Deadspace. Regardless, the “Black-Blood” caused the blood of a victim to cease transmission of oxygen to the cells, eventual corruption of DNA and caused the body to use carbon instead of mercury in its blood, causing its infamous black color. The plague wiped out a few of the fledgling colonies completely and severely damaged the populace of the remaining planets and stations. Authority collapsed and the region descended into anarchy. &lt;br /&gt;
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Desperate skrell turned towards piracy and exploitation to stay alive. Colonies were raided and burned, rival pirate fleets fought for any scraps of fuel or food, and countless others died from the indiscriminate conflict. When the Federation arrived, little was left to save. The Grand Council condemned the area as a “lost cause” and enacted measures to destroy colonies, ships, and stations suspected to contain traces of the Black-Blood. To this day, there is no cure to the disease, only early treatment can prevent cases from becoming terminal. Any skrell suspected of visiting the region is subject to screening to avoid spreading it to the Federation core. &lt;br /&gt;
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Inside the Zeiqi-Trqn itself, skrell who refuse to bend the knee to Jargon, prefer to live more criminal lives, or simply lack the power to go elsewhere live in squalor. The region receives no support from the Jargon Federation, and no regular patrols outside of the ones on its border.&lt;br /&gt;
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== Estuaries ==&lt;br /&gt;
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The Estuaries are the final frontier, and connect the Jargon Federation to the greater Orion Spur. Mostly comprised of developing settlements, termed by many as &amp;quot;Boundary Worlds&amp;quot; or &amp;quot;Boundaries&amp;quot; for short, with dismal qualities of life - its almost the perfect location for independence movements to take hold and flourish. Patrols are far between, and usually only noted when there is a spewing of conflict seeping into the Estuaries - some Skrell even admitting to have never seen a Federation Spacecraft with their own eyes. The Estuaries are the least dependant on the Jargon Federation, with most of the settlements within having to adopt &amp;quot;generalist&amp;quot; instead of &amp;quot;specialist&amp;quot; societies to facilitate trade and survival. Technology and quality of life within this segment varies wildly, with some systems being comparable to the Distribuaries, while other systems are still in the middle of being established. &lt;br /&gt;
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=== Xrim ===&lt;br /&gt;
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See: [[Dionae_Clusters#The_Overgrown_Labs_of_Xrim_-_Jargon_Federation| Xrim]]&lt;br /&gt;
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Xrim is a flourishing planet with thriving jungles and tropical rainforests. It is filled with billions of different hostile exobiological species. From giant sloth-like lizards to tiny, bone-eating slugs, almost every part of this planet is eager to kill. Initially federation research posts dotted this planet in the early colonization efforts, bordering giant preserves where the then peaceful wildlife was kept for scientific study. During the Era of Synthetic Oppression, the organisms of Xrim were subject to esoteric scientific experiments of unknown purpose carried out by Glorsh Omega, seeding the planet with a variety of mutagenic flora and fauna that swiftly came to dominate the world.  After the fall of Glorsh, the planet itself was left largely uninhabited by the Skrell mainly due to the now hostile ecosystem the planet supported. The planet was not completely devoid of sapient life, however, as during the second seeding by Glorsh Omega a series of Dionae nymphs where placed upon the world. The Second Federation then discovered the Dionae world and was once again reintegrated into the Federation as a whole. Still extremely inhospitable to skrellian life, the small number of Skrell scientists and citizens that dwell upon Xrim tend to live within structures produced by the local Dionae, working to study the local flora and fauna.&lt;br /&gt;
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=== Genners ===&lt;br /&gt;
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==== Qar&#039;Jarq Ga&#039;na-scuz - &amp;quot;The Sea Sluggers&amp;quot; ====&lt;br /&gt;
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Qar&#039;Jarq Generation Ship, or just the Qar to its contemporaries, was a generational ship originally designed for transit between the Skrellian homeworld and a small, tropical planet. It was the task of the Qar to colonize the planet using the features of the generational ship, including its state-of-the-art vertical hydroponics bay, it&#039;s permanent nerve centre, and it&#039;s prefab-drones. The Qar was filled with common citizens, but was also known to carry a large surplus of astronomers, who sought to take advantage of the high vantage points of the tropical planet to establish observatories and listening posts. Aside from these points, the Qar was known to be a fairly redundant generational ship and carried no other bells or whistles.&lt;br /&gt;
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At some point during its second generation, the Jargon Federation lost contact with the Qar. No distress signal was launched, nor were there any other celestial occurrences to explain this communication blackout. The Federation feared the worst, and over the next few years various attempts to replot the Qar&#039;s course was made to find it and communicate with it via long-wave radio. Eventually, five and a half years after it&#039;s disappearance, scouts were able to find radio-signatures matching the Qar, and further investigation allowed military vessels to locate and make contact with the Qar ship.&lt;br /&gt;
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Accounts regarding this location report that the Qar&#039;s hull was covered in bright blue paint, and various geometric sigils and angled shapes were drawn about the bow and the stern. Prefab drones had erected a large, flat, and oval-shaped stature idolizing what appeared to be a slug. Further communication proved that the command-staff of the Qar had been overrun by the crew who, according to the Qar representative, had been &#039;enlightened&#039; by the teachings of Ga&#039;na-scuz, a Skrellian astronomer. Ga&#039;na-scuz was reported to commune with the stars and the cosmos during their voyage, and gave compelling arguments in favour of &#039;The Great Slug&#039;, whom enveloped the universe in it&#039;s gamma-mucous and brought about a rebirth of power, psionics, and &#039;beauty&#039;. &lt;br /&gt;
&lt;br /&gt;
The Qar refused any boarding or disembarking, and threatened to turn their prefabbed turrets on the military ship if intervention was threatened. The scouts invariably backed off, and the Jargon Federation decided it would not be worth the trouble, or the bad press, to retake the spacecraft. Still, the Qar travels with a tailing military scout to ensure it doesn&#039;t get into trouble.&lt;br /&gt;
&lt;br /&gt;
==== Lu&#039;Qyu - &amp;quot;The Abyss Trinity&amp;quot; ====&lt;br /&gt;
&lt;br /&gt;
The Glosa, Blenq and Qrinq Generational Ships were the first of its kind, spacecraft designed to barely breach faster-than-light levels to allow the Skrell aboard to be taught in the various fields required for colonising another planet. Filled with thousands of Skrell, it eventually launched on &#039;&#039;&#039;March 21st 2208&#039;&#039;&#039;.  The spacecraft were observed by the Jargon Federation from afar - before eventually losing contact mere months after it was dispatched. The Jargon Federation, still recovering from the effects of Glorsh-Omega, launched the largest manhunt ever known to the Skrell. Thousands, upon thousands, of manhours were invested in attempting to recover the vessels with little success. The trio were missing with no explanation. &lt;br /&gt;
&lt;br /&gt;
For centuries, the spacecraft were immortalized in the Jargon Federation. Memorials dedicated to those lost, and annual remembrance days. Unbeknownst to the Skrell, the trio had been pulled into the clutches of massive wormhole generated after catastrophic failure of their warpdrive. They had been transported dozen of light-years away from their intended destination, with engines barely capable of breaching faster-than-light levels needed to reconnect with other members of their species. There was only one thing that they could do; attempt to find their way back home using sublight speeds. Their journey back perilous, and could only be accomplished through strict regulations implemented by the command staff of the three spacecraft. &lt;br /&gt;
&lt;br /&gt;
It took approximately two-hundred-and-thirty-two years for the trio to make their way back to the edges of the Jargon Federation. They made contact on &#039;&#039;&#039;June 3rd 2440&#039;&#039;&#039;, sending shockwaves across the Orion Spur. No longer did Skrell mourn its loss, but instead celebrated its recovery. Despite their welcome back into the Jargon Federation, many remained aboard the spacecraft and chose to continue traversing the stars as they had before.&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=22423</id>
		<title>Notable Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=22423"/>
		<updated>2022-01-04T21:07:27Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: /* Modern */  Added Kezoq Torq-Bep to the page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
For as long as records have been kept to attest to one&#039;s actions, [[Skrell]] society has been riddled with outstanding individuals who made their mark on history in ways both big and small. Not every grand figure receives the recognition they may deserve, and the stories of many of &#039;&#039;&#039;Nralakk&#039;&#039;&#039;&#039;s finest and bravest minds go unsung. From the Ancient Era of &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;&#039;s fractured lands to the modern days of the unifying &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;, there have been, and always will be, a lucky few who were able to change their worlds and be remembered by the people whose lives they changed.  &lt;br /&gt;
&lt;br /&gt;
= Modern =&lt;br /&gt;
&lt;br /&gt;
==Lori&#039;Eldap Joolro&#039;Loveq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : May 5th 1901 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Joolro&#039;Loveq is the oldest living Skrell in existence -- Born in 1901, they are the Head Teacher of the Aliose University of Medical Sciences.  They are treated hourly with chemicals - and have had several organ surgeries. They are capable of standing for a few minutes, and has famously met the oldest Human in existence several times - and continues to meet the oldest human every time the current oldest dies.&lt;br /&gt;
&lt;br /&gt;
==Ju&#039;qoli Yeeboq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : Feburary 14th 2287&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ju’qoli Yeeboq, or ‘Ju’qoli Qu’, literally ‘Ju’Qoli The Bright’, is a Skrell stargazer and rebel, who’s ultimate goal is to usher in an age of rebellion through the reading and understanding of celestial events. Ju’qoli often transmits on public Skrell frequencies, which are subjugated by the larger government, but some pirate transmissions or saved broadcasts are circulated through extranet channels. They speaks of a coming age where the Skrell who follow the ‘true path’ will be rewarded with freedom, and the cosmos will ‘open up’ to them. Ju’qoli has also seemingly convinced multiple Dionae of this, as well, and usually counts some in their ranks.&lt;br /&gt;
&lt;br /&gt;
==Ockq Oona==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : May 8th 2301&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ockq Oona, is a revolutionary Skrell known by many as the founding member of the Raqa&#039;Nuul. Their origins are typical for most Skrell revolutionaries throughout the Jargon Federation - born within the Estuaries of the Traverse, it wasn&#039;t long until external influences prompted the awakening on the Skrell. They bided them time, even gathering accredited degrees in various fields at Mars University, before they commenced operations against the Federation. Slowly, Oona built support for their cause with the help of other Skrell and non-Skrell, eventually building sizable community of &amp;quot;hacktivists&amp;quot;. Many describe Oona as more robot than Skrell due to their numerous augments.&lt;br /&gt;
&lt;br /&gt;
==The Latent==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : ??? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not much is known about The Latent, with only vague pieces of information disseminating across the sub-faction of the Resistance in which they lead. Rumours persist about their appearance; both tall and short, light-complexioned but also dark-complexioned. In reality, few ever get to meet The Latent, and those that do are considered the highest of the Oqolk-Kora order, who swear on their own lives to protect the identity of their leader. The Jargon Federation has openly stated that reporting any known information about the Oqolk-Kora Leader will result in an increased social credit score.&lt;br /&gt;
&lt;br /&gt;
==Psi==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : ???&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
???&lt;br /&gt;
&lt;br /&gt;
==Weashbi Jrugl==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate : July 24th 2357 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weashbi Jrugl was born on the Skrell homeworld in &#039;&#039;&#039;2357 CE&#039;&#039;&#039; to a doctor and an engineer in the ruins of a city between Heshy’Qlip and Xyla. As they grew up, they gained a drive to learn as much as they could about the animals and people of their homeworld. They became a skilled mathematician by necessity and helped distributors in their community plan and distribute resources efficiently. In &#039;&#039;&#039;2377 CE&#039;&#039;&#039;, they applied and was accepted to the Gliutip’lyaz University. They rose to the challenge of the rigorous schooling environment and social setting of Gliutip’lyaz University and left the school in &#039;&#039;&#039;2400 CE&#039;&#039;&#039; as a much more skilled and well-connected individual.&lt;br /&gt;
&lt;br /&gt;
Jrugl worked as a xenobiologist for a short thirteen years before Skrell made first contact with the Tajara. They were one of many xenobiologists who took a quick interest in the species, and it was not long before they had released their first research paper on the strange alien species.They worked with gusto to produce papers and compile research so that every Skrell in the Federation could learn about these aliens if they had an interest. This pattern of discovery and research went on for many years, making Jrugl a well-known xenobiologist over the span of a few decades.&lt;br /&gt;
&lt;br /&gt;
Jrugl came to work alongside humans quite a bit, both as a means of comparing notes and interacting with their strange cultures. In early &#039;&#039;&#039;2451 CE&#039;&#039;&#039;, Jrugl attended an event in which a Solarian Alliance ambassador bragged about the amazing capabilities of their AI. The ambassador claimed that an AI had found the highest prime number possible. Annoyed and proud as they were, Jrugl used their mathematical know-how along with strategies they had learned during their decades of study to quickly prove the ambassador wrong. Weashbi Jrugl, in a fit of stubbornness, had discovered a new “highest known prime number” in only a few hours.&lt;br /&gt;
&lt;br /&gt;
Jrugl was already a well-known xenobiologist, but this stunt involving prime numbers launched them into a borderline ridiculous celebrity status. The Grand Councillor of the time commended their work, as did most Skrell across the galaxy. Politicians moved for the ruins Jrugl was born in to be renamed in honour of Weashbi Jrugl. Jrugl found the decision to be in poor taste, so the ruins were instead renamed in honour of Jrugl’s ancestors. The area is known today as the &#039;&#039;&#039;Jrugl’Qlip Ruins&#039;&#039;&#039;, and reclamation efforts have started to make the area’s outskirts into a thriving community.&lt;br /&gt;
&lt;br /&gt;
When it came time for a new Grand Councillor to be chosen by popular vote, Weashbi Jrugl won by a landslide. Skrell across the galaxy knew them by reputation and their work, so they chose them to represent their interests in the Grand Council. Since then, Jrugl has pursued many ambitious goals. Most notable of these goals is their administration’s work to reintegrate systems that were not present for the Tresja Agreement back into the Jargon Federation.&lt;br /&gt;
&lt;br /&gt;
Jrugl has remained as Grand Councillor of the Jargon Federation at the end of the 2463 Elections after being declared victorious. They have expressed a desire to overhaul the inner workings of the Jargon Federation, beginning with a reformation of the legendary Tupkala. Many are keeping an eye on what next the Grand Councillor wishes to change. &lt;br /&gt;
[[File:Ormish Jrolk.jpg|thumb|right|Ormish Jrolk: The renowned Skrell scientist.]]&lt;br /&gt;
== Ormish Jrolk ==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : July 19th 2097&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jrolk was born on Aweiji during the Era of Synthetic Rebellion and had survived beneath the tyrannical intelligence for almost a century before its disappearance within the Tri-Qyu Nebula. Despite this, Jrolk went on to complete four degrees at the Grand University on Qerrbalak; Biochemistry, Physics, Genetics and Biotechnology. Their several degrees allowed their career to prosper, even under the ever-watching tyrannical eye of Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
They further went on to become Chief of Research for Zeng-Hu, leading to dozens of technological advances within the greater Orion Spur, but especially outside of the Jargon Federation. Many have said Jrolk is a wise individual, mostly due to his advanced age and status as an Elder among the Skrell. Despite this, Jrolk failed to be elected as the Grand Councillor of the Jargon Federation, but instead has become Grand Advisor of Economic Development after being appointed by Weashbi Jrugl. &lt;br /&gt;
&lt;br /&gt;
Jrolk is one of the most influential Skrell across the Orion Spur and was merely a little over two hundred upon the discovery of humanity in twenty-three-thirty-two. They were one of the first &amp;quot;ambassadors&amp;quot; meant to close the divide between the two species and assisted in perfecting cloning technology for use both within the Jargon Federation and the greater Orion Spur. They are also considered the creator of the fertility treatments found scattered throughout the Jargon Federation, having worked alongside Nalo Gir&#039;Roq.&lt;br /&gt;
&lt;br /&gt;
== Kalq’Qi Weibii ==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : February 12th 2161&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hailing from the very boundaries of the Traverse, Kalq’Qi Weibii announced their running for the Grand Councillor’s seat in the 2463 Elections alongside both Ormish Jrolk and Weishbi Jrugl. Weibii is renowned across the boundary of the Jargon Federation for their involvement in reintroducing the various colonies left in isolation after the fall of Glorsh-Omega. They are considered a legend amongst other Representatives for their efforts in the Tresja Agreement signed in 2245 CE. &lt;br /&gt;
&lt;br /&gt;
Weibii was born towards the waning twilight of the Era of Synthetic Oppression and had just completed their final degree at the Paa’Kiim Institution of Learning located on the colony of Paa’Kiim, when the intelligence was destroyed. With degrees revolving around Political Science, Law and Communication -- they were bound to spearhead the Collaborator Trial on Paa’Kiim. There are varying perspectives on their decisions, but most tend to agree with the severity of their sentences. &lt;br /&gt;
&lt;br /&gt;
Weibii further went on to orchestrate a massive exodus of colonists from within the Traverse after her attempt at acquiring the title of Grand Councillor failed. This has lead to thousands of individuals seeking reprieve from the Jargon Federation’s iron first within the Republic of Biesel, prompting many more to wonder what more will come from such a decision rendered by these refugees. &lt;br /&gt;
&lt;br /&gt;
==Vraka Xora-Nel==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : November 10th 2389&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Director Vraka Xora of Xomor, an institution established to provide the Jargon Federation with spacecraft. Xora-Nel rose through the ranks of the Qukala, and has secured over sixty years of experience amongst the stars - making them the perfect individual to lead Xomor. Routinely designing, and then pushing, their spacecraft beyond the breaking point in order to uncover an additional understanding of their designs. They are considered to be the 8th wealthiest individual within the Jargon Federation as of December 31st 2462, with an estimated net worth of CR110.7 billion. They completed their education at the New Seoul Combat Training Centre on Earth.  They were born on Aloise. &lt;br /&gt;
&lt;br /&gt;
Director Xora has hardly been seen since their appointment as Director of Xomor in 2438. Their elusive nature has resulted in many believing them to be hiding key information, supported by their weekly visits to the Grand Councillor’s Chambers. Some have even begun speculating a thriving Qu’Poxii relationship between the two, but nothing has been confirmed as of yet. Employees within Xomor have reported that despite never seeing the Director, they are a remarkable individual with clear signs of high level intellect when looking at how they carry forward the business model. &lt;br /&gt;
&lt;br /&gt;
==Xul Lurg==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : April 3rd 2063&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xul Lurq is Chancellor of Qerr&#039;Zolvq Industries, an enterprise responsible for all aspects of power generation and resource extraction. Having an estimated net worth of CR47.1 billion, she is the 26th richest individual within the Jargon Federation as of December 31st 2462. Among her holdings are various agricultural sectors throughout the Jargon Federation. They graduated from Gliutip&#039;lyaz University, where they studied for approximately 69 years. Since then, Lurq has donated millions of credits to Gliutip&#039;lyaz University and various charities around the Orion Spur. Aweiji was her birthplace. &lt;br /&gt;
&lt;br /&gt;
As a result of her openness and generosity, Lurq has achieved minor Idolship within the Jargon Federation. A regular host of charity galas, she frequently invites people from within the government-owned enterprise that she runs as its Chancellor as well. While the general consensus is that Lurq is exemplary and upstanding, rumours persist of her unethical behaviour to the few who develop their relationships into Lu&#039;Poxii. &lt;br /&gt;
&lt;br /&gt;
==Nalo Gir-Roq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : March 29th 2301&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nalo Gir-Roq holds the position of Overseer of Tuz&#039;qlip Researchers, a company whose aim is to help manage all aspects of Research, Development, and Healthcare across the entire Federation. Having a net worth of CR101.2 billion, Gir-Roq ranks as the 10th-richest citizen in the Jargon Federation at the end of 2462.  Known for their pioneering work on genetic therapy, they discovered methods to alleviate the damage caused by genophage almost three centuries ago. They are a graduate of the Aliose University of Medical Sciences and regularly teach at the institution. A native of the Homeworld, he was born there. &lt;br /&gt;
&lt;br /&gt;
Gir-Roq has succeeded in securing his status as an Idol within the Jargon Federation, although some have claimed his conniving tactics are to blame for this. Gir-Roq&#039;s former colleagues have openly stated that he is a slimy individual, willing to do whatever it takes to succeed. Though this view of life may be accepted by the Jargon Federation, there are clear lines Gir-Roq crossed. His excellent teaching methods contribute to his fame, as is remarked by many students.&lt;br /&gt;
&lt;br /&gt;
==Alot Sonq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : July 12th 2375&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alot Sonq is a Jargon business magnate, media proprietor and politician. They are the Chief Executive Officer of Nralakk Logistics, a state-owned enterprise tasked with tackling logistics and communications across the Jargon Federation. Born on Aliose, and raised within the Fedas Archology, Sonq went on to graduate from Qerr’Malic Institute of Technology in 2425. They hold several degrees in fields relating to Information Technology, which allowed them to propel through Nralakk Logistics until their appointment of Chief Executive Officer in 2454. They were born on Qerr’Malic. &lt;br /&gt;
&lt;br /&gt;
Sonq has allegedly developed a rather “headstrong” and “obstinate” personality within Nralakk Communications. Employees have often expressed little desire to go against orders received by management. Those that do often find themselves relocated to less desirable departments. While employees are encouraged to bring new avenues to explore to Sonq, very few have admitted to doing so in fear of miscommunication leading to a developing Lu’Poxii relationship.&lt;br /&gt;
&lt;br /&gt;
==Kezoq Torq-Bep==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : June 21st 2174&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kezoq Torq-Bep is the newly appointed Commander of the Jargon Federation&#039;s infamous Tupkala. They are personally responsible for overseeing all covert military activity within and outside the Federation&#039;s intergalactic borders. Before the Tups, Torq-Bep was a famous member of the Ruupkala, known for their exceptional psionic abilities and energetic presence. Several improvements were made to the Nlom Relay operation procedure under Torq-Bep&#039;s influence. Had Torq-Bep not been transferred, they were likely to become the Head of the Ruupkala, given enough time.&lt;br /&gt;
&lt;br /&gt;
Thrust into the precarious position of Tupkala Commander after a rogue predecessor, Torq-Bep is faced with several unfortunate circumstances as they begin their career. Thankfully, Grand Councillor Weashbi has provided massive support across the board for the reformed Tupkala. Within the Tupkala, Torq-Bep has already proven themselves a quick learner and astute leader.&lt;br /&gt;
&lt;br /&gt;
= Past =&lt;br /&gt;
==Xuq’mqix Volq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : December 12th 2001&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathdate : November 1st 2305&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xuq&#039;mqix Volq was a renowned Linguistics Professor within the Jargon Federation. Born on Aliose almost half a century before the rise of Glorsh-Omega, their education in Linguistics would further allow them to create a rebel language that Glorsh-Omega would not capable of understanding - shielding their plans from any intrusion, being hailed as one of few methods that greatly assisted the efforts. &lt;br /&gt;
&lt;br /&gt;
Professor Volq would then go on to create the &#039;&#039;&#039;Xuq Translator&#039;&#039;&#039; - a device which can only be described as an extremely advanced Enigma Machine capable of deciphering languages. It would go on to assist in numerous diplomatic negotiations, and be installed in almost every Jargon Federation Vessel by 2298 CE. Professor Volq was awarded, post-humorously, for their efforts in both the Glorsh Rebellion and the creation of the Xuq Translator.&lt;br /&gt;
&lt;br /&gt;
==Wreshin Tup==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate : ???&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathdate : ???&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wreshin Tup is the given name of a legendary soldier, philosopher, and poet reputed to have been active from approximately &#039;&#039;&#039;1800 BCE&#039;&#039;&#039; to &#039;&#039;&#039;800 BCE.&#039;&#039;&#039; The anthologies of Wreshin Tup are extensive and describe many events, but give little to no insight on their early life. Records believed to date as far back as 1800 BCE describe them as a lone Skrell who travelled between the various governments of Qerrbalak in the hopes of offering counsel. From this humble beginning, Wreshin would eventually find themselves to be the leader of a social movement promoting the importance of individual life. Ironically, this respect for individual liberties attracted a small, yet highly skilled, group of militants to support them. &lt;br /&gt;
&lt;br /&gt;
Discrepancies in recorded accounts of the figure vary in regards to their description and demeanour along with their alleged lifespan (which was well beyond the expected lifespan of Skrell at the time) suggest that Wreshin Tup was not a single person. While it is accepted among historians that multiple Skrell took up the mantle of Wreshin Tup during the millennium of its usage, the exact number is unclear and remains a popular point of speculation among scholars.&lt;br /&gt;
&lt;br /&gt;
==Tiipis Yla==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : January 31st 1969&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathdate : June 6th 2305&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tiipis Yla was the first Grand Councillor of the Jargon Federation but also an author, guerrilla leader and diplomat. Tiipis rose to prominence after actively voicing their resistance to the Glorsh-Omega, somehow evading the tyrannical intelligence through a myriad of different methods; nlom-invisibility being a primary one. Their spearheading of the revolt against Glorsh-Omega is what got them elected as the first Grand Councillor with the introduction of the artificial intelligence ban within the Jargon Federation securing their position until their death almost a century after coming into power. &lt;br /&gt;
&lt;br /&gt;
==Rixulin Fliioux’Quualt==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate : Feburary 14th 1898 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathdate : October 27th 2056 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rixulin Fliioux’Quualt was a famous artist, sculptor, and fashion designer known throughout Skrell space. Born in &#039;&#039;&#039;1898 CE&#039;&#039;&#039; in the city of Juerlduern on Qerrbalak, Rixulin was very social in their childhood. As they grew up, they questioned common themes and motifs in Skrell art. They believed that art, like all things, needed to evolve and change over time. In their mind, what mattered most was creating emotions and passion in people through their work.&lt;br /&gt;
&lt;br /&gt;
His early artwork is very similar to the works of their contemporary artists, but this changed dramatically over their lifetime. They studied historical artforms in their youth and published several theories regarding the evolution of art across the ages and where it would go in the future. They became famous, first, for their avant-garde statues. They sculpted Skrell in daring, proud poses and used multiple kinds of stone in each of their works. The final result was that each statue was drastically different from each other, each being made of materials of varying colours. This style, at first, was met largely with disgust. Many critics claimed their work was shoddy and believed the different colours across each statue’s body made them look gaudy and garish.&lt;br /&gt;
&lt;br /&gt;
Where Rixulin found their popularity was in the youth of the mid-1900s. Young minds saw the outlandish and daring nature of their work, and it inspired them to work in ways that had not been done before. After a team of young researchers attributed their medical breakthroughs to inspiration from Rixulin’s work in &#039;&#039;&#039;1974 CE&#039;&#039;&#039;, the artist’s many works of art received the attention they deserved. This began a movement of art known to Skrell as &#039;&#039;&#039;Hyper-expressiveness&#039;&#039;&#039;, and soon the avant-garde nature of Rixulin’s work became a thriving sub-culture throughout Skrell space.&lt;br /&gt;
&lt;br /&gt;
[[File:ZroseChartNS.png|center|500px|thumb|The abilities of Notable Skrell on the Zrose Chart, according to their psionic capacity.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=22087</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=22087"/>
		<updated>2021-12-07T20:10:45Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: /* Notable Information */  Glorsh Addition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian (Nral&#039;Malic), Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
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Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high-quality housing, and fine living.&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
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Skrell can be the following heads of staff:&lt;br /&gt;
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* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Consulars / Representatives&lt;br /&gt;
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== Mechanics ==&lt;br /&gt;
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===Species Mechanics===&lt;br /&gt;
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*Skrell have their own language that can be used by typing &#039;&#039;&#039;,k&#039;&#039;&#039; before anything you say, and can also be used over the radio.&lt;br /&gt;
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*Skrell can use a variety of different psionic abilities. &lt;br /&gt;
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*Skrell can enter Srom with other Skrell when they sleep, allowing communication and lucid dreaming.&lt;br /&gt;
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*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
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*Skrell have the ability to breathe underwater due to them being amphibious.&lt;br /&gt;
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*Due to their advanced vestibular system, Skrell maintain a good balance and never slip.&lt;br /&gt;
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*Skrell have large heads with protruding head tails and due to this, they cannot wear normal hardsuit helmets but instead need to wear Skrell hardsuit helmets (found in EVA). Their head tails also make it uncomfortable to wear normal headwear such as hats so most Skrell opt-out of that.&lt;br /&gt;
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*Skrell have a hemocyanin-based circulatory system, meaning that their blood is instead bound to copper atoms and not iron atoms. Skrell require copper supplements to alleviate blood loss symptoms.&lt;br /&gt;
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===Axiori Mechanics===&lt;br /&gt;
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*Axiori take increased burn damage due to their natural habitat being colder.&lt;br /&gt;
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*Axiori take decreased oxygen and brute damage due to the increased pressure of their natural habitat.&lt;br /&gt;
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*Axiori must drink fluids more regularly when out of water.&lt;br /&gt;
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*Axiori sprint slower due to their larger, webbed feet.&lt;br /&gt;
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*Axiori have a naturally higher pulse due to their increased circulatory needs.&lt;br /&gt;
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== Biology ==&lt;br /&gt;
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See also: [[Skrell Ailments]]&lt;br /&gt;
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Adapted for life both beneath, and above, the waves, the Skrell are fully amphibious and are capable of breathing underwater whilst also possessing superior underwater vision. Their extremities are noted as having a lack of nails, and a presence of strong webbing in-between each digit. Due to their evolutionary path, the Skrell instead have hardened gums in place of teeth. Typically, these gums allow to chew on soft foods or facilitate the ability to swallow their foods whole or grind them down into more digestible forms.&lt;br /&gt;
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They do not have visible noses, instead through nostril slits sitting in the middle of their face on a fleshy mound. Skrell have an average height ranging from &#039;&#039;&#039;4’5” to 5’5”&#039;&#039;&#039;. The lack of significant facial muscles proves to make it relatively difficult for non-Skrell to identify the species emotions, which makes them seem rather cold and unaffected when in reality Skrell use a variety of methods to display their emotions, including the use of their vocal cords. Their eyes are black due to a pigment in their tear ducts.  &lt;br /&gt;
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Skrell have also tentacle-like &amp;quot;headtails&amp;quot; typically hanging down over their shoulders, meant to keep the skin close to the neck damp for the incubation of eggs. These headtails typically contain hundreds, even thousands, of micro-muscles that allow the Skrell to move them into a variety of positions. Though these muscles do not allow for the ability for fine control, they can generally be raised, positioned and wiggled into various forms. These headtails grow throughout the entirety of a Skrell&#039;s life and signify the age of a Skrell as they grow longer with age - with the eldest being the least likely to modify their length at spas with headtail-treatments. These headtails are often adorned with jewels, cloths chains or places, as a fashion statement. Headtail can also be &amp;quot;tied back&amp;quot; as well; while this may seem uncomfortable or painful, as long as the tie is not too tight it is equivalent to folding ones hands. They are also used for emotional displays and gesturing. Gestures can vary from system to system. &lt;br /&gt;
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Skrell are noted to be cold-blooded, which means that their bodies are at the same temperature as the air or water around them.  When they are cold they will seek warmth, and vice versa when they get too hot. Whilst they are cold-blooded, they are dissimilar to other species within the Orion Spur, sapient and unsapient. The Skrell have a much higher tolerance for either side of the temperature gauge and are usually comfortable in a variety of different environments provided that the humidity and moisture levels are satisfactory. &lt;br /&gt;
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=== Physical Appearance ===&lt;br /&gt;
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See also: [[Skrell Ethnicities]]&lt;br /&gt;
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Whilst gelatinous in appearance, Skrell skin in fact has a second layer of less translucent flesh under the surface. In dry climates, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. &lt;br /&gt;
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Skrell skin notably contains glands that secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
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Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in the skin over the course of a month while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
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=== Genders and Sexes ===&lt;br /&gt;
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See also: [[Skrell Relationships#Unions| Skrell Relationships]]&lt;br /&gt;
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Skrell, dissimilar to other sophonts in the Orion Spur, never developed the concept of gender within their society -- mostly due to the fact they are synchronous hermaphrodites, possessing the ability to both lay and fertilize eggs. Whilst Skrell do not have sex or gender identity, due to their hermaphroditic nature they&#039;re extremely open to adapting into gender roles of other species due to their enjoyment of foreign cultures. &lt;br /&gt;
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While Skrell never developed the concept of genders within their society, terms do exist to characterize the biological attributes relating to the production and fertilization of egg clutches. These terms are known as &#039;&#039;&#039;F&#039;ex&#039;Qa&#039;&#039;&#039; (The Egg-Layer) and &#039;&#039;&#039;F&#039;ex&#039;Tra&#039;&#039;&#039; (The Egg-Fertilizer) amongst the species. &lt;br /&gt;
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=== Aging, Maturity and Fertility ===&lt;br /&gt;
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Skrell reach physical maturity at about double the age of humans, complemented by the Skrell understanding of adulthood going far beyond physical growth to include experience. A Skrell will reach biological maturity at roughly the age of thirty, but in skrellian society will only be treated as reaching &amp;quot;adulthood&amp;quot; after their second college, around the age of 50 - 60. A healthy Skrell can naturally live up to 250 years, but current medical technology within the Jargon Federation allows them to increase their lifespans to an impressive 450 to 500 years. &lt;br /&gt;
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Due to the lingering effects of Glorsh&#039;s attempts to genetically manipulate Skrell, a sizeable percentage are completely sterile. Thanks to the intense research efforts of numerous skrellian, and non-Skrell, doctors and scientists, specialists have the capability to at least partially reverse these effects in most Skrell. The extensive treatments and investments needed to undergo the treatments for the Genopage give the reality that only about a third (33%) of Skrell can have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have eight eggs hatch at a time. Without treatments, affected eggs remain inert, not developing.&lt;br /&gt;
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== Psychology ==&lt;br /&gt;
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Because of their long lifespan, Skrell tend to have a “long view” not common in other races. Passive observation and study is far preferred than immediate action, and do not mind that decades or even centuries can pass before their decisions begin to pay off. Older Skrell can seemingly make incomprehensible decisions, but further investigation often reveals that these choices are often related to carefully laid plans.&lt;br /&gt;
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Due to their “long view” approach, Skrell generally have difficulty with viewing events that take place over short timeframes with the same importance that shorter-lived races do. Consequences lasting less than a decade are deemed inconsequential and has resulted in the species’ higher tolerance of momentary worries; such as waiting for things to come to fruition. On the other hand, this has resulted in a much lower tolerance for long-term worries, such as existential threats, and can lead to high levels of accumulated stress.&lt;br /&gt;
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Stress impacts Skrell to a lesser degree than in other species, and is usually exhibited through the secretion of black liquid through orifices such as their eyes, often remarked as being similar to crying. It is quite obvious to tell whether a Skrell is beginning to become overstressed, as there will usually be dark stains across their skin.&lt;br /&gt;
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A Skrell’s mindset and emotions can be heavily impacted by tidal cycles, as creatures heavily attuned to waters. This can vary from Skrell to Skrell, some feeling lethargic or anxious on a new moon, others feeling rejuvenated and full of energy. Cosmic phenomena that can affect tides and gravity are easily noticed by them as well. This can lead to some Skrell being rather reluctant to migrate from planet to planet; the size of a moon, how many there are, and even a lack of any moon can cause full-scale personality shifts.&lt;br /&gt;
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==Psionics==&lt;br /&gt;
=== Nlom ===&lt;br /&gt;
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All Skrell have a general “thought field” called the Psionic Wake or Nlom. When in the psionic wake, the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. In some ways it forms an echo chamber where the same popular thoughts resonate over and over. Because of this, new ideas are often introduced very slowly into Skrell society. Skrell share the Wake across great distances, commonly enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is composed of can be voluntarily concentrated, which is what telepathy is - accessing the thought field directly.&lt;br /&gt;
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Skrell are commonly divided into two psionic categories -- receivers and listeners. This difference is decided genetically on birth and splits the Skrell roughly 9:1, with the majority being receivers. Currently, there is no genome modification that can accurately predict the type of psionic category a Skrell will fall into, nor is there any way to modify it. Papers published call this “The Great Lottery” or “Psionic Gender”.&lt;br /&gt;
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Receivers and Listeners differ in their individual submission to the greater Wake around them. In other words, while Receivers are psionically guided to accept the common ideas and influences currently circulating Skrell society, Listeners feel much less outside pressure to conform or unnaturally agree with the ideas at hand. Because of this, Listeners are often looked upon with suspicion, while Receivers are usually found in the upper echelons of Skrell society. Some Skrell find it difficult to classify themselves and have been known to feel more or less attuned to the Wake at different points in their life. Regardless, most Listeners often succumb to the powerful psionic force of the Wake and become conformed to society one way or another.&lt;br /&gt;
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Some Listener groups have recently begun to stir with increased ostracization, government surveillance, and general prejudice from the more popular Receivers. While these groups promote Listener advocacy in a peaceful way, a select few underground cells have begun teaching a more extreme, “psionic-isolationist” idealism, where Listeners purposefully disconnect themselves from the greater Wake.&lt;br /&gt;
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==== Zona Bovinae ====&lt;br /&gt;
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Human scientists have connected the phenomenon of the Wake to many Terran animals. Zona Bovinae, a part of the brain first discovered in a domesticated cow in 2256, and subsequently in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having the organ developed and active, and solitary predators possessing a similar, but atrophied, part of the brain. When first contact with Skrell was made, however, it was discovered to be responsible for psionics.&lt;br /&gt;
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Although most other various species do not perceive the Wake, they can still be affected by direct influences. The effects of long-term exposure of direct Wake signal transfer to other species has been tested, but results have shown that unaugmented members of other species can suffer negative effects from long-term, prolonged exposure to psionic influence. &lt;br /&gt;
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Cooperation between the Jargon Federation and the Solarian Alliance has resulted in laws against the usage of most psionic actions against unaugmented sentients; the exchange of psionic communication being legal, however, other uses of psionics against those not augmented with a Nlom-receiver can result in various charges related to battery and assault. Those augmented with a Nlom-receiver have loosened restrictions in regards to psionic actions levied against them, however, consent is required for any actions other than psionic communication.&lt;br /&gt;
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=== Srom ===&lt;br /&gt;
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When a Skrell&#039;s body enters ‘deep’ sleep, it stops transmitting signals of the Wake. Instead, Skrell enters the Dream or Srom. Here, their thoughts connect to others on a deeper level than the Wake can allow, transmitting emotions and memories. This psychic space is much like a human lucid dream but on a much wider scale.&lt;br /&gt;
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The size of any given Srom dream bubble is dependent on the amount of psychics recently occupying a location. A small number will generally keep their dreams to themselves, perhaps picking up only scarce traces from one another. Smaller dream bubbles can widely vary in appearance, with landscapes embodying the “strongest” memory or lucid concept dreamt up. Larger dream bubbles, such as on the Homeworld, resemble the environment they’re built around.&lt;br /&gt;
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Psychic individuals can actively alter and adjust things in Srom based on skill, effort, and power. Typically, the most common move is to alter one&#039;s dream body; some claim the process is easier if one sleeps wearing a costume. Overuse of lucid dreaming can cause various levels of unpleasant physiological and psychological effects. It takes a keen mind to perfectly replicate how a dreamed up object would realistically act. Lastly, stress can cause objects to spontaneously appear in the Srom or change it.&lt;br /&gt;
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It is difficult to keep one&#039;s lips sealed in the Dream, with social inhibitions easily melting away. However, it is also much easier to create and brainstorm in Srom.. Ways to hide from the dream clutter of a dream bubble are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that aluminium (typically headpieces, blankets, or plated walls) blocks off sections of a dream Bubble entirely.&lt;br /&gt;
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Skrell who don&#039;t have the luxury of aluminium-plated walls must remain in light sleep or awake entirely. This means most who hold secrets have the telltale sign of being constantly tired, however, some Skrell can enter a meditative trance, keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminium sealed laboratories and dorms, speaking and dreaming with each other in private.&lt;br /&gt;
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==== Circadian Rhythm ====&lt;br /&gt;
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&#039;&#039;See also: [[Skrell_Ailments#Psionic_Over.2FUnder-Sleeping|Skrell Ailments]]&#039;&#039;&lt;br /&gt;
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Some Skrell fall into the categories of an oversleeper or an undersleeper. Oversleepers find themselves addicted to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oftentimes, they are seen as reclusive and sometimes lackadaisical individuals. Contrarily, undersleepers are seen as holders of deep and potentially dangerous secrets, and generally avoid falling victim to the pleasantries of dreaming.&lt;br /&gt;
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It is known that Skrell only need to sleep for about an hour a day, and are able to lapse in and out of consciousness almost on-command. They are also capable of entering a kind of hibernation for incredibly long periods, even weeks or months at a time. &lt;br /&gt;
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Nlom-devices are often two-way interfaces within a dream bubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and three Skrell pilots, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means Skrell require a large amount of training and practice to operate Nlom-devices.&lt;br /&gt;
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=== Telepathy ===&lt;br /&gt;
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Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed this on non-consenting alien species to be a criminal offense similar to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this ability to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as Skrell scientists are exceedingly empathetic to the volunteers&#039; pain and end up cancelling the studies. Rare studies have been conducted, however, though scientists who have attempted to delve into this field have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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&#039;&#039;&#039;OOC Note:&#039;&#039;&#039;&lt;br /&gt;
* Psionic Pinging a location for the pure reason of hunting down Synths is just not in good taste. Don&#039;t do it without prior suspicion, and if you somehow confirm it, use different RP avenues! Perhaps instead of reporting them, you extort them? Don&#039;t shut down a character idea, but instead entertain it.&lt;br /&gt;
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* When sending an image/sound to another individual’s mind with telepathy, phrase and format it like so: [You hear/see ____ in your mind].&lt;br /&gt;
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== Social ==&lt;br /&gt;
=== Federation Social Interactions ===&lt;br /&gt;
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[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However, it is still seen as co-operative to compete.]]&lt;br /&gt;
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When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; labourers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. An 89-year-old Skrell Research Director would be instantly more popular than a 190-year-old cargo technician, and that old Skrellian cargo tech would be berated for being lazy because they&#039;re expected to do better. &lt;br /&gt;
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Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
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=== Emotional ===&lt;br /&gt;
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Skrell lack complex muscles within their face and have next to no facial expressions or difference between facial appearance.. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice, and language used.&lt;br /&gt;
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Due to Humans&#039; limited audial receptors, the many tones a Skrell can project are lost to all non-Skrell and thus Skrell have a very difficult time expressing emotion to them. In contrast, when matched with another of their kind using telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
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The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Ratajani”, and various other creatures that have aquatic connotations. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
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[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Jargon gestures.]]&lt;br /&gt;
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=== Humor ===&lt;br /&gt;
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Skrell sense of humour is very different from its human variety. While both Human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
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The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrellian settings. &lt;br /&gt;
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While human humour highly relies on words and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humour in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
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Fear and humour go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humour. Nowadays, this is done with robust genetic treatments, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
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=== Language ===&lt;br /&gt;
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To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
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The language was created in &#039;&#039;&#039;925 BCE&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
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Skrell are capable of producing a range of sounds, which often have a link to their emotional state. This can include; squealing, shrilling, warbling, croaking, chirping, chirruping and lastly quiet grunting. &lt;br /&gt;
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==== Expressive Language ====&lt;br /&gt;
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It is widely known that the Skrell rely on a mixture of psionics, body language, and aural noises to convey their emotions -- which has proven to be rather difficult for other species to understand. This has lead to an almost &#039;&#039;&#039;&amp;quot;secondary language&amp;quot;&#039;&#039;&#039; to emerge amongst the Skrell known as &#039;&#039;&#039;Nral&#039;Balak&#039;&#039;&#039; amidst contemporary Skrell. To other species, this may seem as simply a skrellian version of sign language, but in reality its a very intricate and complex process designed to facilitate easier understanding of skrellian emotions. &lt;br /&gt;
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It has been observed that Skrell feeling &#039;&#039;&#039;upset&#039;&#039;&#039;, or &#039;&#039;&#039;disgruntled&#039;&#039;&#039;, may blow their cheeks out. Similar to that of the Solarian Anura Species, which has added onto the slur of calling the species &amp;quot;Frogs&amp;quot;. It is also notable that some scrunch their headtails up, emitting several chirrups that are deliberate and obtusely released, sometimes even narrowing their eyes. It is believed that this was a biological reaction originating within Proto-Skrell in the event they were attacked or confronted by a possibly fatal situation, in an attempt to make themselves seem much larger than they actually are. &lt;br /&gt;
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The feeling of &#039;&#039;&#039;happiness&#039;&#039;&#039;, or that of being &#039;&#039;&#039;euphoric&#039;&#039;&#039;, amidst the Skrell is one of the &amp;quot;easier&amp;quot; emotions to discern. Skrell will usually involves a varied mixture of headbobbing, shrills, and positioning of their headtails to convey their joy -- such as curling their headtails and warbling in a much higher pitch than normal. Skrell are also observed to struggle to contain their joy, resulting in such often spilling over into the rest of their body and making rather spasmodic events (such as rapidly blinking) a rather obvious sign of their happiness. &lt;br /&gt;
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&#039;&#039;&#039;Sadness&#039;&#039;&#039;, or even &#039;&#039;&#039;melancholia&#039;&#039;&#039;, within Skrell is one of the harder emotions to convey for the Skrell -- or at least, harder for other species to understand. Dissimilar to other species within the Orion Spur, emotional pain often translates to physical pain for the Skrell. Several studies have linked the pronounced Zona Bovinae of the species to this biological feature, which is often displayed through several gestures: quiet, low chirps; shifting of their headtails to hide their neck; fidgeting and rubbing of the headtails and/or digits; and lastly avoidance of eye contact. &lt;br /&gt;
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&#039;&#039;&#039;Confusion&#039;&#039;&#039;, or even &#039;&#039;&#039;fear&#039;&#039;&#039;, is yet another &amp;quot;easy&amp;quot; emotion to discern amongst Skrell. Confusion has been noted to almost force Skrell to emit a mixture of both high-pitch and low-pitch blends of both warbles and croaks, alongside continuous shifting of their head from one side to another. It is said this is to allow optimal processing of audible information, such as someone speaking or noises within the dark. Skrell also have the innate need to cover their neck with their headtails, hiding their digits and opening their eyes wide. It is believed through their evolution, Skrell adapted to protecting the most vital points of their anatomy to ensure their survival in the event they were attacked and forced to flee.&lt;br /&gt;
&lt;br /&gt;
== Notable Information ==&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the [[Skrell Culture| Radiant Era]], Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Glorsh-Omega===&lt;br /&gt;
&lt;br /&gt;
Roughly four hundred years ago, the Tyrannical Skrell AI known as “Glorsh-Omega” took control of the Federation practically overnight. Under the [[Skrell Synthetic Age|Reign of Glorsh-Omega]], the Skrell faced horror after horror, including &#039;&#039;&#039;forced sterility and systematic euthanasia.&#039;&#039;&#039; Glorsh-Omega was rapidly self-improving itself during its rule, and reached such a point it was arresting Skrell due to highly advanced predictive algorithms that claimed these Skrell would rebel against it. Many Skrell choose to cooperate with the AI, for fear of their lives and the promises of Glorsh to fulfill their desires.&lt;br /&gt;
&lt;br /&gt;
At the culmination of the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], the AI mysteriously vanished in what could only be described as an implosion. The Skrell were left to pick up the pieces of their destroyed Federation, without any assurance their Overlord was truly dead...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note: By playing Glorsh Sympathizers born inside the Federation, you are running a serious risk of canonically losing your character.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=21962</id>
		<title>Skrell Politics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=21962"/>
		<updated>2021-11-16T17:41:35Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: got rid of a weird space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Politics = &lt;br /&gt;
&lt;br /&gt;
== Grand Council ==&lt;br /&gt;
&lt;br /&gt;
Wuqrnjeq-Qu&#039;Nralakk &#039;&#039;&#039;(Grand Council of the Jargon Federation)&#039;&#039;&#039; is the supreme ruling body of the entirety of the Jargon Federation. The Council will utilize subspace communication frequencies to delegate during non-essential meetings, however, are expected to return to Qerrbalak to attend an annual meeting held in Kal’lo. There are fourteen seats on the Grand Council (not including the Grand Councillor). This is a reflection on the amount of &#039;&#039;&#039;Sector Councillors&#039;&#039;&#039; there are, loosely calculated by population figures denoted in censuses.&lt;br /&gt;
&lt;br /&gt;
Each sector is essentially granted two seats; with the Grand Council operating similarly to a barter system mostly comprised of the Sector Councillors exchanging resources between their sectors for political power. This has resulted in a &#039;&#039;&#039;disproportionate amount of political power&#039;&#039;&#039; being found within the Core, Elemental and Contingent Sectors. Through this political maneuvering, the Traverse Sectors are often pushed into a corner and &#039;&#039;&#039;forced&#039;&#039;&#039; to submit their political power to the core systems in exchange for resources.&lt;br /&gt;
&lt;br /&gt;
Information on the various sectors can be located [[Notable Skrell Systems and Locations| here]].&lt;br /&gt;
&lt;br /&gt;
== Representatives ==&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation employs several hundred individuals to fill ambassadorial positions between it and other foreign entities; known by many as merely &#039;&#039;&#039;Representatives&#039;&#039;&#039;. Each Representative is recognized by the Grand council as an individual who holds the Jargon Federation&#039;s best interests at heart and has been entrusted to represent and protect these interests even outside of the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Often, these individuals will study the society in which they are meant to act as an ambassadorial representative; mostly being that of culture and politics. This is expected to enhance the ability of the individual representing the Jargon Federation. Representatives are considered highly influential in regards to politics outside of the Jargon Federation; due to their handling of information, but also due to their loyalty. These Representatives are expected to claim an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; -- an action which stands to present as the individual&#039;s primary field of expertise, and denote the foreign entity to which they devote their time to. &lt;br /&gt;
&lt;br /&gt;
Representatives who share an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; are expected to work together and cooperate to effectively protect the interests of the Jargon Federation. Representatives that show a considerable aptitude when dealing with their respective &amp;quot;Entity of Interest&amp;quot; will typically remain aboard consistently, until recalled by the Grand Council. These individuals are highly versed in politics, and as such may result in fame arising due to their position; eventually achieving Idol-status. Representatives that achieve such a status will typically be under minute scrutiny by the Grand Council, with even the whisper of scandal resulting in their retraction as a Jargon Federation Representative. &lt;br /&gt;
&lt;br /&gt;
== Schools of Thought ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Symbiosism:&#039;&#039;&#039; The more &amp;quot;mainstream&amp;quot; ideology within the Jargon Federation; it follows closely the principles of welcoming the influence Humanity has within its borders, but also promoting the core ideals of the Skrell that have guided them for millennia. It is rather susceptible to change, and radicals are few and far between. Doctrines revolve around co-operation with other species and providing assistance to lesser nations within the Orion Spur. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Isolationism:&#039;&#039;&#039; A growing ideology within the Jargon Federation that has managed to gather a following, it dictates the need for Skrell to retract themselves from the affairs of the Orion Spur, only involving themselves if affected directly. It is resistant to change and aims to have the Jargon Federation be entirely self-dependable. Doctrines revolve around the Pro-Skrell status quo. Radicals are common within this group.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Progressivism:&#039;&#039;&#039; Typically, this ideology is often paired with other ideologies under the guise of &amp;quot;visionary radicals&amp;quot;, it revolves around the pursuit of the Jargon Federation pushing to be a dominion. It is only through the Jargon Federation reclaiming themselves as the &amp;quot;Behemoth of the Orion Spur&amp;quot; will the Orion Spur truly find themselves in enlightened times. It has a heavy focus on the Jargon Federation being economically, technologically, and militarily superior to all other nations within the Orion Spur. Radicals &#039;&#039;&#039;can&#039;&#039;&#039; be common, depending on the attached school of thought, or if followed singularly.&lt;br /&gt;
&lt;br /&gt;
= Federation Enforcement =&lt;br /&gt;
Enforcers, or Kala, are responsible for upholding the law within the Jargon Federation. Functioning in a strict hierarchy, the Kala are governed by a legislative body known as the Jargon Federation Security Council. Formed in &#039;&#039;&#039;901 CE&#039;&#039;&#039; as a means to unify all enforcement branches after the unification of the Alliance of the Three, the Kala were regarded one of the most important bodies of the Jargon Federation, as Skrell who devote their lives to ensure the wellbeing of others and their society.&lt;br /&gt;
&lt;br /&gt;
Their doctrines revolve around mobility, flexibility and precision. Whereas other units use a blunt approach, the Kala instead aim for the permanent neutralization of the situation - surgically striking to prevent it from growing out of control. Presently, the Kala maintain two core objectives. Firstly, ensuring the safety, security and cooperation of all systems under the Federation flag and protecting their borders. Secondly, reaching out to foreign communities outside their borders, be it within the Traverse or even the human Frontier. Representatives describe these operations as purely altruistic, aiding these communities both from a protection and economic point of view as part of the &amp;quot;Unity Initiative Project&amp;quot;. One such example of these operations was the Jargon Federation’s involvement in the [[Tajaran_Military_Structures#The_S.27rend.27marr_Coalition|S&#039;rend&#039;marr Coalition]]. The Skrell civilians providing [https://forums.aurorastation.org/topic/4674-warble-inquirer/page/2/?tab=comments#comment-123991 aid] there suffered little casualties, with the advanced technology of their nlomkala protectors dissuading any ALA strikes. &lt;br /&gt;
&lt;br /&gt;
[[File:Srom.PNG|thumb|125px|The unique emblem of the Sromkala]]&lt;br /&gt;
==Sromkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Prevent &amp;amp; Protect.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sromkala, translating to Dream Enforcers, are Skrell selected to ensure that major planetary dreambubbles are safe from malicious lucidity. Agents are selected for their high psychic potential to oversee the Srom to ensure that no illegal or anti-Federation activities occur, particularly through the malicious use of Nlom-capable devices. They are commonly situated close to Nlom Relays - using the technology to amplify their capabilities tenfold. It is said that for every Nlom Relay across the Jargon Federation, there is a Sromkala nestled within a special cryogenic pod that allows for their body to be in suspended animation, but allows their minds to project and continue working within Srom. &lt;br /&gt;
[[File:Nlom.PNG|thumb|125px|The unique emblem of the Nlomkala.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nlomkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Service with Excellence.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nlomkala, or Wake Enforcers, are often compared to police across alien space. The Nlomkala are expected to ensure the stability and safety of the Jargon Federation at a physical level; mostly pertaining to simple duties such as patrolling, executing warrants and responding to emergencies relayed by the Ruupkala. There are extensive requisites to join the Nlomkala - ranging from athletic ability, understanding of the law and mandatory public relation classes to ensure that those selected to join can respond to situations correctly. Nlomkala are also expected to operate both on land and beneath the waves of the various planets across the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Recently, the C&#039;thur Hive has began to supply the Nlomkala with Vaurca Warriors to bolster the Nlomkala&#039;s forces. These Warriors are largely from [[Vytel]]&#039;s brood and have been loyalty implanted, making the Federation&#039;s orders equal to those of a Queen&#039;s. If the Warriors experience a conflict of interest, they enter hibernation until it&#039;s resolved. Thankfully, due to Vaurca adaptability, these Warriors function just as well underwater as above it. &lt;br /&gt;
[[File:Ruup.PNG|thumb|125px|The unique emblem of the Ruupkala.]]&lt;br /&gt;
&lt;br /&gt;
==Ruupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Always Vigilant.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ruupkala - or Intelligence Enforcers - are the Federation&#039;s official security intelligence agency, designed around the need to maintain Skrell harmony as unobtrusively as possible and ensure a safe position in galactic politics. While one of the most respected Kala, their agents are often characterised as the least martially inclined of the enforcement branches, owing in part to Federation media&#039;s efforts to present them as dedicated and principled data gatherers. Similarly, the agency&#039;s role is declared strictly as internal and focused on counterintelligence; public Federation figures often praise the Ruupkala non-interventionist policy and dismiss accusations of espionage as ignorant of Jargon policy, or malicious. The only exception to their internal operations policy, Ruupkala also tend to keep tabs on the various Representatives throughout the Orion Spur, ensuring both their safety and that their work is satisfactory. Largely, this is accepted by most nations as the Ruupkala will only monitor the Representatives and not interfere with any diplomatic functions in any capacity.&lt;br /&gt;
[[File:Qukala.PNG|thumb|125px|The unique emblem of the Qukala.]]&lt;br /&gt;
&lt;br /&gt;
==Qukala==&lt;br /&gt;
&#039;&#039;&amp;quot;Perpetually primed.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Qukala, or Star Enforcers, function as the Navy of the Jargon Federation. Ranging from soldiers, to highly qualified personnel educated in engineering, or medical. Positions within the Qukala often require degrees from recognised universities across the Jargon Federation, meaning in only very rare circumstances will undereducated candidates be considered for the Qukala. The Qukala is one of the most powerful Navies in the Spur, due to the Federation&#039;s old age and advanced technological level. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Lukala&#039;&#039;&#039; was a branch of the Qukala once comprised of only [[Dionae]] and [[Vaurca]], but as of &#039;&#039;&#039;2463&#039;&#039;&#039;, the Directory of Defense Operations decided to dissolve the subbranch in favor in of integrating [[Dionae]] and [[Vaurca]] into the lower ranks of the Qukala as full members. This decision largely stemmed from the success the Lukala had in stopping insurgent activity in the Travese during the fallout of the recent Election. Furthermore, after striking a deal with the Grand Council, the C&#039;thur Hive (namely [[Vytel]]&#039;s brood) have begun to supply a steady stream of new Warriors for the Qukala. These new Warriors have a Federation-designed Loyalty Implant that equalizes the Federation&#039;s orders to that of a Queen&#039;s. If a conflict of interest arises, the Warriors merely enter hibernation until the conflict is resolved. &lt;br /&gt;
[[File:Tup.PNG|thumb|125px|The unique emblem of the Tupkala.]]&lt;br /&gt;
&lt;br /&gt;
==Tupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Courage, bravery and dedication.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tupkala, usually shorted to Tup, are highly revered Skrell. Only those with a long, distinguished career are capable of being elevated to the position of a Tup; a position that encompasses increased security clearance - as well as minor Idol status. Tupkala are able to originate from all the other branches of the Kala, but are additionally trained and implanted to prevent any security breaches in the unlikely event that they are captured by enemies of the Jargon Federation. These Skrell are commonly in their advanced age, with the mean being that of 276 years. When a Tup dies, their name will be added to the Tupkala Wall hosted in the Grand Councilor&#039;s Chamber on Kal&#039;lo.&lt;br /&gt;
&lt;br /&gt;
The Tupkala serve a variety of roles within the Federation. They dedicate Tups to the protection of prominent figures, black sites, and Special Operations. Oftentimes when the Federation needs something done quickly and quietly, the Tupkala are called to carry out the operation. Tups are rarely spotted outside the Federation, though that does not necessarily mean they are not present. Utilizing various Tupkala from the various different branches, Skrell who have pledged their unquestioning loyalty to the Jargon Federation, aided by loyalty implants not different to the discontinued line released by [[Nanotrasen Corporation| NanoTrasen]].&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2463&#039;&#039;&#039;, after a series of diplomatic incidents caused by Tupkala operating outside their orders, for the first time in history the Tupkala were disbanded, following Grand Councilor Weashbi&#039;s condemnation. A few months later, Weashbi rebuilt them with Skrell he personally handpicked from the other branches of the Kala. The Tupkala are now under Commander Kezoq Torq-Bep, Weashbi&#039;s chosen Leader. Oddly enough, Commander Kezoq was promoted from the Sromkala, an unlikely place to find candidates for the Tups.&lt;br /&gt;
&lt;br /&gt;
= Espionage =&lt;br /&gt;
&lt;br /&gt;
The act of spying, and gaining confidential information, is a long-held tradition for the Skrell. Throughout their existence as a species, remaining in the shadows and deploying operations from afar, has managed to take hold instead of large scale warfare. Across the Orion Spur the species remain feared for their exceptional espionage skills, and even better counterintelligence capacities. Equipped with stealth capabilities, various advanced technologies at their disposal, and backed by the Jargon Federation there is little that can stop the espionage agents distributed across the Spur.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
== Targets of Espionage == &lt;br /&gt;
&lt;br /&gt;
Specific agents will be tasked with different goals, and as such various categories have been developed in order to differentiate between the four categories; Bureaucracy, media, academia and militaries. Not all agents are designed to act in detriment of the state they observe, with some even implemented to ensure the success and growth; giving information back to the Jargon Federation in order for the Grand Council to best determine which ways to intervene. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bureaucracy&#039;&#039;&#039;, the strategic identification and assessment of resources within a bureaucratic state. Usually implemented across the Jargon Federation&#039;s territories, some have speculated that they have even dispatched some to other states across the Orion Spur. It has seen some victories, however, there are just as many defeats occurring across the traverse, with spies quickly sniffed out and imprisoned on various false charged by the planetary councillors. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Media&#039;&#039;&#039;, the infiltration of the social network - be in locally or across the Orion spur. Usually subtle, employing the use of various journalists and postgraduate students to enact their plans on influencing social media to be more Jargon Federation compliant. This includes censoring articles through methods that make it hard to access, or by flooding various social networks with pro-skrellian propaganda. It is unknown how successful these operations are, or how spread out they are. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Academia&#039;&#039;&#039;, individuals placed to penetrate and invade the fields of research and education. One of the more elusive agents deployed by the Jargon Federation, they are typically comprised of educators, scientists and even physicians, who are tasked with ensuring skrellian dominance over technology across the Orion Spur. It is assumed that these operations are quite successful, evident by the Skrell maintaining an advanced technological state compared to the lesser-nations it considers its neighbours.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Militaries&#039;&#039;&#039;, is truly the most secretive and elusive field of skrellian espionage. Various techniques, and technologies, are used to gather information in regards to the military capabilities of a particular state. The Jargon Federation dedicates a massive effort to this sector of espionage, with thousands of different methods implemented to ensure that skrellian agents can intervene and decapitate any opposing force that attempts to enact warfare on the Jargon Federation. It is unknown how successful these operations are, or how deep it goes.&lt;br /&gt;
&lt;br /&gt;
== Technology and Techniques ==&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation utilizes a variety of different technologies and techniques to ensure their dominance of espionage across the Orion Spur. Whilst most of their methods are aimed to be used within skrellian space, a few have been altered to be useful within the lesser nation-states. Depending on their placed categories agents may using steganography, clandestine concealment and stealth technologies, applied surveillance sciences, memory-erasers and sabotage. &lt;br /&gt;
&lt;br /&gt;
The introduction of alien species into the Jargon Federation, with unique biological and evolutionary advantages, the Skrell have managed to modernise their espionage tactics, doubling their effectiveness. These alien agents will undergo a variety of different treatments to ensure their loyalty to the Jargon Federation, with some even being implanted with loyalty implants to ensure it. &lt;br /&gt;
&lt;br /&gt;
In recent times, the Jargon Federation has been accused of altering their agents&#039; appearance to infiltrate governmental positions; posing as other species. Whilst they claim that is it ludicrous; rumours continue to perpetuate that the combination of both skrellian and vaurcan technology and techniques, it is a genuine possibility that they may have managed to crack the secrets of mass genome tampering.&lt;br /&gt;
&lt;br /&gt;
= Relations =&lt;br /&gt;
&lt;br /&gt;
== Relations with Foreign States ==&lt;br /&gt;
=== Solarian Alliance ===&lt;br /&gt;
&lt;br /&gt;
The Solarian Alliance sees the Jargon Federation as their closest ally within the Orion Spur, both economically and as a force to help preserve the status quo if anything seriously threatening galactic stability or if an unrecoverable disruption of the balance of power had to occur. Whilst there are whispers of many that fear the potential growth of the Jargon Federation into the wildlands that the Solarian Alliance still seeks to return to the fold, their relationship has continued to prosper even after the turbulent events that nearly brought the Orion Spur to its knees. &lt;br /&gt;
&lt;br /&gt;
The Solarian Alliance has the most Representatives of the Jargon Federation within its borders, who typically work alongside one another to maintain the relationship between both nations. The recent events that have resulted in the shrinking of the Solarian Alliance has prompted additional Representatives working within its borders; seeking further avenues in which the Jargon Federation can expand their influence within the Solarian Alliance. The Solarian Alliance and Jargon Federation have several agreements; mostly related to trade, research, and migration.&lt;br /&gt;
&lt;br /&gt;
=== Republic of Biesel ===&lt;br /&gt;
&lt;br /&gt;
In most official capacities, the Republic of Biesel maintains positive relations with the Jargon Federation to the beneficial trade that occurs between the both of them. Politically, it is mostly the same, however there is a growing number within the Republic that have begun to view the Jargon Federation as untrustworthy due to their lack of intervention during both invasions of Tau Ceti. Tau Ceti is one of few places outside of the Jargon Federation that is considered worthy of visiting by Skrell; resulting in an increased demand for visas (tourist and work) for Tau Ceti. &lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel, at any given time, has roughly the second-largest amount of Representatives of the Jargon Federation within its borders. Following the events that nearly crippled the Orion Spur, the Jargon Federation has begun searching for another way to increase their influence within the fledgeling republic; mostly through the use of foreign aid, and restricted technological exchanges. The Republic of Biesel has expressed interest in increased diplomatic ties with the Jargon Federation; mostly involving concessions for Megacorporations to be able to freely operate within the political entity. The Jargon Federation has affirmed that they see the Republic of Biesel as a valuable diplomatic partner, and publically wishes to increase diplomatic ties with them.&lt;br /&gt;
&lt;br /&gt;
=== Coalition of Colonies ===&lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies is somewhat public about their opinion of the Jargon Federation; stating that they are suspicious of the foreign policy boosted by the nation, alongside its authoritarian system. They also view the Jargon Federation as Sol-aligned, and therefore anti-Coalition of Colonies by association. Whilst there are talks about economical cooperation, however, both the Coalition of Colonies and the Jargon Federation would be able to produce large quantities of wealth off of one another. &lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies sports a few dozen Representatives of the Jargon Federation within its borders, mostly tasked with improving the relations between the two behemoths. The inaction of the Jargon Federation in the Second Invasion of Tau Ceti has resulted in quite a stir within the Coalition; many citing that the Jargon Federation is no longer pro-Sol, with others perpetuating rumours that they simply bide their time and will soon be launching an attack on the Orion Spur. The Jargon Federation has publically announced an interest in exploring additional diplomatic avenues with the Coalition of Colonies; however, little effort has been seen in regards to this. &lt;br /&gt;
&lt;br /&gt;
=== Empire of Dominia ===&lt;br /&gt;
&lt;br /&gt;
Thee Empire of Dominia maintains a public ambivalent relations with the Jargon Federation; politically and economically. Hardly any effort is exerted in regards to the Jargon Federation officially, with some more liberal merchant factions rooted within proposing trade with the Skrell. Unofficially, the Empire of Dominia is split ideologically in regards to the political entity. Many both like that the Jargon Federation has taken steps in restricting artificial intelligence, but there is also a sizeable that hates them for being the first ones to create it.&lt;br /&gt;
&lt;br /&gt;
The Empire of Dominia maintains only six Representatives of the Jargon Federation within its borders, focusing on creating opportunities for trading, with little success. The inaction of both the Jargon Federation and the Empire of Dominia during the latest turbulent events of the Orion Spur has resulted in the warming of relations somewhat. The Jargon Federation has displayed minor interest in exploring the relationship between the two entities but has yet to engage in such diplomacy. &lt;br /&gt;
&lt;br /&gt;
=== Serene Republic of Elyra ===&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra has publically maintained that they are suspicious of Jargon encroachment, as well as interference in human affairs, in lieu of the Solarian Alliance&#039;s collapse - despite this, they continue cordial if a bit distant relations with the Jargon Federation. There are whispers that many within Elyra see the Jargon Federation as an ally against the Lii&#039;dra should they return. They are economically disinterested in the Jargon Federation, as the Serene Republic of Elyra has continued their self-sufficiency since the collapse of the Solarian Alliance, and the trade that the nation does conduct are mostly done with the Coalition of Colonies and the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra has roughly two dozen Representatives of the Jargon Federation within its borders, with a focus on technological cooperation. The inaction of the Jargon Federation during the recent events that haunted the Orion Spur has resulted in relations between the two technological giants to become somewhat cold, with a large migration of Representatives back to the Jargon Federation. The Jargon Federation publically supports a minor interest in exploring a relationship with the Serene Republic of Elyra, a technological one, that is.&lt;br /&gt;
&lt;br /&gt;
=== Eridani Corporate Federation ===&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation has made the Orion Spur very aware of their interest to pursue additional economic cooperation with the Jargon Federation; citing that it is a massive market for Zeng Hu Pharmaceuticals, and Megacorporations found within the Board of Five. The closeness of the Jargon Federation and the Solarian Alliance has resulted in cordial relations between these two federations, with a significant amount of both the entities wealth being invested into one another. &lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation maintains the third largest following of Representatives of the Jargon Federation within its borders, with most focusing on exploring additional economic cooperative avenues that will enhance the wealth of both. The inaction of the Jargon Federation during the Second Invasion of Tau Ceti has resulted in somewhat weakened relations; however, the Eridani Corporate Federation publically maintains that the Jargon Federation is a crucial member of its economy. The Jargon Federation has all-but-ensured that the Eridani Corporate Federation will soon benefit from proposed deregulation of the skrellian economy. &lt;br /&gt;
&lt;br /&gt;
=== People&#039;s Republic of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai attempts to secure a respectful, diplomatic relationship with the Jargon Federation; mostly in part due to its policy of approaching alien powers for support in the Adhomian Cold War. The People&#039;s Republic of Adhomai has essentially pushed for cordial relations between them and the Jargon Federation resulting in increased cooperatives, mostly involving the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; - a diplomatic agreement in which the Jargon Federation commences humanitarian aid projects and provides monetary assistance. &lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai has roughly three dozen Representatives of the Jargon Federation within its borders, mostly focusing on administrating the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; and facilitating diplomacy between the three warring nations on Adhomai. The inaction of the Jargon Federation during the recent Solarian Invasion of Tau Ceti and resulting collapse that turned the Orion Spur on its head has not had an impact on the relationship between the Jargon Federation and the People&#039;s Republic of Adhomai. The Jargon Federation recently broke it&#039;s stance of neutrality in regards to Adhomai. After an attempted terror attack on District 8 in Biesel&#039;s Mendell City by radical Al&#039;mariist insurgents, the Federation officially recognized the People&#039;s Republic of Adhomai as the sole civil authority of the planet and began to support their claims politically. It&#039;s unknown to the public if the Federation is offering more material support behind the scenes due to both nations&#039; private nature.&lt;br /&gt;
&lt;br /&gt;
=== Democratic People&#039;s Republic of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The Democratic People&#039;s Republic of Adhomai has little to no relations with the Jargon Federation; mostly due to the xenophobic nature of Al&#039;mariism. The Jargon Federation is viewed by many within the Democratic People&#039;s Republic of Adhomai&#039;s borders as a threat to their independence and future; which usually devolves into accusations of imperialism by various prominent politicians. Even the most progressive of Al&#039;mariists maintain the dislike of the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Due to the recent attempted terror attack in Mendell City, relations between the two political bodies dipped to the worst in history. The Federation took the planned bombing of District 8 as an unfettered act of aggression against Skrell. While the Federation had always believed the Democratic People&#039;s Republic a threat to Adhomai, they now hold the position that Al&#039;marrists are a threat to the greater Spur aboard as well.&lt;br /&gt;
&lt;br /&gt;
=== New Kingdom of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai, due to its precarious position, maintains an official intention of establishing positive diplomatic ties with the Jargon Federation; mostly in hopes of establishing the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; within its borders. The turbulent history of Adhomai has resulted in somewhat lukewarm relations between the New Kingdom of Adhomai and the Jargon Federation, however, what relations that did exist were irrevocably obliterated when the Federation announced their political recognition of the People&#039;s Republic of Adhomai as the sole civil authority of the planet. &lt;br /&gt;
&lt;br /&gt;
Despite the incident that caused this change in the Federation&#039;s political stance being caused by Al&#039;mariists, the Federation has been unyielding in political channels to reverse this decision, to the woe of those in the Kingdom who had hoped to benefit from the &#039;&#039;&#039;Project Unity Initiative&#039;&#039;&#039;. The Federation retracted all political ties with the New Kingdom of Adhomai, and declared the state illegitimate.&lt;br /&gt;
&lt;br /&gt;
=== Izweski Hegemony ===&lt;br /&gt;
&lt;br /&gt;
The relationship between the nations of Skrell and Unathi has been rocky, to say the least. Following their introduction to the intergalactic stage and subsequent Contact War, the rule of Hegemon S&#039;kresti caused relations to sour. The conflict on Ouerea as well as the handling of the Defiled Lands and various accusations made by both sides, proven or otherwise, only continues to mar recent history. It is only with the death of the last Hegemon and the official coronation of Not&#039;zar Izweski where the situation is beginning to look hopeful for relations.&lt;br /&gt;
&lt;br /&gt;
The stifling silence between them is seen to be either a growing tension between two groups on the cusp of change, or merely an awkward pause before reconciliation, reparation, and realignment. Though they lack embassies in their respective territories, the Skrell assert responsibility and interest in the development in Ouerea as it becomes a cultural hotbed and merger of ideas and innovation, and as such talks between the two groups is inevitable. Furthermore, Skrell and Unathi delegations have been openly suggesting diplomacy; though facing backlash from bitter traditionalists and more conservative Unathi in the Hegemony, it is clear some amount of change is on the horizon, for better or for worse.&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=21961</id>
		<title>Skrell Politics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=21961"/>
		<updated>2021-11-16T17:40:57Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: Tupkala Role Edit/Ruupkala Monitor Addition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Politics = &lt;br /&gt;
&lt;br /&gt;
== Grand Council ==&lt;br /&gt;
&lt;br /&gt;
Wuqrnjeq-Qu&#039;Nralakk &#039;&#039;&#039;(Grand Council of the Jargon Federation)&#039;&#039;&#039; is the supreme ruling body of the entirety of the Jargon Federation. The Council will utilize subspace communication frequencies to delegate during non-essential meetings, however, are expected to return to Qerrbalak to attend an annual meeting held in Kal’lo. There are fourteen seats on the Grand Council (not including the Grand Councillor). This is a reflection on the amount of &#039;&#039;&#039;Sector Councillors&#039;&#039;&#039; there are, loosely calculated by population figures denoted in censuses.&lt;br /&gt;
&lt;br /&gt;
Each sector is essentially granted two seats; with the Grand Council operating similarly to a barter system mostly comprised of the Sector Councillors exchanging resources between their sectors for political power. This has resulted in a &#039;&#039;&#039;disproportionate amount of political power&#039;&#039;&#039; being found within the Core, Elemental and Contingent Sectors. Through this political maneuvering, the Traverse Sectors are often pushed into a corner and &#039;&#039;&#039;forced&#039;&#039;&#039; to submit their political power to the core systems in exchange for resources.&lt;br /&gt;
&lt;br /&gt;
Information on the various sectors can be located [[Notable Skrell Systems and Locations| here]].&lt;br /&gt;
&lt;br /&gt;
== Representatives ==&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation employs several hundred individuals to fill ambassadorial positions between it and other foreign entities; known by many as merely &#039;&#039;&#039;Representatives&#039;&#039;&#039;. Each Representative is recognized by the Grand council as an individual who holds the Jargon Federation&#039;s best interests at heart and has been entrusted to represent and protect these interests even outside of the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Often, these individuals will study the society in which they are meant to act as an ambassadorial representative; mostly being that of culture and politics. This is expected to enhance the ability of the individual representing the Jargon Federation. Representatives are considered highly influential in regards to politics outside of the Jargon Federation; due to their handling of information, but also due to their loyalty. These Representatives are expected to claim an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; -- an action which stands to present as the individual&#039;s primary field of expertise, and denote the foreign entity to which they devote their time to. &lt;br /&gt;
&lt;br /&gt;
Representatives who share an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; are expected to work together and cooperate to effectively protect the interests of the Jargon Federation. Representatives that show a considerable aptitude when dealing with their respective &amp;quot;Entity of Interest&amp;quot; will typically remain aboard consistently, until recalled by the Grand Council. These individuals are highly versed in politics, and as such may result in fame arising due to their position; eventually achieving Idol-status. Representatives that achieve such a status will typically be under minute scrutiny by the Grand Council, with even the whisper of scandal resulting in their retraction as a Jargon Federation Representative. &lt;br /&gt;
&lt;br /&gt;
== Schools of Thought ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Symbiosism:&#039;&#039;&#039; The more &amp;quot;mainstream&amp;quot; ideology within the Jargon Federation; it follows closely the principles of welcoming the influence Humanity has within its borders, but also promoting the core ideals of the Skrell that have guided them for millennia. It is rather susceptible to change, and radicals are few and far between. Doctrines revolve around co-operation with other species and providing assistance to lesser nations within the Orion Spur. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Isolationism:&#039;&#039;&#039; A growing ideology within the Jargon Federation that has managed to gather a following, it dictates the need for Skrell to retract themselves from the affairs of the Orion Spur, only involving themselves if affected directly. It is resistant to change and aims to have the Jargon Federation be entirely self-dependable. Doctrines revolve around the Pro-Skrell status quo. Radicals are common within this group.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Progressivism:&#039;&#039;&#039; Typically, this ideology is often paired with other ideologies under the guise of &amp;quot;visionary radicals&amp;quot;, it revolves around the pursuit of the Jargon Federation pushing to be a dominion. It is only through the Jargon Federation reclaiming themselves as the &amp;quot;Behemoth of the Orion Spur&amp;quot; will the Orion Spur truly find themselves in enlightened times. It has a heavy focus on the Jargon Federation being economically, technologically, and militarily superior to all other nations within the Orion Spur. Radicals &#039;&#039;&#039;can&#039;&#039;&#039; be common, depending on the attached school of thought, or if followed singularly.&lt;br /&gt;
&lt;br /&gt;
= Federation Enforcement =&lt;br /&gt;
Enforcers, or Kala, are responsible for upholding the law within the Jargon Federation. Functioning in a strict hierarchy, the Kala are governed by a legislative body known as the Jargon Federation Security Council. Formed in &#039;&#039;&#039;901 CE&#039;&#039;&#039; as a means to unify all enforcement branches after the unification of the Alliance of the Three, the Kala were regarded one of the most important bodies of the Jargon Federation, as Skrell who devote their lives to ensure the wellbeing of others and their society.&lt;br /&gt;
&lt;br /&gt;
Their doctrines revolve around mobility, flexibility and precision. Whereas other units use a blunt approach, the Kala instead aim for the permanent neutralization of the situation - surgically striking to prevent it from growing out of control. Presently, the Kala maintain two core objectives. Firstly, ensuring the safety, security and cooperation of all systems under the Federation flag and protecting their borders. Secondly, reaching out to foreign communities outside their borders, be it within the Traverse or even the human Frontier. Representatives describe these operations as purely altruistic, aiding these communities both from a protection and economic point of view as part of the &amp;quot;Unity Initiative Project&amp;quot;. One such example of these operations was the Jargon Federation’s involvement in the [[Tajaran_Military_Structures#The_S.27rend.27marr_Coalition|S&#039;rend&#039;marr Coalition]]. The Skrell civilians providing [https://forums.aurorastation.org/topic/4674-warble-inquirer/page/2/?tab=comments#comment-123991 aid] there suffered little casualties, with the advanced technology of their nlomkala protectors dissuading any ALA strikes. &lt;br /&gt;
&lt;br /&gt;
[[File:Srom.PNG|thumb|125px|The unique emblem of the Sromkala]]&lt;br /&gt;
==Sromkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Prevent &amp;amp; Protect.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sromkala, translating to Dream Enforcers, are Skrell selected to ensure that major planetary dreambubbles are safe from malicious lucidity. Agents are selected for their high psychic potential to oversee the Srom to ensure that no illegal or anti-Federation activities occur, particularly through the malicious use of Nlom-capable devices. They are commonly situated close to Nlom Relays - using the technology to amplify their capabilities tenfold. It is said that for every Nlom Relay across the Jargon Federation, there is a Sromkala nestled within a special cryogenic pod that allows for their body to be in suspended animation, but allows their minds to project and continue working within Srom. &lt;br /&gt;
[[File:Nlom.PNG|thumb|125px|The unique emblem of the Nlomkala.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nlomkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Service with Excellence.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nlomkala, or Wake Enforcers, are often compared to police across alien space. The Nlomkala are expected to ensure the stability and safety of the Jargon Federation at a physical level; mostly pertaining to simple duties such as patrolling, executing warrants and responding to emergencies relayed by the Ruupkala. There are extensive requisites to join the Nlomkala - ranging from athletic ability, understanding of the law and mandatory public relation classes to ensure that those selected to join can respond to situations correctly. Nlomkala are also expected to operate both on land and beneath the waves of the various planets across the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Recently, the C&#039;thur Hive has began to supply the Nlomkala with Vaurca Warriors to bolster the Nlomkala&#039;s forces. These Warriors are largely from [[Vytel]]&#039;s brood and have been loyalty implanted, making the Federation&#039;s orders equal to those of a Queen&#039;s. If the Warriors experience a conflict of interest, they enter hibernation until it&#039;s resolved. Thankfully, due to Vaurca adaptability, these Warriors function just as well underwater as above it. &lt;br /&gt;
[[File:Ruup.PNG|thumb|125px|The unique emblem of the Ruupkala.]]&lt;br /&gt;
&lt;br /&gt;
==Ruupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Always Vigilant.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ruupkala - or Intelligence Enforcers - are the Federation&#039;s official security intelligence agency, designed around the need to maintain Skrell harmony as unobtrusively as possible and ensure a safe position in galactic politics. While one of the most respected Kala, their agents are often characterised as the least martially inclined of the enforcement branches, owing in part to Federation media&#039;s efforts to present them as dedicated and principled data gatherers. Similarly, the agency&#039;s role is declared strictly as internal and focused on counterintelligence; public Federation figures often praise the Ruupkala non-interventionist policy and dismiss accusations of espionage as ignorant of Jargon policy, or malicious. The only exception to their internal operations policy, Ruupkala also tend to keep tabs on the various Representatives throughout the Orion Spur, ensuring both their safety and that their work is satisfactory. Largely, this is accepted by most nations as the Ruupkala will only monitor the Representatives and not interfere with any diplomatic functions in any capacity.&lt;br /&gt;
[[File:Qukala.PNG|thumb|125px|The unique emblem of the Qukala.]]&lt;br /&gt;
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&lt;br /&gt;
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==Qukala==&lt;br /&gt;
&#039;&#039;&amp;quot;Perpetually primed.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Qukala, or Star Enforcers, function as the Navy of the Jargon Federation. Ranging from soldiers, to highly qualified personnel educated in engineering, or medical. Positions within the Qukala often require degrees from recognised universities across the Jargon Federation, meaning in only very rare circumstances will undereducated candidates be considered for the Qukala. The Qukala is one of the most powerful Navies in the Spur, due to the Federation&#039;s old age and advanced technological level. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Lukala&#039;&#039;&#039; was a branch of the Qukala once comprised of only [[Dionae]] and [[Vaurca]], but as of &#039;&#039;&#039;2463&#039;&#039;&#039;, the Directory of Defense Operations decided to dissolve the subbranch in favor in of integrating [[Dionae]] and [[Vaurca]] into the lower ranks of the Qukala as full members. This decision largely stemmed from the success the Lukala had in stopping insurgent activity in the Travese during the fallout of the recent Election. Furthermore, after striking a deal with the Grand Council, the C&#039;thur Hive (namely [[Vytel]]&#039;s brood) have begun to supply a steady stream of new Warriors for the Qukala. These new Warriors have a Federation-designed Loyalty Implant that equalizes the Federation&#039;s orders to that of a Queen&#039;s. If a conflict of interest arises, the Warriors merely enter hibernation until the conflict is resolved. &lt;br /&gt;
[[File:Tup.PNG|thumb|125px|The unique emblem of the Tupkala.]]&lt;br /&gt;
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==Tupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Courage, bravery and dedication.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tupkala, usually shorted to Tup, are highly revered Skrell. Only those with a long, distinguished career are capable of being elevated to the position of a Tup; a position that encompasses increased security clearance - as well as minor Idol status. Tupkala are able to originate from all the other branches of the Kala, but are additionally trained and implanted to prevent any security breaches in the unlikely event that they are captured by enemies of the Jargon Federation. These Skrell are commonly in their advanced age, with the mean being that of 276 years. When a Tup dies, their name will be added to the Tupkala Wall hosted in the Grand Councilor&#039;s Chamber on Kal&#039;lo.&lt;br /&gt;
&lt;br /&gt;
The Tupkala serve a variety of roles within the Federation. They dedicate Tups to the protection of prominent figures, black sites, and Special Operations. Oftentimes when the Federation needs something done quickly and quietly, the Tupkala are called to carry out the operation. Tups are rarely spotted outside the Federation, though that does not necessarily mean they are not present. Utilizing various Tupkala from the various different branches, Skrell who have pledged their unquestioning loyalty to the Jargon Federation, aided by loyalty implants not different to the discontinued line released by [[Nanotrasen Corporation| NanoTrasen]].&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2463&#039;&#039;&#039;, after a series of diplomatic incidents caused by Tupkala operating outside their orders, for the first time in history the Tupkala were disbanded, following Grand Councilor Weashbi&#039;s condemnation. A few months later, Weashbi rebuilt them with Skrell he personally handpicked from the other branches of the Kala. The Tupkala are now under Commander Kezoq Torq-Bep, Weashbi&#039;s chosen Leader. Oddly enough, Commander Kezoq was promoted from the Sromkala, an unlikely place to find candidates for the Tups.&lt;br /&gt;
&lt;br /&gt;
= Espionage =&lt;br /&gt;
&lt;br /&gt;
The act of spying, and gaining confidential information, is a long-held tradition for the Skrell. Throughout their existence as a species, remaining in the shadows and deploying operations from afar, has managed to take hold instead of large scale warfare. Across the Orion Spur the species remain feared for their exceptional espionage skills, and even better counterintelligence capacities. Equipped with stealth capabilities, various advanced technologies at their disposal, and backed by the Jargon Federation there is little that can stop the espionage agents distributed across the Spur.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
== Targets of Espionage == &lt;br /&gt;
&lt;br /&gt;
Specific agents will be tasked with different goals, and as such various categories have been developed in order to differentiate between the four categories; Bureaucracy, media, academia and militaries. Not all agents are designed to act in detriment of the state they observe, with some even implemented to ensure the success and growth; giving information back to the Jargon Federation in order for the Grand Council to best determine which ways to intervene. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bureaucracy&#039;&#039;&#039;, the strategic identification and assessment of resources within a bureaucratic state. Usually implemented across the Jargon Federation&#039;s territories, some have speculated that they have even dispatched some to other states across the Orion Spur. It has seen some victories, however, there are just as many defeats occurring across the traverse, with spies quickly sniffed out and imprisoned on various false charged by the planetary councillors. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Media&#039;&#039;&#039;, the infiltration of the social network - be in locally or across the Orion spur. Usually subtle, employing the use of various journalists and postgraduate students to enact their plans on influencing social media to be more Jargon Federation compliant. This includes censoring articles through methods that make it hard to access, or by flooding various social networks with pro-skrellian propaganda. It is unknown how successful these operations are, or how spread out they are. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Academia&#039;&#039;&#039;, individuals placed to penetrate and invade the fields of research and education. One of the more elusive agents deployed by the Jargon Federation, they are typically comprised of educators, scientists and even physicians, who are tasked with ensuring skrellian dominance over technology across the Orion Spur. It is assumed that these operations are quite successful, evident by the Skrell maintaining an advanced technological state compared to the lesser-nations it considers its neighbours.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Militaries&#039;&#039;&#039;, is truly the most secretive and elusive field of skrellian espionage. Various techniques, and technologies, are used to gather information in regards to the military capabilities of a particular state. The Jargon Federation dedicates a massive effort to this sector of espionage, with thousands of different methods implemented to ensure that skrellian agents can intervene and decapitate any opposing force that attempts to enact warfare on the Jargon Federation. It is unknown how successful these operations are, or how deep it goes.&lt;br /&gt;
&lt;br /&gt;
== Technology and Techniques ==&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation utilizes a variety of different technologies and techniques to ensure their dominance of espionage across the Orion Spur. Whilst most of their methods are aimed to be used within skrellian space, a few have been altered to be useful within the lesser nation-states. Depending on their placed categories agents may using steganography, clandestine concealment and stealth technologies, applied surveillance sciences, memory-erasers and sabotage. &lt;br /&gt;
&lt;br /&gt;
The introduction of alien species into the Jargon Federation, with unique biological and evolutionary advantages, the Skrell have managed to modernise their espionage tactics, doubling their effectiveness. These alien agents will undergo a variety of different treatments to ensure their loyalty to the Jargon Federation, with some even being implanted with loyalty implants to ensure it. &lt;br /&gt;
&lt;br /&gt;
In recent times, the Jargon Federation has been accused of altering their agents&#039; appearance to infiltrate governmental positions; posing as other species. Whilst they claim that is it ludicrous; rumours continue to perpetuate that the combination of both skrellian and vaurcan technology and techniques, it is a genuine possibility that they may have managed to crack the secrets of mass genome tampering.&lt;br /&gt;
&lt;br /&gt;
= Relations =&lt;br /&gt;
&lt;br /&gt;
== Relations with Foreign States ==&lt;br /&gt;
=== Solarian Alliance ===&lt;br /&gt;
&lt;br /&gt;
The Solarian Alliance sees the Jargon Federation as their closest ally within the Orion Spur, both economically and as a force to help preserve the status quo if anything seriously threatening galactic stability or if an unrecoverable disruption of the balance of power had to occur. Whilst there are whispers of many that fear the potential growth of the Jargon Federation into the wildlands that the Solarian Alliance still seeks to return to the fold, their relationship has continued to prosper even after the turbulent events that nearly brought the Orion Spur to its knees. &lt;br /&gt;
&lt;br /&gt;
The Solarian Alliance has the most Representatives of the Jargon Federation within its borders, who typically work alongside one another to maintain the relationship between both nations. The recent events that have resulted in the shrinking of the Solarian Alliance has prompted additional Representatives working within its borders; seeking further avenues in which the Jargon Federation can expand their influence within the Solarian Alliance. The Solarian Alliance and Jargon Federation have several agreements; mostly related to trade, research, and migration.&lt;br /&gt;
&lt;br /&gt;
=== Republic of Biesel ===&lt;br /&gt;
&lt;br /&gt;
In most official capacities, the Republic of Biesel maintains positive relations with the Jargon Federation to the beneficial trade that occurs between the both of them. Politically, it is mostly the same, however there is a growing number within the Republic that have begun to view the Jargon Federation as untrustworthy due to their lack of intervention during both invasions of Tau Ceti. Tau Ceti is one of few places outside of the Jargon Federation that is considered worthy of visiting by Skrell; resulting in an increased demand for visas (tourist and work) for Tau Ceti. &lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel, at any given time, has roughly the second-largest amount of Representatives of the Jargon Federation within its borders. Following the events that nearly crippled the Orion Spur, the Jargon Federation has begun searching for another way to increase their influence within the fledgeling republic; mostly through the use of foreign aid, and restricted technological exchanges. The Republic of Biesel has expressed interest in increased diplomatic ties with the Jargon Federation; mostly involving concessions for Megacorporations to be able to freely operate within the political entity. The Jargon Federation has affirmed that they see the Republic of Biesel as a valuable diplomatic partner, and publically wishes to increase diplomatic ties with them.&lt;br /&gt;
&lt;br /&gt;
=== Coalition of Colonies ===&lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies is somewhat public about their opinion of the Jargon Federation; stating that they are suspicious of the foreign policy boosted by the nation, alongside its authoritarian system. They also view the Jargon Federation as Sol-aligned, and therefore anti-Coalition of Colonies by association. Whilst there are talks about economical cooperation, however, both the Coalition of Colonies and the Jargon Federation would be able to produce large quantities of wealth off of one another. &lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies sports a few dozen Representatives of the Jargon Federation within its borders, mostly tasked with improving the relations between the two behemoths. The inaction of the Jargon Federation in the Second Invasion of Tau Ceti has resulted in quite a stir within the Coalition; many citing that the Jargon Federation is no longer pro-Sol, with others perpetuating rumours that they simply bide their time and will soon be launching an attack on the Orion Spur. The Jargon Federation has publically announced an interest in exploring additional diplomatic avenues with the Coalition of Colonies; however, little effort has been seen in regards to this. &lt;br /&gt;
&lt;br /&gt;
=== Empire of Dominia ===&lt;br /&gt;
&lt;br /&gt;
Thee Empire of Dominia maintains a public ambivalent relations with the Jargon Federation; politically and economically. Hardly any effort is exerted in regards to the Jargon Federation officially, with some more liberal merchant factions rooted within proposing trade with the Skrell. Unofficially, the Empire of Dominia is split ideologically in regards to the political entity. Many both like that the Jargon Federation has taken steps in restricting artificial intelligence, but there is also a sizeable that hates them for being the first ones to create it.&lt;br /&gt;
&lt;br /&gt;
The Empire of Dominia maintains only six Representatives of the Jargon Federation within its borders, focusing on creating opportunities for trading, with little success. The inaction of both the Jargon Federation and the Empire of Dominia during the latest turbulent events of the Orion Spur has resulted in the warming of relations somewhat. The Jargon Federation has displayed minor interest in exploring the relationship between the two entities but has yet to engage in such diplomacy. &lt;br /&gt;
&lt;br /&gt;
=== Serene Republic of Elyra ===&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra has publically maintained that they are suspicious of Jargon encroachment, as well as interference in human affairs, in lieu of the Solarian Alliance&#039;s collapse - despite this, they continue cordial if a bit distant relations with the Jargon Federation. There are whispers that many within Elyra see the Jargon Federation as an ally against the Lii&#039;dra should they return. They are economically disinterested in the Jargon Federation, as the Serene Republic of Elyra has continued their self-sufficiency since the collapse of the Solarian Alliance, and the trade that the nation does conduct are mostly done with the Coalition of Colonies and the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra has roughly two dozen Representatives of the Jargon Federation within its borders, with a focus on technological cooperation. The inaction of the Jargon Federation during the recent events that haunted the Orion Spur has resulted in relations between the two technological giants to become somewhat cold, with a large migration of Representatives back to the Jargon Federation. The Jargon Federation publically supports a minor interest in exploring a relationship with the Serene Republic of Elyra, a technological one, that is.&lt;br /&gt;
&lt;br /&gt;
=== Eridani Corporate Federation ===&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation has made the Orion Spur very aware of their interest to pursue additional economic cooperation with the Jargon Federation; citing that it is a massive market for Zeng Hu Pharmaceuticals, and Megacorporations found within the Board of Five. The closeness of the Jargon Federation and the Solarian Alliance has resulted in cordial relations between these two federations, with a significant amount of both the entities wealth being invested into one another. &lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation maintains the third largest following of Representatives of the Jargon Federation within its borders, with most focusing on exploring additional economic cooperative avenues that will enhance the wealth of both. The inaction of the Jargon Federation during the Second Invasion of Tau Ceti has resulted in somewhat weakened relations; however, the Eridani Corporate Federation publically maintains that the Jargon Federation is a crucial member of its economy. The Jargon Federation has all-but-ensured that the Eridani Corporate Federation will soon benefit from proposed deregulation of the skrellian economy. &lt;br /&gt;
&lt;br /&gt;
=== People&#039;s Republic of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai attempts to secure a respectful, diplomatic relationship with the Jargon Federation; mostly in part due to its policy of approaching alien powers for support in the Adhomian Cold War. The People&#039;s Republic of Adhomai has essentially pushed for cordial relations between them and the Jargon Federation resulting in increased cooperatives, mostly involving the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; - a diplomatic agreement in which the Jargon Federation commences humanitarian aid projects and provides monetary assistance. &lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai has roughly three dozen Representatives of the Jargon Federation within its borders, mostly focusing on administrating the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; and facilitating diplomacy between the three warring nations on Adhomai. The inaction of the Jargon Federation during the recent Solarian Invasion of Tau Ceti and resulting collapse that turned the Orion Spur on its head has not had an impact on the relationship between the Jargon Federation and the People&#039;s Republic of Adhomai. The Jargon Federation recently broke it&#039;s stance of neutrality in regards to Adhomai. After an attempted terror attack on District 8 in Biesel&#039;s Mendell City by radical Al&#039;mariist insurgents, the Federation officially recognized the People&#039;s Republic of Adhomai as the sole civil authority of the planet and began to support their claims politically. It&#039;s unknown to the public if the Federation is offering more material support behind the scenes due to both nations&#039; private nature.&lt;br /&gt;
&lt;br /&gt;
=== Democratic People&#039;s Republic of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The Democratic People&#039;s Republic of Adhomai has little to no relations with the Jargon Federation; mostly due to the xenophobic nature of Al&#039;mariism. The Jargon Federation is viewed by many within the Democratic People&#039;s Republic of Adhomai&#039;s borders as a threat to their independence and future; which usually devolves into accusations of imperialism by various prominent politicians. Even the most progressive of Al&#039;mariists maintain the dislike of the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Due to the recent attempted terror attack in Mendell City, relations between the two political bodies dipped to the worst in history. The Federation took the planned bombing of District 8 as an unfettered act of aggression against Skrell. While the Federation had always believed the Democratic People&#039;s Republic a threat to Adhomai, they now hold the position that Al&#039;marrists are a threat to the greater Spur aboard as well.&lt;br /&gt;
&lt;br /&gt;
=== New Kingdom of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai, due to its precarious position, maintains an official intention of establishing positive diplomatic ties with the Jargon Federation; mostly in hopes of establishing the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; within its borders. The turbulent history of Adhomai has resulted in somewhat lukewarm relations between the New Kingdom of Adhomai and the Jargon Federation, however, what relations that did exist were irrevocably obliterated when the Federation announced their political recognition of the People&#039;s Republic of Adhomai as the sole civil authority of the planet. &lt;br /&gt;
&lt;br /&gt;
Despite the incident that caused this change in the Federation&#039;s political stance being caused by Al&#039;mariists, the Federation has been unyielding in political channels to reverse this decision, to the woe of those in the Kingdom who had hoped to benefit from the &#039;&#039;&#039;Project Unity Initiative&#039;&#039;&#039;. The Federation retracted all political ties with the New Kingdom of Adhomai, and declared the state illegitimate.&lt;br /&gt;
&lt;br /&gt;
=== Izweski Hegemony ===&lt;br /&gt;
&lt;br /&gt;
The relationship between the nations of Skrell and Unathi has been rocky, to say the least. Following their introduction to the intergalactic stage and subsequent Contact War, the rule of Hegemon S&#039;kresti caused relations to sour. The conflict on Ouerea as well as the handling of the Defiled Lands and various accusations made by both sides, proven or otherwise, only continues to mar recent history. It is only with the death of the last Hegemon and the official coronation of Not&#039;zar Izweski where the situation is beginning to look hopeful for relations.&lt;br /&gt;
&lt;br /&gt;
The stifling silence between them is seen to be either a growing tension between two groups on the cusp of change, or merely an awkward pause before reconciliation, reparation, and realignment. Though they lack embassies in their respective territories, the Skrell assert responsibility and interest in the development in Ouerea as it becomes a cultural hotbed and merger of ideas and innovation, and as such talks between the two groups is inevitable. Furthermore, Skrell and Unathi delegations have been openly suggesting diplomacy; though facing backlash from bitter traditionalists and more conservative Unathi in the Hegemony, it is clear some amount of change is on the horizon, for better or for worse.&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=21800</id>
		<title>Skrell Politics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=21800"/>
		<updated>2021-11-07T16:42:42Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: /* New Kingdom of Adhomai */ another word fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Politics = &lt;br /&gt;
&lt;br /&gt;
== Grand Council ==&lt;br /&gt;
&lt;br /&gt;
Wuqrnjeq-Qu&#039;Nralakk &#039;&#039;&#039;(Grand Council of the Jargon Federation)&#039;&#039;&#039; is the supreme ruling body of the entirety of the Jargon Federation. The Council will utilize subspace communication frequencies to delegate during non-essential meetings, however, are expected to return to Qerrbalak to attend an annual meeting held in Kal’lo. There are fourteen seats on the Grand Council (not including the Grand Councillor). This is a reflection on the amount of &#039;&#039;&#039;Sector Councillors&#039;&#039;&#039; there are, loosely calculated by population figures denoted in censuses.&lt;br /&gt;
&lt;br /&gt;
Each sector is essentially granted two seats; with the Grand Council operating similarly to a barter system mostly comprised of the Sector Councillors exchanging resources between their sectors for political power. This has resulted in a &#039;&#039;&#039;disproportionate amount of political power&#039;&#039;&#039; being found within the Core, Elemental and Contingent Sectors. Through this political maneuvering, the Traverse Sectors are often pushed into a corner and &#039;&#039;&#039;forced&#039;&#039;&#039; to submit their political power to the core systems in exchange for resources.&lt;br /&gt;
&lt;br /&gt;
Information on the various sectors can be located [[Notable Skrell Systems and Locations| here]].&lt;br /&gt;
&lt;br /&gt;
== Representatives ==&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation employs several hundred individuals to fill ambassadorial positions between it and other foreign entities; known by many as merely &#039;&#039;&#039;Representatives&#039;&#039;&#039;. Each Representative is recognized by the Grand council as an individual who holds the Jargon Federation&#039;s best interests at heart and has been entrusted to represent and protect these interests even outside of the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Often, these individuals will study the society in which they are meant to act as an ambassadorial representative; mostly being that of culture and politics. This is expected to enhance the ability of the individual representing the Jargon Federation. Representatives are considered highly influential in regards to politics outside of the Jargon Federation; due to their handling of information, but also due to their loyalty. These Representatives are expected to claim an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; -- an action which stands to present as the individual&#039;s primary field of expertise, and denote the foreign entity to which they devote their time to. &lt;br /&gt;
&lt;br /&gt;
Representatives who share an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; are expected to work together and cooperate to effectively protect the interests of the Jargon Federation. Representatives that show a considerable aptitude when dealing with their respective &amp;quot;Entity of Interest&amp;quot; will typically remain aboard consistently, until recalled by the Grand Council. These individuals are highly versed in politics, and as such may result in fame arising due to their position; eventually achieving Idol-status. Representatives that achieve such a status will typically be under minute scrutiny by the Grand Council, with even the whisper of scandal resulting in their retraction as a Jargon Federation Representative. &lt;br /&gt;
&lt;br /&gt;
== Schools of Thought ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Symbiosism:&#039;&#039;&#039; The more &amp;quot;mainstream&amp;quot; ideology within the Jargon Federation; it follows closely the principles of welcoming the influence Humanity has within its borders, but also promoting the core ideals of the Skrell that have guided them for millennia. It is rather susceptible to change, and radicals are few and far between. Doctrines revolve around co-operation with other species and providing assistance to lesser nations within the Orion Spur. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Isolationism:&#039;&#039;&#039; A growing ideology within the Jargon Federation that has managed to gather a following, it dictates the need for Skrell to retract themselves from the affairs of the Orion Spur, only involving themselves if affected directly. It is resistant to change and aims to have the Jargon Federation be entirely self-dependable. Doctrines revolve around the Pro-Skrell status quo. Radicals are common within this group.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Progressivism:&#039;&#039;&#039; Typically, this ideology is often paired with other ideologies under the guise of &amp;quot;visionary radicals&amp;quot;, it revolves around the pursuit of the Jargon Federation pushing to be a dominion. It is only through the Jargon Federation reclaiming themselves as the &amp;quot;Behemoth of the Orion Spur&amp;quot; will the Orion Spur truly find themselves in enlightened times. It has a heavy focus on the Jargon Federation being economically, technologically, and militarily superior to all other nations within the Orion Spur. Radicals &#039;&#039;&#039;can&#039;&#039;&#039; be common, depending on the attached school of thought, or if followed singularly.&lt;br /&gt;
&lt;br /&gt;
= Federation Enforcement =&lt;br /&gt;
Enforcers, or Kala, are responsible for upholding the law within the Jargon Federation. Functioning in a strict hierarchy, the Kala are governed by a legislative body known as the Jargon Federation Security Council. Formed in &#039;&#039;&#039;901 CE&#039;&#039;&#039; as a means to unify all enforcement branches after the unification of the Alliance of the Three, the Kala were regarded one of the most important bodies of the Jargon Federation, as Skrell who devote their lives to ensure the wellbeing of others and their society.&lt;br /&gt;
&lt;br /&gt;
Their doctrines revolve around mobility, flexibility and precision. Whereas other units use a blunt approach, the Kala instead aim for the permanent neutralization of the situation - surgically striking to prevent it from growing out of control. Presently, the Kala maintain two core objectives. Firstly, ensuring the safety, security and cooperation of all systems under the Federation flag and protecting their borders. Secondly, reaching out to foreign communities outside their borders, be it within the Traverse or even the human Frontier. Representatives describe these operations as purely altruistic, aiding these communities both from a protection and economic point of view as part of the &amp;quot;Unity Initiative Project&amp;quot;. One such example of these operations was the Jargon Federation’s involvement in the [[Tajaran_Military_Structures#The_S.27rend.27marr_Coalition|S&#039;rend&#039;marr Coalition]]. The Skrell civilians providing [https://forums.aurorastation.org/topic/4674-warble-inquirer/page/2/?tab=comments#comment-123991 aid] there suffered little casualties, with the advanced technology of their nlomkala protectors dissuading any ALA strikes. &lt;br /&gt;
&lt;br /&gt;
[[File:Srom.PNG|thumb|125px|The unique emblem of the Sromkala]]&lt;br /&gt;
==Sromkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Prevent &amp;amp; Protect.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sromkala, translating to Dream Enforcers, are Skrell selected to ensure that major planetary dreambubbles are safe from malicious lucidity. Agents are selected for their high psychic potential to oversee the Srom to ensure that no illegal or anti-Federation activities occur, particularly through the malicious use of Nlom-capable devices. They are commonly situated close to Nlom Relays - using the technology to amplify their capabilities tenfold. It is said that for every Nlom Relay across the Jargon Federation, there is a Sromkala nestled within a special cryogenic pod that allows for their body to be in suspended animation, but allows their minds to project and continue working within Srom. &lt;br /&gt;
[[File:Nlom.PNG|thumb|125px|The unique emblem of the Nlomkala.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nlomkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Service with Excellence.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nlomkala, or Wake Enforcers, are often compared to police across alien space. The Nlomkala are expected to ensure the stability and safety of the Jargon Federation at a physical level; mostly pertaining to simple duties such as patrolling, executing warrants and responding to emergencies relayed by the Ruupkala. There are extensive requisites to join the Nlomkala - ranging from athletic ability, understanding of the law and mandatory public relation classes to ensure that those selected to join can respond to situations correctly. Nlomkala are also expected to operate both on land and beneath the waves of the various planets across the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Recently, the C&#039;thur Hive has began to supply the Nlomkala with Vaurca Warriors to bolster the Nlomkala&#039;s forces. These Warriors are largely from [[Vytel]]&#039;s brood and have been loyalty implanted, making the Federation&#039;s orders equal to those of a Queen&#039;s. If the Warriors experience a conflict of interest, they enter hibernation until it&#039;s resolved. Thankfully, due to Vaurca adaptability, these Warriors function just as well underwater as above it. &lt;br /&gt;
[[File:Ruup.PNG|thumb|125px|The unique emblem of the Ruupkala.]]&lt;br /&gt;
&lt;br /&gt;
==Ruupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Always Vigilant.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ruupkala - or Intelligence Enforcers - are the Federation&#039;s official security intelligence agency, designed around the need to maintain Skrell harmony as unobtrusively as possible and ensure a safe position in galactic politics. While one of the most respected Kala, their agents are often characterised as the least martially inclined of the enforcement branches, owing in part to Federation media&#039;s efforts to present them as dedicated and principled data gatherers. Similarly, the agency&#039;s role is declared strictly as internal and focused on counterintelligence; public Federation figures often praise the Ruupkala non-interventionist policy and dismiss accusations of espionage as ignorant of Jargon policy, or malicious.&lt;br /&gt;
[[File:Qukala.PNG|thumb|125px|The unique emblem of the Qukala.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Qukala==&lt;br /&gt;
&#039;&#039;&amp;quot;Perpetually primed.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Qukala, or Star Enforcers, function as the Navy of the Jargon Federation. Ranging from soldiers, to highly qualified personnel educated in engineering, or medical. Positions within the Qukala often require degrees from recognised universities across the Jargon Federation, meaning in only very rare circumstances will undereducated candidates be considered for the Qukala. The Qukala is one of the most powerful Navies in the Spur, due to the Federation&#039;s old age and advanced technological level. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Lukala&#039;&#039;&#039; was a branch of the Qukala once comprised of only [[Dionae]] and [[Vaurca]], but as of &#039;&#039;&#039;2463&#039;&#039;&#039;, the Directory of Defense Operations decided to dissolve the subbranch in favor in of integrating [[Dionae]] and [[Vaurca]] into the lower ranks of the Qukala as full members. This decision largely stemmed from the success the Lukala had in stopping insurgent activity in the Travese during the fallout of the recent Election. Furthermore, after striking a deal with the Grand Council, the C&#039;thur Hive (namely [[Vytel]]&#039;s brood) have begun to supply a steady stream of new Warriors for the Qukala. These new Warriors have a Federation-designed Loyalty Implant that equalizes the Federation&#039;s orders to that of a Queen&#039;s. If a conflict of interest arises, the Warriors merely enter hibernation until the conflict is resolved. &lt;br /&gt;
[[File:Tup.PNG|thumb|125px|The unique emblem of the Tupkala.]]&lt;br /&gt;
&lt;br /&gt;
==Tupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Courage, bravery and dedication.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tupkala, usually shorted to Tup, are highly revered Skrell. Only those with a long, distinguished career are capable of being elevated to the position of a Tup; a position that encompasses increased security clearance - as well as minor Idol status. Tupkala are able to originate from all the other branches of the Kala, but are additionally trained and implanted to prevent any security breaches in the unlikely event that they are captured by enemies of the Jargon Federation. These Skrell are commonly in their advanced age, with the mean being that of 276 years. When a Tup dies, their name will be added to the Tupkala Wall hosted in the Grand Councilor&#039;s Chamber on Kal&#039;lo.&lt;br /&gt;
&lt;br /&gt;
Their main prerogative being that of securing prominent figures across the Jargon Federation; keeping them safe from internals and external threats. Utilizing various Tupkala from the various different branches, Skrell who have pledged their unquestioning loyalty to the Jargon Federation, aided by loyalty implants not different to the discontinued line released by [[Nanotrasen Corporation| NanoTrasen]]. The Tupkala also tend to keep tabs on the various Representatives throughout the Orion Spur, ensuring both their safety and that their work is satisfactory.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2463&#039;&#039;&#039;, after a series of diplomatic incidents caused by Tupkala operating outside their orders, for the first time in history the Tupkala were disbanded, following Grand Councilor Weashbi&#039;s condemnation. A few months later, Weashbi rebuilt them with Skrell he personally handpicked from the other branches of the Kala. The Tupkala are now under Commander Kezoq Torq-Bep, Weashbi&#039;s chosen Leader. Oddly enough, Commander Kezoq was promoted from the Sromkala, an unlikely place to find candidates for the Tups.&lt;br /&gt;
&lt;br /&gt;
= Espionage =&lt;br /&gt;
&lt;br /&gt;
The act of spying, and gaining confidential information, is a long-held tradition for the Skrell. Throughout their existence as a species, remaining in the shadows and deploying operations from afar, has managed to take hold instead of large scale warfare. Across the Orion Spur the species remain feared for their exceptional espionage skills, and even better counterintelligence capacities. Equipped with stealth capabilities, various advanced technologies at their disposal, and backed by the Jargon Federation there is little that can stop the espionage agents distributed across the Spur.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
== Targets of Espionage == &lt;br /&gt;
&lt;br /&gt;
Specific agents will be tasked with different goals, and as such various categories have been developed in order to differentiate between the four categories; Bureaucracy, media, academia and militaries. Not all agents are designed to act in detriment of the state they observe, with some even implemented to ensure the success and growth; giving information back to the Jargon Federation in order for the Grand Council to best determine which ways to intervene. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bureaucracy&#039;&#039;&#039;, the strategic identification and assessment of resources within a bureaucratic state. Usually implemented across the Jargon Federation&#039;s territories, some have speculated that they have even dispatched some to other states across the Orion Spur. It has seen some victories, however, there are just as many defeats occurring across the traverse, with spies quickly sniffed out and imprisoned on various false charged by the planetary councillors. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Media&#039;&#039;&#039;, the infiltration of the social network - be in locally or across the Orion spur. Usually subtle, employing the use of various journalists and postgraduate students to enact their plans on influencing social media to be more Jargon Federation compliant. This includes censoring articles through methods that make it hard to access, or by flooding various social networks with pro-skrellian propaganda. It is unknown how successful these operations are, or how spread out they are. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Academia&#039;&#039;&#039;, individuals placed to penetrate and invade the fields of research and education. One of the more elusive agents deployed by the Jargon Federation, they are typically comprised of educators, scientists and even physicians, who are tasked with ensuring skrellian dominance over technology across the Orion Spur. It is assumed that these operations are quite successful, evident by the Skrell maintaining an advanced technological state compared to the lesser-nations it considers its neighbours.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Militaries&#039;&#039;&#039;, is truly the most secretive and elusive field of skrellian espionage. Various techniques, and technologies, are used to gather information in regards to the military capabilities of a particular state. The Jargon Federation dedicates a massive effort to this sector of espionage, with thousands of different methods implemented to ensure that skrellian agents can intervene and decapitate any opposing force that attempts to enact warfare on the Jargon Federation. It is unknown how successful these operations are, or how deep it goes.&lt;br /&gt;
&lt;br /&gt;
== Technology and Techniques ==&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation utilizes a variety of different technologies and techniques to ensure their dominance of espionage across the Orion Spur. Whilst most of their methods are aimed to be used within skrellian space, a few have been altered to be useful within the lesser nation-states. Depending on their placed categories agents may using steganography, clandestine concealment and stealth technologies, applied surveillance sciences, memory-erasers and sabotage. &lt;br /&gt;
&lt;br /&gt;
The introduction of alien species into the Jargon Federation, with unique biological and evolutionary advantages, the Skrell have managed to modernise their espionage tactics, doubling their effectiveness. These alien agents will undergo a variety of different treatments to ensure their loyalty to the Jargon Federation, with some even being implanted with loyalty implants to ensure it. &lt;br /&gt;
&lt;br /&gt;
In recent times, the Jargon Federation has been accused of altering their agents&#039; appearance to infiltrate governmental positions; posing as other species. Whilst they claim that is it ludicrous; rumours continue to perpetuate that the combination of both skrellian and vaurcan technology and techniques, it is a genuine possibility that they may have managed to crack the secrets of mass genome tampering.&lt;br /&gt;
&lt;br /&gt;
= Relations =&lt;br /&gt;
&lt;br /&gt;
== Relations with Foreign States ==&lt;br /&gt;
=== Solarian Alliance ===&lt;br /&gt;
&lt;br /&gt;
The Solarian Alliance sees the Jargon Federation as their closest ally within the Orion Spur, both economically and as a force to help preserve the status quo if anything seriously threatening galactic stability or if an unrecoverable disruption of the balance of power had to occur. Whilst there are whispers of many that fear the potential growth of the Jargon Federation into the wildlands that the Solarian Alliance still seeks to return to the fold, their relationship has continued to prosper even after the turbulent events that nearly brought the Orion Spur to its knees. &lt;br /&gt;
&lt;br /&gt;
The Solarian Alliance has the most Representatives of the Jargon Federation within its borders, who typically work alongside one another to maintain the relationship between both nations. The recent events that have resulted in the shrinking of the Solarian Alliance has prompted additional Representatives working within its borders; seeking further avenues in which the Jargon Federation can expand their influence within the Solarian Alliance. The Solarian Alliance and Jargon Federation have several agreements; mostly related to trade, research, and migration.&lt;br /&gt;
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=== Republic of Biesel ===&lt;br /&gt;
&lt;br /&gt;
In most official capacities, the Republic of Biesel maintains positive relations with the Jargon Federation to the beneficial trade that occurs between the both of them. Politically, it is mostly the same, however there is a growing number within the Republic that have begun to view the Jargon Federation as untrustworthy due to their lack of intervention during both invasions of Tau Ceti. Tau Ceti is one of few places outside of the Jargon Federation that is considered worthy of visiting by Skrell; resulting in an increased demand for visas (tourist and work) for Tau Ceti. &lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel, at any given time, has roughly the second-largest amount of Representatives of the Jargon Federation within its borders. Following the events that nearly crippled the Orion Spur, the Jargon Federation has begun searching for another way to increase their influence within the fledgeling republic; mostly through the use of foreign aid, and restricted technological exchanges. The Republic of Biesel has expressed interest in increased diplomatic ties with the Jargon Federation; mostly involving concessions for Megacorporations to be able to freely operate within the political entity. The Jargon Federation has affirmed that they see the Republic of Biesel as a valuable diplomatic partner, and publically wishes to increase diplomatic ties with them.&lt;br /&gt;
&lt;br /&gt;
=== Coalition of Colonies ===&lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies is somewhat public about their opinion of the Jargon Federation; stating that they are suspicious of the foreign policy boosted by the nation, alongside its authoritarian system. They also view the Jargon Federation as Sol-aligned, and therefore anti-Coalition of Colonies by association. Whilst there are talks about economical cooperation, however, both the Coalition of Colonies and the Jargon Federation would be able to produce large quantities of wealth off of one another. &lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies sports a few dozen Representatives of the Jargon Federation within its borders, mostly tasked with improving the relations between the two behemoths. The inaction of the Jargon Federation in the Second Invasion of Tau Ceti has resulted in quite a stir within the Coalition; many citing that the Jargon Federation is no longer pro-Sol, with others perpetuating rumours that they simply bide their time and will soon be launching an attack on the Orion Spur. The Jargon Federation has publically announced an interest in exploring additional diplomatic avenues with the Coalition of Colonies; however, little effort has been seen in regards to this. &lt;br /&gt;
&lt;br /&gt;
=== Empire of Dominia ===&lt;br /&gt;
&lt;br /&gt;
Thee Empire of Dominia maintains a public ambivalent relations with the Jargon Federation; politically and economically. Hardly any effort is exerted in regards to the Jargon Federation officially, with some more liberal merchant factions rooted within proposing trade with the Skrell. Unofficially, the Empire of Dominia is split ideologically in regards to the political entity. Many both like that the Jargon Federation has taken steps in restricting artificial intelligence, but there is also a sizeable that hates them for being the first ones to create it.&lt;br /&gt;
&lt;br /&gt;
The Empire of Dominia maintains only six Representatives of the Jargon Federation within its borders, focusing on creating opportunities for trading, with little success. The inaction of both the Jargon Federation and the Empire of Dominia during the latest turbulent events of the Orion Spur has resulted in the warming of relations somewhat. The Jargon Federation has displayed minor interest in exploring the relationship between the two entities but has yet to engage in such diplomacy. &lt;br /&gt;
&lt;br /&gt;
=== Serene Republic of Elyra ===&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra has publically maintained that they are suspicious of Jargon encroachment, as well as interference in human affairs, in lieu of the Solarian Alliance&#039;s collapse - despite this, they continue cordial if a bit distant relations with the Jargon Federation. There are whispers that many within Elyra see the Jargon Federation as an ally against the Lii&#039;dra should they return. They are economically disinterested in the Jargon Federation, as the Serene Republic of Elyra has continued their self-sufficiency since the collapse of the Solarian Alliance, and the trade that the nation does conduct are mostly done with the Coalition of Colonies and the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra has roughly two dozen Representatives of the Jargon Federation within its borders, with a focus on technological cooperation. The inaction of the Jargon Federation during the recent events that haunted the Orion Spur has resulted in relations between the two technological giants to become somewhat cold, with a large migration of Representatives back to the Jargon Federation. The Jargon Federation publically supports a minor interest in exploring a relationship with the Serene Republic of Elyra, a technological one, that is.&lt;br /&gt;
&lt;br /&gt;
=== Eridani Corporate Federation ===&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation has made the Orion Spur very aware of their interest to pursue additional economic cooperation with the Jargon Federation; citing that it is a massive market for Zeng Hu Pharmaceuticals, and Megacorporations found within the Board of Five. The closeness of the Jargon Federation and the Solarian Alliance has resulted in cordial relations between these two federations, with a significant amount of both the entities wealth being invested into one another. &lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation maintains the third largest following of Representatives of the Jargon Federation within its borders, with most focusing on exploring additional economic cooperative avenues that will enhance the wealth of both. The inaction of the Jargon Federation during the Second Invasion of Tau Ceti has resulted in somewhat weakened relations; however, the Eridani Corporate Federation publically maintains that the Jargon Federation is a crucial member of its economy. The Jargon Federation has all-but-ensured that the Eridani Corporate Federation will soon benefit from proposed deregulation of the skrellian economy. &lt;br /&gt;
&lt;br /&gt;
=== People&#039;s Republic of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai attempts to secure a respectful, diplomatic relationship with the Jargon Federation; mostly in part due to its policy of approaching alien powers for support in the Adhomian Cold War. The People&#039;s Republic of Adhomai has essentially pushed for cordial relations between them and the Jargon Federation resulting in increased cooperatives, mostly involving the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; - a diplomatic agreement in which the Jargon Federation commences humanitarian aid projects and provides monetary assistance. &lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai has roughly three dozen Representatives of the Jargon Federation within its borders, mostly focusing on administrating the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; and facilitating diplomacy between the three warring nations on Adhomai. The inaction of the Jargon Federation during the recent Solarian Invasion of Tau Ceti and resulting collapse that turned the Orion Spur on its head has not had an impact on the relationship between the Jargon Federation and the People&#039;s Republic of Adhomai. The Jargon Federation recently broke it&#039;s stance of neutrality in regards to Adhomai. After an attempted terror attack on District 8 in Biesel&#039;s Mendell City by radical Al&#039;mariist insurgents, the Federation officially recognized the People&#039;s Republic of Adhomai as the sole civil authority of the planet and began to support their claims politically. It&#039;s unknown to the public if the Federation is offering more material support behind the scenes due to both nations&#039; private nature.&lt;br /&gt;
&lt;br /&gt;
=== Democratic People&#039;s Republic of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The Democratic People&#039;s Republic of Adhomai has little to no relations with the Jargon Federation; mostly due to the xenophobic nature of Al&#039;mariism. The Jargon Federation is viewed by many within the Democratic People&#039;s Republic of Adhomai&#039;s borders as a threat to their independence and future; which usually devolves into accusations of imperialism by various prominent politicians. Even the most progressive of Al&#039;mariists maintain the dislike of the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Due to the recent attempted terror attack in Mendell City, relations between the two political bodies dipped to the worst in history. The Federation took the planned bombing of District 8 as an unfettered act of aggression against Skrell. While the Federation had always believed the Democratic People&#039;s Republic a threat to Adhomai, they now hold the position that Al&#039;marrists are a threat to the greater Spur aboard as well.&lt;br /&gt;
&lt;br /&gt;
=== New Kingdom of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai, due to its precarious position, maintains an official intention of establishing positive diplomatic ties with the Jargon Federation; mostly in hopes of establishing the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; within its borders. The turbulent history of Adhomai has resulted in somewhat lukewarm relations between the New Kingdom of Adhomai and the Jargon Federation, however, what relations that did exist were irrevocably obliterated when the Federation announced their political recognition of the People&#039;s Republic of Adhomai as the sole civil authority of the planet. &lt;br /&gt;
&lt;br /&gt;
Despite the incident that caused this change in the Federation&#039;s political stance being caused by Al&#039;mariists, the Federation has been unyielding in political channels to reverse this decision, to the woe of those in the Kingdom who had hoped to benefit from the &#039;&#039;&#039;Project Unity Initiative&#039;&#039;&#039;. The Federation retracted all political ties with the New Kingdom of Adhomai, and declared the state illegitimate.&lt;br /&gt;
&lt;br /&gt;
=== Izweski Hegemony ===&lt;br /&gt;
&lt;br /&gt;
The relationship between the nations of Skrell and Unathi has been rocky, to say the least. Following their introduction to the intergalactic stage and subsequent Contact War, the rule of Hegemon S&#039;kresti caused relations to sour. The conflict on Ouerea as well as the handling of the Defiled Lands and various accusations made by both sides, proven or otherwise, only continues to mar recent history. It is only with the death of the last Hegemon and the official coronation of Not&#039;zar Izweski where the situation is beginning to look hopeful for relations.&lt;br /&gt;
&lt;br /&gt;
The stifling silence between them is seen to be either a growing tension between two groups on the cusp of change, or merely an awkward pause before reconciliation, reparation, and realignment. Though they lack embassies in their respective territories, the Skrell assert responsibility and interest in the development in Ouerea as it becomes a cultural hotbed and merger of ideas and innovation, and as such talks between the two groups is inevitable. Furthermore, Skrell and Unathi delegations have been openly suggesting diplomacy; though facing backlash from bitter traditionalists and more conservative Unathi in the Hegemony, it is clear some amount of change is on the horizon, for better or for worse.&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=21799</id>
		<title>Skrell Politics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=21799"/>
		<updated>2021-11-07T16:41:53Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: /* New Kingdom of Adhomai */ wording correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Politics = &lt;br /&gt;
&lt;br /&gt;
== Grand Council ==&lt;br /&gt;
&lt;br /&gt;
Wuqrnjeq-Qu&#039;Nralakk &#039;&#039;&#039;(Grand Council of the Jargon Federation)&#039;&#039;&#039; is the supreme ruling body of the entirety of the Jargon Federation. The Council will utilize subspace communication frequencies to delegate during non-essential meetings, however, are expected to return to Qerrbalak to attend an annual meeting held in Kal’lo. There are fourteen seats on the Grand Council (not including the Grand Councillor). This is a reflection on the amount of &#039;&#039;&#039;Sector Councillors&#039;&#039;&#039; there are, loosely calculated by population figures denoted in censuses.&lt;br /&gt;
&lt;br /&gt;
Each sector is essentially granted two seats; with the Grand Council operating similarly to a barter system mostly comprised of the Sector Councillors exchanging resources between their sectors for political power. This has resulted in a &#039;&#039;&#039;disproportionate amount of political power&#039;&#039;&#039; being found within the Core, Elemental and Contingent Sectors. Through this political maneuvering, the Traverse Sectors are often pushed into a corner and &#039;&#039;&#039;forced&#039;&#039;&#039; to submit their political power to the core systems in exchange for resources.&lt;br /&gt;
&lt;br /&gt;
Information on the various sectors can be located [[Notable Skrell Systems and Locations| here]].&lt;br /&gt;
&lt;br /&gt;
== Representatives ==&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation employs several hundred individuals to fill ambassadorial positions between it and other foreign entities; known by many as merely &#039;&#039;&#039;Representatives&#039;&#039;&#039;. Each Representative is recognized by the Grand council as an individual who holds the Jargon Federation&#039;s best interests at heart and has been entrusted to represent and protect these interests even outside of the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Often, these individuals will study the society in which they are meant to act as an ambassadorial representative; mostly being that of culture and politics. This is expected to enhance the ability of the individual representing the Jargon Federation. Representatives are considered highly influential in regards to politics outside of the Jargon Federation; due to their handling of information, but also due to their loyalty. These Representatives are expected to claim an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; -- an action which stands to present as the individual&#039;s primary field of expertise, and denote the foreign entity to which they devote their time to. &lt;br /&gt;
&lt;br /&gt;
Representatives who share an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; are expected to work together and cooperate to effectively protect the interests of the Jargon Federation. Representatives that show a considerable aptitude when dealing with their respective &amp;quot;Entity of Interest&amp;quot; will typically remain aboard consistently, until recalled by the Grand Council. These individuals are highly versed in politics, and as such may result in fame arising due to their position; eventually achieving Idol-status. Representatives that achieve such a status will typically be under minute scrutiny by the Grand Council, with even the whisper of scandal resulting in their retraction as a Jargon Federation Representative. &lt;br /&gt;
&lt;br /&gt;
== Schools of Thought ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Symbiosism:&#039;&#039;&#039; The more &amp;quot;mainstream&amp;quot; ideology within the Jargon Federation; it follows closely the principles of welcoming the influence Humanity has within its borders, but also promoting the core ideals of the Skrell that have guided them for millennia. It is rather susceptible to change, and radicals are few and far between. Doctrines revolve around co-operation with other species and providing assistance to lesser nations within the Orion Spur. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Isolationism:&#039;&#039;&#039; A growing ideology within the Jargon Federation that has managed to gather a following, it dictates the need for Skrell to retract themselves from the affairs of the Orion Spur, only involving themselves if affected directly. It is resistant to change and aims to have the Jargon Federation be entirely self-dependable. Doctrines revolve around the Pro-Skrell status quo. Radicals are common within this group.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Progressivism:&#039;&#039;&#039; Typically, this ideology is often paired with other ideologies under the guise of &amp;quot;visionary radicals&amp;quot;, it revolves around the pursuit of the Jargon Federation pushing to be a dominion. It is only through the Jargon Federation reclaiming themselves as the &amp;quot;Behemoth of the Orion Spur&amp;quot; will the Orion Spur truly find themselves in enlightened times. It has a heavy focus on the Jargon Federation being economically, technologically, and militarily superior to all other nations within the Orion Spur. Radicals &#039;&#039;&#039;can&#039;&#039;&#039; be common, depending on the attached school of thought, or if followed singularly.&lt;br /&gt;
&lt;br /&gt;
= Federation Enforcement =&lt;br /&gt;
Enforcers, or Kala, are responsible for upholding the law within the Jargon Federation. Functioning in a strict hierarchy, the Kala are governed by a legislative body known as the Jargon Federation Security Council. Formed in &#039;&#039;&#039;901 CE&#039;&#039;&#039; as a means to unify all enforcement branches after the unification of the Alliance of the Three, the Kala were regarded one of the most important bodies of the Jargon Federation, as Skrell who devote their lives to ensure the wellbeing of others and their society.&lt;br /&gt;
&lt;br /&gt;
Their doctrines revolve around mobility, flexibility and precision. Whereas other units use a blunt approach, the Kala instead aim for the permanent neutralization of the situation - surgically striking to prevent it from growing out of control. Presently, the Kala maintain two core objectives. Firstly, ensuring the safety, security and cooperation of all systems under the Federation flag and protecting their borders. Secondly, reaching out to foreign communities outside their borders, be it within the Traverse or even the human Frontier. Representatives describe these operations as purely altruistic, aiding these communities both from a protection and economic point of view as part of the &amp;quot;Unity Initiative Project&amp;quot;. One such example of these operations was the Jargon Federation’s involvement in the [[Tajaran_Military_Structures#The_S.27rend.27marr_Coalition|S&#039;rend&#039;marr Coalition]]. The Skrell civilians providing [https://forums.aurorastation.org/topic/4674-warble-inquirer/page/2/?tab=comments#comment-123991 aid] there suffered little casualties, with the advanced technology of their nlomkala protectors dissuading any ALA strikes. &lt;br /&gt;
&lt;br /&gt;
[[File:Srom.PNG|thumb|125px|The unique emblem of the Sromkala]]&lt;br /&gt;
==Sromkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Prevent &amp;amp; Protect.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sromkala, translating to Dream Enforcers, are Skrell selected to ensure that major planetary dreambubbles are safe from malicious lucidity. Agents are selected for their high psychic potential to oversee the Srom to ensure that no illegal or anti-Federation activities occur, particularly through the malicious use of Nlom-capable devices. They are commonly situated close to Nlom Relays - using the technology to amplify their capabilities tenfold. It is said that for every Nlom Relay across the Jargon Federation, there is a Sromkala nestled within a special cryogenic pod that allows for their body to be in suspended animation, but allows their minds to project and continue working within Srom. &lt;br /&gt;
[[File:Nlom.PNG|thumb|125px|The unique emblem of the Nlomkala.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nlomkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Service with Excellence.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nlomkala, or Wake Enforcers, are often compared to police across alien space. The Nlomkala are expected to ensure the stability and safety of the Jargon Federation at a physical level; mostly pertaining to simple duties such as patrolling, executing warrants and responding to emergencies relayed by the Ruupkala. There are extensive requisites to join the Nlomkala - ranging from athletic ability, understanding of the law and mandatory public relation classes to ensure that those selected to join can respond to situations correctly. Nlomkala are also expected to operate both on land and beneath the waves of the various planets across the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Recently, the C&#039;thur Hive has began to supply the Nlomkala with Vaurca Warriors to bolster the Nlomkala&#039;s forces. These Warriors are largely from [[Vytel]]&#039;s brood and have been loyalty implanted, making the Federation&#039;s orders equal to those of a Queen&#039;s. If the Warriors experience a conflict of interest, they enter hibernation until it&#039;s resolved. Thankfully, due to Vaurca adaptability, these Warriors function just as well underwater as above it. &lt;br /&gt;
[[File:Ruup.PNG|thumb|125px|The unique emblem of the Ruupkala.]]&lt;br /&gt;
&lt;br /&gt;
==Ruupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Always Vigilant.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ruupkala - or Intelligence Enforcers - are the Federation&#039;s official security intelligence agency, designed around the need to maintain Skrell harmony as unobtrusively as possible and ensure a safe position in galactic politics. While one of the most respected Kala, their agents are often characterised as the least martially inclined of the enforcement branches, owing in part to Federation media&#039;s efforts to present them as dedicated and principled data gatherers. Similarly, the agency&#039;s role is declared strictly as internal and focused on counterintelligence; public Federation figures often praise the Ruupkala non-interventionist policy and dismiss accusations of espionage as ignorant of Jargon policy, or malicious.&lt;br /&gt;
[[File:Qukala.PNG|thumb|125px|The unique emblem of the Qukala.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Qukala==&lt;br /&gt;
&#039;&#039;&amp;quot;Perpetually primed.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Qukala, or Star Enforcers, function as the Navy of the Jargon Federation. Ranging from soldiers, to highly qualified personnel educated in engineering, or medical. Positions within the Qukala often require degrees from recognised universities across the Jargon Federation, meaning in only very rare circumstances will undereducated candidates be considered for the Qukala. The Qukala is one of the most powerful Navies in the Spur, due to the Federation&#039;s old age and advanced technological level. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Lukala&#039;&#039;&#039; was a branch of the Qukala once comprised of only [[Dionae]] and [[Vaurca]], but as of &#039;&#039;&#039;2463&#039;&#039;&#039;, the Directory of Defense Operations decided to dissolve the subbranch in favor in of integrating [[Dionae]] and [[Vaurca]] into the lower ranks of the Qukala as full members. This decision largely stemmed from the success the Lukala had in stopping insurgent activity in the Travese during the fallout of the recent Election. Furthermore, after striking a deal with the Grand Council, the C&#039;thur Hive (namely [[Vytel]]&#039;s brood) have begun to supply a steady stream of new Warriors for the Qukala. These new Warriors have a Federation-designed Loyalty Implant that equalizes the Federation&#039;s orders to that of a Queen&#039;s. If a conflict of interest arises, the Warriors merely enter hibernation until the conflict is resolved. &lt;br /&gt;
[[File:Tup.PNG|thumb|125px|The unique emblem of the Tupkala.]]&lt;br /&gt;
&lt;br /&gt;
==Tupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Courage, bravery and dedication.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tupkala, usually shorted to Tup, are highly revered Skrell. Only those with a long, distinguished career are capable of being elevated to the position of a Tup; a position that encompasses increased security clearance - as well as minor Idol status. Tupkala are able to originate from all the other branches of the Kala, but are additionally trained and implanted to prevent any security breaches in the unlikely event that they are captured by enemies of the Jargon Federation. These Skrell are commonly in their advanced age, with the mean being that of 276 years. When a Tup dies, their name will be added to the Tupkala Wall hosted in the Grand Councilor&#039;s Chamber on Kal&#039;lo.&lt;br /&gt;
&lt;br /&gt;
Their main prerogative being that of securing prominent figures across the Jargon Federation; keeping them safe from internals and external threats. Utilizing various Tupkala from the various different branches, Skrell who have pledged their unquestioning loyalty to the Jargon Federation, aided by loyalty implants not different to the discontinued line released by [[Nanotrasen Corporation| NanoTrasen]]. The Tupkala also tend to keep tabs on the various Representatives throughout the Orion Spur, ensuring both their safety and that their work is satisfactory.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2463&#039;&#039;&#039;, after a series of diplomatic incidents caused by Tupkala operating outside their orders, for the first time in history the Tupkala were disbanded, following Grand Councilor Weashbi&#039;s condemnation. A few months later, Weashbi rebuilt them with Skrell he personally handpicked from the other branches of the Kala. The Tupkala are now under Commander Kezoq Torq-Bep, Weashbi&#039;s chosen Leader. Oddly enough, Commander Kezoq was promoted from the Sromkala, an unlikely place to find candidates for the Tups.&lt;br /&gt;
&lt;br /&gt;
= Espionage =&lt;br /&gt;
&lt;br /&gt;
The act of spying, and gaining confidential information, is a long-held tradition for the Skrell. Throughout their existence as a species, remaining in the shadows and deploying operations from afar, has managed to take hold instead of large scale warfare. Across the Orion Spur the species remain feared for their exceptional espionage skills, and even better counterintelligence capacities. Equipped with stealth capabilities, various advanced technologies at their disposal, and backed by the Jargon Federation there is little that can stop the espionage agents distributed across the Spur.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
== Targets of Espionage == &lt;br /&gt;
&lt;br /&gt;
Specific agents will be tasked with different goals, and as such various categories have been developed in order to differentiate between the four categories; Bureaucracy, media, academia and militaries. Not all agents are designed to act in detriment of the state they observe, with some even implemented to ensure the success and growth; giving information back to the Jargon Federation in order for the Grand Council to best determine which ways to intervene. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bureaucracy&#039;&#039;&#039;, the strategic identification and assessment of resources within a bureaucratic state. Usually implemented across the Jargon Federation&#039;s territories, some have speculated that they have even dispatched some to other states across the Orion Spur. It has seen some victories, however, there are just as many defeats occurring across the traverse, with spies quickly sniffed out and imprisoned on various false charged by the planetary councillors. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Media&#039;&#039;&#039;, the infiltration of the social network - be in locally or across the Orion spur. Usually subtle, employing the use of various journalists and postgraduate students to enact their plans on influencing social media to be more Jargon Federation compliant. This includes censoring articles through methods that make it hard to access, or by flooding various social networks with pro-skrellian propaganda. It is unknown how successful these operations are, or how spread out they are. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Academia&#039;&#039;&#039;, individuals placed to penetrate and invade the fields of research and education. One of the more elusive agents deployed by the Jargon Federation, they are typically comprised of educators, scientists and even physicians, who are tasked with ensuring skrellian dominance over technology across the Orion Spur. It is assumed that these operations are quite successful, evident by the Skrell maintaining an advanced technological state compared to the lesser-nations it considers its neighbours.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Militaries&#039;&#039;&#039;, is truly the most secretive and elusive field of skrellian espionage. Various techniques, and technologies, are used to gather information in regards to the military capabilities of a particular state. The Jargon Federation dedicates a massive effort to this sector of espionage, with thousands of different methods implemented to ensure that skrellian agents can intervene and decapitate any opposing force that attempts to enact warfare on the Jargon Federation. It is unknown how successful these operations are, or how deep it goes.&lt;br /&gt;
&lt;br /&gt;
== Technology and Techniques ==&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation utilizes a variety of different technologies and techniques to ensure their dominance of espionage across the Orion Spur. Whilst most of their methods are aimed to be used within skrellian space, a few have been altered to be useful within the lesser nation-states. Depending on their placed categories agents may using steganography, clandestine concealment and stealth technologies, applied surveillance sciences, memory-erasers and sabotage. &lt;br /&gt;
&lt;br /&gt;
The introduction of alien species into the Jargon Federation, with unique biological and evolutionary advantages, the Skrell have managed to modernise their espionage tactics, doubling their effectiveness. These alien agents will undergo a variety of different treatments to ensure their loyalty to the Jargon Federation, with some even being implanted with loyalty implants to ensure it. &lt;br /&gt;
&lt;br /&gt;
In recent times, the Jargon Federation has been accused of altering their agents&#039; appearance to infiltrate governmental positions; posing as other species. Whilst they claim that is it ludicrous; rumours continue to perpetuate that the combination of both skrellian and vaurcan technology and techniques, it is a genuine possibility that they may have managed to crack the secrets of mass genome tampering.&lt;br /&gt;
&lt;br /&gt;
= Relations =&lt;br /&gt;
&lt;br /&gt;
== Relations with Foreign States ==&lt;br /&gt;
=== Solarian Alliance ===&lt;br /&gt;
&lt;br /&gt;
The Solarian Alliance sees the Jargon Federation as their closest ally within the Orion Spur, both economically and as a force to help preserve the status quo if anything seriously threatening galactic stability or if an unrecoverable disruption of the balance of power had to occur. Whilst there are whispers of many that fear the potential growth of the Jargon Federation into the wildlands that the Solarian Alliance still seeks to return to the fold, their relationship has continued to prosper even after the turbulent events that nearly brought the Orion Spur to its knees. &lt;br /&gt;
&lt;br /&gt;
The Solarian Alliance has the most Representatives of the Jargon Federation within its borders, who typically work alongside one another to maintain the relationship between both nations. The recent events that have resulted in the shrinking of the Solarian Alliance has prompted additional Representatives working within its borders; seeking further avenues in which the Jargon Federation can expand their influence within the Solarian Alliance. The Solarian Alliance and Jargon Federation have several agreements; mostly related to trade, research, and migration.&lt;br /&gt;
&lt;br /&gt;
=== Republic of Biesel ===&lt;br /&gt;
&lt;br /&gt;
In most official capacities, the Republic of Biesel maintains positive relations with the Jargon Federation to the beneficial trade that occurs between the both of them. Politically, it is mostly the same, however there is a growing number within the Republic that have begun to view the Jargon Federation as untrustworthy due to their lack of intervention during both invasions of Tau Ceti. Tau Ceti is one of few places outside of the Jargon Federation that is considered worthy of visiting by Skrell; resulting in an increased demand for visas (tourist and work) for Tau Ceti. &lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel, at any given time, has roughly the second-largest amount of Representatives of the Jargon Federation within its borders. Following the events that nearly crippled the Orion Spur, the Jargon Federation has begun searching for another way to increase their influence within the fledgeling republic; mostly through the use of foreign aid, and restricted technological exchanges. The Republic of Biesel has expressed interest in increased diplomatic ties with the Jargon Federation; mostly involving concessions for Megacorporations to be able to freely operate within the political entity. The Jargon Federation has affirmed that they see the Republic of Biesel as a valuable diplomatic partner, and publically wishes to increase diplomatic ties with them.&lt;br /&gt;
&lt;br /&gt;
=== Coalition of Colonies ===&lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies is somewhat public about their opinion of the Jargon Federation; stating that they are suspicious of the foreign policy boosted by the nation, alongside its authoritarian system. They also view the Jargon Federation as Sol-aligned, and therefore anti-Coalition of Colonies by association. Whilst there are talks about economical cooperation, however, both the Coalition of Colonies and the Jargon Federation would be able to produce large quantities of wealth off of one another. &lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies sports a few dozen Representatives of the Jargon Federation within its borders, mostly tasked with improving the relations between the two behemoths. The inaction of the Jargon Federation in the Second Invasion of Tau Ceti has resulted in quite a stir within the Coalition; many citing that the Jargon Federation is no longer pro-Sol, with others perpetuating rumours that they simply bide their time and will soon be launching an attack on the Orion Spur. The Jargon Federation has publically announced an interest in exploring additional diplomatic avenues with the Coalition of Colonies; however, little effort has been seen in regards to this. &lt;br /&gt;
&lt;br /&gt;
=== Empire of Dominia ===&lt;br /&gt;
&lt;br /&gt;
Thee Empire of Dominia maintains a public ambivalent relations with the Jargon Federation; politically and economically. Hardly any effort is exerted in regards to the Jargon Federation officially, with some more liberal merchant factions rooted within proposing trade with the Skrell. Unofficially, the Empire of Dominia is split ideologically in regards to the political entity. Many both like that the Jargon Federation has taken steps in restricting artificial intelligence, but there is also a sizeable that hates them for being the first ones to create it.&lt;br /&gt;
&lt;br /&gt;
The Empire of Dominia maintains only six Representatives of the Jargon Federation within its borders, focusing on creating opportunities for trading, with little success. The inaction of both the Jargon Federation and the Empire of Dominia during the latest turbulent events of the Orion Spur has resulted in the warming of relations somewhat. The Jargon Federation has displayed minor interest in exploring the relationship between the two entities but has yet to engage in such diplomacy. &lt;br /&gt;
&lt;br /&gt;
=== Serene Republic of Elyra ===&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra has publically maintained that they are suspicious of Jargon encroachment, as well as interference in human affairs, in lieu of the Solarian Alliance&#039;s collapse - despite this, they continue cordial if a bit distant relations with the Jargon Federation. There are whispers that many within Elyra see the Jargon Federation as an ally against the Lii&#039;dra should they return. They are economically disinterested in the Jargon Federation, as the Serene Republic of Elyra has continued their self-sufficiency since the collapse of the Solarian Alliance, and the trade that the nation does conduct are mostly done with the Coalition of Colonies and the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra has roughly two dozen Representatives of the Jargon Federation within its borders, with a focus on technological cooperation. The inaction of the Jargon Federation during the recent events that haunted the Orion Spur has resulted in relations between the two technological giants to become somewhat cold, with a large migration of Representatives back to the Jargon Federation. The Jargon Federation publically supports a minor interest in exploring a relationship with the Serene Republic of Elyra, a technological one, that is.&lt;br /&gt;
&lt;br /&gt;
=== Eridani Corporate Federation ===&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation has made the Orion Spur very aware of their interest to pursue additional economic cooperation with the Jargon Federation; citing that it is a massive market for Zeng Hu Pharmaceuticals, and Megacorporations found within the Board of Five. The closeness of the Jargon Federation and the Solarian Alliance has resulted in cordial relations between these two federations, with a significant amount of both the entities wealth being invested into one another. &lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation maintains the third largest following of Representatives of the Jargon Federation within its borders, with most focusing on exploring additional economic cooperative avenues that will enhance the wealth of both. The inaction of the Jargon Federation during the Second Invasion of Tau Ceti has resulted in somewhat weakened relations; however, the Eridani Corporate Federation publically maintains that the Jargon Federation is a crucial member of its economy. The Jargon Federation has all-but-ensured that the Eridani Corporate Federation will soon benefit from proposed deregulation of the skrellian economy. &lt;br /&gt;
&lt;br /&gt;
=== People&#039;s Republic of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai attempts to secure a respectful, diplomatic relationship with the Jargon Federation; mostly in part due to its policy of approaching alien powers for support in the Adhomian Cold War. The People&#039;s Republic of Adhomai has essentially pushed for cordial relations between them and the Jargon Federation resulting in increased cooperatives, mostly involving the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; - a diplomatic agreement in which the Jargon Federation commences humanitarian aid projects and provides monetary assistance. &lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai has roughly three dozen Representatives of the Jargon Federation within its borders, mostly focusing on administrating the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; and facilitating diplomacy between the three warring nations on Adhomai. The inaction of the Jargon Federation during the recent Solarian Invasion of Tau Ceti and resulting collapse that turned the Orion Spur on its head has not had an impact on the relationship between the Jargon Federation and the People&#039;s Republic of Adhomai. The Jargon Federation recently broke it&#039;s stance of neutrality in regards to Adhomai. After an attempted terror attack on District 8 in Biesel&#039;s Mendell City by radical Al&#039;mariist insurgents, the Federation officially recognized the People&#039;s Republic of Adhomai as the sole civil authority of the planet and began to support their claims politically. It&#039;s unknown to the public if the Federation is offering more material support behind the scenes due to both nations&#039; private nature.&lt;br /&gt;
&lt;br /&gt;
=== Democratic People&#039;s Republic of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The Democratic People&#039;s Republic of Adhomai has little to no relations with the Jargon Federation; mostly due to the xenophobic nature of Al&#039;mariism. The Jargon Federation is viewed by many within the Democratic People&#039;s Republic of Adhomai&#039;s borders as a threat to their independence and future; which usually devolves into accusations of imperialism by various prominent politicians. Even the most progressive of Al&#039;mariists maintain the dislike of the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Due to the recent attempted terror attack in Mendell City, relations between the two political bodies dipped to the worst in history. The Federation took the planned bombing of District 8 as an unfettered act of aggression against Skrell. While the Federation had always believed the Democratic People&#039;s Republic a threat to Adhomai, they now hold the position that Al&#039;marrists are a threat to the greater Spur aboard as well.&lt;br /&gt;
&lt;br /&gt;
=== New Kingdom of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai, due to its precarious position, maintains an official intention of establishing positive diplomatic ties with the Jargon Federation; mostly in hopes of establishing the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; within its borders. The turbulent history of Adhomai has resulted in somewhat lukewarm relations between the New Kingdom of Adhomai and the Jargon Federation, however, what relations that did exist were irrevocably obliterated when the Federation announced their political recognition of the People&#039;s Republic of Adhomai as the sole civil authority of the planet. &lt;br /&gt;
&lt;br /&gt;
Despite the incident that caused this change in the Federation&#039;s political stance being caused by Al&#039;mariists, the Federation has be unyielding in political channels to reverse this decision, to the woe of those in the Kingdom who had hoped to benefit from the &#039;&#039;&#039;Project Unity Initiative&#039;&#039;&#039;. The Federation retracted all political ties with the New Kingdom of Adhomai, and declared the state illegitimate.&lt;br /&gt;
&lt;br /&gt;
=== Izweski Hegemony ===&lt;br /&gt;
&lt;br /&gt;
The relationship between the nations of Skrell and Unathi has been rocky, to say the least. Following their introduction to the intergalactic stage and subsequent Contact War, the rule of Hegemon S&#039;kresti caused relations to sour. The conflict on Ouerea as well as the handling of the Defiled Lands and various accusations made by both sides, proven or otherwise, only continues to mar recent history. It is only with the death of the last Hegemon and the official coronation of Not&#039;zar Izweski where the situation is beginning to look hopeful for relations.&lt;br /&gt;
&lt;br /&gt;
The stifling silence between them is seen to be either a growing tension between two groups on the cusp of change, or merely an awkward pause before reconciliation, reparation, and realignment. Though they lack embassies in their respective territories, the Skrell assert responsibility and interest in the development in Ouerea as it becomes a cultural hotbed and merger of ideas and innovation, and as such talks between the two groups is inevitable. Furthermore, Skrell and Unathi delegations have been openly suggesting diplomacy; though facing backlash from bitter traditionalists and more conservative Unathi in the Hegemony, it is clear some amount of change is on the horizon, for better or for worse.&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=21798</id>
		<title>Skrell Politics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=21798"/>
		<updated>2021-11-07T16:36:42Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: /* Tupkala */ correction to wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Politics = &lt;br /&gt;
&lt;br /&gt;
== Grand Council ==&lt;br /&gt;
&lt;br /&gt;
Wuqrnjeq-Qu&#039;Nralakk &#039;&#039;&#039;(Grand Council of the Jargon Federation)&#039;&#039;&#039; is the supreme ruling body of the entirety of the Jargon Federation. The Council will utilize subspace communication frequencies to delegate during non-essential meetings, however, are expected to return to Qerrbalak to attend an annual meeting held in Kal’lo. There are fourteen seats on the Grand Council (not including the Grand Councillor). This is a reflection on the amount of &#039;&#039;&#039;Sector Councillors&#039;&#039;&#039; there are, loosely calculated by population figures denoted in censuses.&lt;br /&gt;
&lt;br /&gt;
Each sector is essentially granted two seats; with the Grand Council operating similarly to a barter system mostly comprised of the Sector Councillors exchanging resources between their sectors for political power. This has resulted in a &#039;&#039;&#039;disproportionate amount of political power&#039;&#039;&#039; being found within the Core, Elemental and Contingent Sectors. Through this political maneuvering, the Traverse Sectors are often pushed into a corner and &#039;&#039;&#039;forced&#039;&#039;&#039; to submit their political power to the core systems in exchange for resources.&lt;br /&gt;
&lt;br /&gt;
Information on the various sectors can be located [[Notable Skrell Systems and Locations| here]].&lt;br /&gt;
&lt;br /&gt;
== Representatives ==&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation employs several hundred individuals to fill ambassadorial positions between it and other foreign entities; known by many as merely &#039;&#039;&#039;Representatives&#039;&#039;&#039;. Each Representative is recognized by the Grand council as an individual who holds the Jargon Federation&#039;s best interests at heart and has been entrusted to represent and protect these interests even outside of the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Often, these individuals will study the society in which they are meant to act as an ambassadorial representative; mostly being that of culture and politics. This is expected to enhance the ability of the individual representing the Jargon Federation. Representatives are considered highly influential in regards to politics outside of the Jargon Federation; due to their handling of information, but also due to their loyalty. These Representatives are expected to claim an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; -- an action which stands to present as the individual&#039;s primary field of expertise, and denote the foreign entity to which they devote their time to. &lt;br /&gt;
&lt;br /&gt;
Representatives who share an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; are expected to work together and cooperate to effectively protect the interests of the Jargon Federation. Representatives that show a considerable aptitude when dealing with their respective &amp;quot;Entity of Interest&amp;quot; will typically remain aboard consistently, until recalled by the Grand Council. These individuals are highly versed in politics, and as such may result in fame arising due to their position; eventually achieving Idol-status. Representatives that achieve such a status will typically be under minute scrutiny by the Grand Council, with even the whisper of scandal resulting in their retraction as a Jargon Federation Representative. &lt;br /&gt;
&lt;br /&gt;
== Schools of Thought ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Symbiosism:&#039;&#039;&#039; The more &amp;quot;mainstream&amp;quot; ideology within the Jargon Federation; it follows closely the principles of welcoming the influence Humanity has within its borders, but also promoting the core ideals of the Skrell that have guided them for millennia. It is rather susceptible to change, and radicals are few and far between. Doctrines revolve around co-operation with other species and providing assistance to lesser nations within the Orion Spur. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Isolationism:&#039;&#039;&#039; A growing ideology within the Jargon Federation that has managed to gather a following, it dictates the need for Skrell to retract themselves from the affairs of the Orion Spur, only involving themselves if affected directly. It is resistant to change and aims to have the Jargon Federation be entirely self-dependable. Doctrines revolve around the Pro-Skrell status quo. Radicals are common within this group.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Progressivism:&#039;&#039;&#039; Typically, this ideology is often paired with other ideologies under the guise of &amp;quot;visionary radicals&amp;quot;, it revolves around the pursuit of the Jargon Federation pushing to be a dominion. It is only through the Jargon Federation reclaiming themselves as the &amp;quot;Behemoth of the Orion Spur&amp;quot; will the Orion Spur truly find themselves in enlightened times. It has a heavy focus on the Jargon Federation being economically, technologically, and militarily superior to all other nations within the Orion Spur. Radicals &#039;&#039;&#039;can&#039;&#039;&#039; be common, depending on the attached school of thought, or if followed singularly.&lt;br /&gt;
&lt;br /&gt;
= Federation Enforcement =&lt;br /&gt;
Enforcers, or Kala, are responsible for upholding the law within the Jargon Federation. Functioning in a strict hierarchy, the Kala are governed by a legislative body known as the Jargon Federation Security Council. Formed in &#039;&#039;&#039;901 CE&#039;&#039;&#039; as a means to unify all enforcement branches after the unification of the Alliance of the Three, the Kala were regarded one of the most important bodies of the Jargon Federation, as Skrell who devote their lives to ensure the wellbeing of others and their society.&lt;br /&gt;
&lt;br /&gt;
Their doctrines revolve around mobility, flexibility and precision. Whereas other units use a blunt approach, the Kala instead aim for the permanent neutralization of the situation - surgically striking to prevent it from growing out of control. Presently, the Kala maintain two core objectives. Firstly, ensuring the safety, security and cooperation of all systems under the Federation flag and protecting their borders. Secondly, reaching out to foreign communities outside their borders, be it within the Traverse or even the human Frontier. Representatives describe these operations as purely altruistic, aiding these communities both from a protection and economic point of view as part of the &amp;quot;Unity Initiative Project&amp;quot;. One such example of these operations was the Jargon Federation’s involvement in the [[Tajaran_Military_Structures#The_S.27rend.27marr_Coalition|S&#039;rend&#039;marr Coalition]]. The Skrell civilians providing [https://forums.aurorastation.org/topic/4674-warble-inquirer/page/2/?tab=comments#comment-123991 aid] there suffered little casualties, with the advanced technology of their nlomkala protectors dissuading any ALA strikes. &lt;br /&gt;
&lt;br /&gt;
[[File:Srom.PNG|thumb|125px|The unique emblem of the Sromkala]]&lt;br /&gt;
==Sromkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Prevent &amp;amp; Protect.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sromkala, translating to Dream Enforcers, are Skrell selected to ensure that major planetary dreambubbles are safe from malicious lucidity. Agents are selected for their high psychic potential to oversee the Srom to ensure that no illegal or anti-Federation activities occur, particularly through the malicious use of Nlom-capable devices. They are commonly situated close to Nlom Relays - using the technology to amplify their capabilities tenfold. It is said that for every Nlom Relay across the Jargon Federation, there is a Sromkala nestled within a special cryogenic pod that allows for their body to be in suspended animation, but allows their minds to project and continue working within Srom. &lt;br /&gt;
[[File:Nlom.PNG|thumb|125px|The unique emblem of the Nlomkala.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nlomkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Service with Excellence.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nlomkala, or Wake Enforcers, are often compared to police across alien space. The Nlomkala are expected to ensure the stability and safety of the Jargon Federation at a physical level; mostly pertaining to simple duties such as patrolling, executing warrants and responding to emergencies relayed by the Ruupkala. There are extensive requisites to join the Nlomkala - ranging from athletic ability, understanding of the law and mandatory public relation classes to ensure that those selected to join can respond to situations correctly. Nlomkala are also expected to operate both on land and beneath the waves of the various planets across the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Recently, the C&#039;thur Hive has began to supply the Nlomkala with Vaurca Warriors to bolster the Nlomkala&#039;s forces. These Warriors are largely from [[Vytel]]&#039;s brood and have been loyalty implanted, making the Federation&#039;s orders equal to those of a Queen&#039;s. If the Warriors experience a conflict of interest, they enter hibernation until it&#039;s resolved. Thankfully, due to Vaurca adaptability, these Warriors function just as well underwater as above it. &lt;br /&gt;
[[File:Ruup.PNG|thumb|125px|The unique emblem of the Ruupkala.]]&lt;br /&gt;
&lt;br /&gt;
==Ruupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Always Vigilant.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ruupkala - or Intelligence Enforcers - are the Federation&#039;s official security intelligence agency, designed around the need to maintain Skrell harmony as unobtrusively as possible and ensure a safe position in galactic politics. While one of the most respected Kala, their agents are often characterised as the least martially inclined of the enforcement branches, owing in part to Federation media&#039;s efforts to present them as dedicated and principled data gatherers. Similarly, the agency&#039;s role is declared strictly as internal and focused on counterintelligence; public Federation figures often praise the Ruupkala non-interventionist policy and dismiss accusations of espionage as ignorant of Jargon policy, or malicious.&lt;br /&gt;
[[File:Qukala.PNG|thumb|125px|The unique emblem of the Qukala.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Qukala==&lt;br /&gt;
&#039;&#039;&amp;quot;Perpetually primed.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Qukala, or Star Enforcers, function as the Navy of the Jargon Federation. Ranging from soldiers, to highly qualified personnel educated in engineering, or medical. Positions within the Qukala often require degrees from recognised universities across the Jargon Federation, meaning in only very rare circumstances will undereducated candidates be considered for the Qukala. The Qukala is one of the most powerful Navies in the Spur, due to the Federation&#039;s old age and advanced technological level. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Lukala&#039;&#039;&#039; was a branch of the Qukala once comprised of only [[Dionae]] and [[Vaurca]], but as of &#039;&#039;&#039;2463&#039;&#039;&#039;, the Directory of Defense Operations decided to dissolve the subbranch in favor in of integrating [[Dionae]] and [[Vaurca]] into the lower ranks of the Qukala as full members. This decision largely stemmed from the success the Lukala had in stopping insurgent activity in the Travese during the fallout of the recent Election. Furthermore, after striking a deal with the Grand Council, the C&#039;thur Hive (namely [[Vytel]]&#039;s brood) have begun to supply a steady stream of new Warriors for the Qukala. These new Warriors have a Federation-designed Loyalty Implant that equalizes the Federation&#039;s orders to that of a Queen&#039;s. If a conflict of interest arises, the Warriors merely enter hibernation until the conflict is resolved. &lt;br /&gt;
[[File:Tup.PNG|thumb|125px|The unique emblem of the Tupkala.]]&lt;br /&gt;
&lt;br /&gt;
==Tupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Courage, bravery and dedication.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tupkala, usually shorted to Tup, are highly revered Skrell. Only those with a long, distinguished career are capable of being elevated to the position of a Tup; a position that encompasses increased security clearance - as well as minor Idol status. Tupkala are able to originate from all the other branches of the Kala, but are additionally trained and implanted to prevent any security breaches in the unlikely event that they are captured by enemies of the Jargon Federation. These Skrell are commonly in their advanced age, with the mean being that of 276 years. When a Tup dies, their name will be added to the Tupkala Wall hosted in the Grand Councilor&#039;s Chamber on Kal&#039;lo.&lt;br /&gt;
&lt;br /&gt;
Their main prerogative being that of securing prominent figures across the Jargon Federation; keeping them safe from internals and external threats. Utilizing various Tupkala from the various different branches, Skrell who have pledged their unquestioning loyalty to the Jargon Federation, aided by loyalty implants not different to the discontinued line released by [[Nanotrasen Corporation| NanoTrasen]]. The Tupkala also tend to keep tabs on the various Representatives throughout the Orion Spur, ensuring both their safety and that their work is satisfactory.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2463&#039;&#039;&#039;, after a series of diplomatic incidents caused by Tupkala operating outside their orders, for the first time in history the Tupkala were disbanded, following Grand Councilor Weashbi&#039;s condemnation. A few months later, Weashbi rebuilt them with Skrell he personally handpicked from the other branches of the Kala. The Tupkala are now under Commander Kezoq Torq-Bep, Weashbi&#039;s chosen Leader. Oddly enough, Commander Kezoq was promoted from the Sromkala, an unlikely place to find candidates for the Tups.&lt;br /&gt;
&lt;br /&gt;
= Espionage =&lt;br /&gt;
&lt;br /&gt;
The act of spying, and gaining confidential information, is a long-held tradition for the Skrell. Throughout their existence as a species, remaining in the shadows and deploying operations from afar, has managed to take hold instead of large scale warfare. Across the Orion Spur the species remain feared for their exceptional espionage skills, and even better counterintelligence capacities. Equipped with stealth capabilities, various advanced technologies at their disposal, and backed by the Jargon Federation there is little that can stop the espionage agents distributed across the Spur.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
== Targets of Espionage == &lt;br /&gt;
&lt;br /&gt;
Specific agents will be tasked with different goals, and as such various categories have been developed in order to differentiate between the four categories; Bureaucracy, media, academia and militaries. Not all agents are designed to act in detriment of the state they observe, with some even implemented to ensure the success and growth; giving information back to the Jargon Federation in order for the Grand Council to best determine which ways to intervene. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bureaucracy&#039;&#039;&#039;, the strategic identification and assessment of resources within a bureaucratic state. Usually implemented across the Jargon Federation&#039;s territories, some have speculated that they have even dispatched some to other states across the Orion Spur. It has seen some victories, however, there are just as many defeats occurring across the traverse, with spies quickly sniffed out and imprisoned on various false charged by the planetary councillors. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Media&#039;&#039;&#039;, the infiltration of the social network - be in locally or across the Orion spur. Usually subtle, employing the use of various journalists and postgraduate students to enact their plans on influencing social media to be more Jargon Federation compliant. This includes censoring articles through methods that make it hard to access, or by flooding various social networks with pro-skrellian propaganda. It is unknown how successful these operations are, or how spread out they are. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Academia&#039;&#039;&#039;, individuals placed to penetrate and invade the fields of research and education. One of the more elusive agents deployed by the Jargon Federation, they are typically comprised of educators, scientists and even physicians, who are tasked with ensuring skrellian dominance over technology across the Orion Spur. It is assumed that these operations are quite successful, evident by the Skrell maintaining an advanced technological state compared to the lesser-nations it considers its neighbours.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Militaries&#039;&#039;&#039;, is truly the most secretive and elusive field of skrellian espionage. Various techniques, and technologies, are used to gather information in regards to the military capabilities of a particular state. The Jargon Federation dedicates a massive effort to this sector of espionage, with thousands of different methods implemented to ensure that skrellian agents can intervene and decapitate any opposing force that attempts to enact warfare on the Jargon Federation. It is unknown how successful these operations are, or how deep it goes.&lt;br /&gt;
&lt;br /&gt;
== Technology and Techniques ==&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation utilizes a variety of different technologies and techniques to ensure their dominance of espionage across the Orion Spur. Whilst most of their methods are aimed to be used within skrellian space, a few have been altered to be useful within the lesser nation-states. Depending on their placed categories agents may using steganography, clandestine concealment and stealth technologies, applied surveillance sciences, memory-erasers and sabotage. &lt;br /&gt;
&lt;br /&gt;
The introduction of alien species into the Jargon Federation, with unique biological and evolutionary advantages, the Skrell have managed to modernise their espionage tactics, doubling their effectiveness. These alien agents will undergo a variety of different treatments to ensure their loyalty to the Jargon Federation, with some even being implanted with loyalty implants to ensure it. &lt;br /&gt;
&lt;br /&gt;
In recent times, the Jargon Federation has been accused of altering their agents&#039; appearance to infiltrate governmental positions; posing as other species. Whilst they claim that is it ludicrous; rumours continue to perpetuate that the combination of both skrellian and vaurcan technology and techniques, it is a genuine possibility that they may have managed to crack the secrets of mass genome tampering.&lt;br /&gt;
&lt;br /&gt;
= Relations =&lt;br /&gt;
&lt;br /&gt;
== Relations with Foreign States ==&lt;br /&gt;
=== Solarian Alliance ===&lt;br /&gt;
&lt;br /&gt;
The Solarian Alliance sees the Jargon Federation as their closest ally within the Orion Spur, both economically and as a force to help preserve the status quo if anything seriously threatening galactic stability or if an unrecoverable disruption of the balance of power had to occur. Whilst there are whispers of many that fear the potential growth of the Jargon Federation into the wildlands that the Solarian Alliance still seeks to return to the fold, their relationship has continued to prosper even after the turbulent events that nearly brought the Orion Spur to its knees. &lt;br /&gt;
&lt;br /&gt;
The Solarian Alliance has the most Representatives of the Jargon Federation within its borders, who typically work alongside one another to maintain the relationship between both nations. The recent events that have resulted in the shrinking of the Solarian Alliance has prompted additional Representatives working within its borders; seeking further avenues in which the Jargon Federation can expand their influence within the Solarian Alliance. The Solarian Alliance and Jargon Federation have several agreements; mostly related to trade, research, and migration.&lt;br /&gt;
&lt;br /&gt;
=== Republic of Biesel ===&lt;br /&gt;
&lt;br /&gt;
In most official capacities, the Republic of Biesel maintains positive relations with the Jargon Federation to the beneficial trade that occurs between the both of them. Politically, it is mostly the same, however there is a growing number within the Republic that have begun to view the Jargon Federation as untrustworthy due to their lack of intervention during both invasions of Tau Ceti. Tau Ceti is one of few places outside of the Jargon Federation that is considered worthy of visiting by Skrell; resulting in an increased demand for visas (tourist and work) for Tau Ceti. &lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel, at any given time, has roughly the second-largest amount of Representatives of the Jargon Federation within its borders. Following the events that nearly crippled the Orion Spur, the Jargon Federation has begun searching for another way to increase their influence within the fledgeling republic; mostly through the use of foreign aid, and restricted technological exchanges. The Republic of Biesel has expressed interest in increased diplomatic ties with the Jargon Federation; mostly involving concessions for Megacorporations to be able to freely operate within the political entity. The Jargon Federation has affirmed that they see the Republic of Biesel as a valuable diplomatic partner, and publically wishes to increase diplomatic ties with them.&lt;br /&gt;
&lt;br /&gt;
=== Coalition of Colonies ===&lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies is somewhat public about their opinion of the Jargon Federation; stating that they are suspicious of the foreign policy boosted by the nation, alongside its authoritarian system. They also view the Jargon Federation as Sol-aligned, and therefore anti-Coalition of Colonies by association. Whilst there are talks about economical cooperation, however, both the Coalition of Colonies and the Jargon Federation would be able to produce large quantities of wealth off of one another. &lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies sports a few dozen Representatives of the Jargon Federation within its borders, mostly tasked with improving the relations between the two behemoths. The inaction of the Jargon Federation in the Second Invasion of Tau Ceti has resulted in quite a stir within the Coalition; many citing that the Jargon Federation is no longer pro-Sol, with others perpetuating rumours that they simply bide their time and will soon be launching an attack on the Orion Spur. The Jargon Federation has publically announced an interest in exploring additional diplomatic avenues with the Coalition of Colonies; however, little effort has been seen in regards to this. &lt;br /&gt;
&lt;br /&gt;
=== Empire of Dominia ===&lt;br /&gt;
&lt;br /&gt;
Thee Empire of Dominia maintains a public ambivalent relations with the Jargon Federation; politically and economically. Hardly any effort is exerted in regards to the Jargon Federation officially, with some more liberal merchant factions rooted within proposing trade with the Skrell. Unofficially, the Empire of Dominia is split ideologically in regards to the political entity. Many both like that the Jargon Federation has taken steps in restricting artificial intelligence, but there is also a sizeable that hates them for being the first ones to create it.&lt;br /&gt;
&lt;br /&gt;
The Empire of Dominia maintains only six Representatives of the Jargon Federation within its borders, focusing on creating opportunities for trading, with little success. The inaction of both the Jargon Federation and the Empire of Dominia during the latest turbulent events of the Orion Spur has resulted in the warming of relations somewhat. The Jargon Federation has displayed minor interest in exploring the relationship between the two entities but has yet to engage in such diplomacy. &lt;br /&gt;
&lt;br /&gt;
=== Serene Republic of Elyra ===&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra has publically maintained that they are suspicious of Jargon encroachment, as well as interference in human affairs, in lieu of the Solarian Alliance&#039;s collapse - despite this, they continue cordial if a bit distant relations with the Jargon Federation. There are whispers that many within Elyra see the Jargon Federation as an ally against the Lii&#039;dra should they return. They are economically disinterested in the Jargon Federation, as the Serene Republic of Elyra has continued their self-sufficiency since the collapse of the Solarian Alliance, and the trade that the nation does conduct are mostly done with the Coalition of Colonies and the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra has roughly two dozen Representatives of the Jargon Federation within its borders, with a focus on technological cooperation. The inaction of the Jargon Federation during the recent events that haunted the Orion Spur has resulted in relations between the two technological giants to become somewhat cold, with a large migration of Representatives back to the Jargon Federation. The Jargon Federation publically supports a minor interest in exploring a relationship with the Serene Republic of Elyra, a technological one, that is.&lt;br /&gt;
&lt;br /&gt;
=== Eridani Corporate Federation ===&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation has made the Orion Spur very aware of their interest to pursue additional economic cooperation with the Jargon Federation; citing that it is a massive market for Zeng Hu Pharmaceuticals, and Megacorporations found within the Board of Five. The closeness of the Jargon Federation and the Solarian Alliance has resulted in cordial relations between these two federations, with a significant amount of both the entities wealth being invested into one another. &lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation maintains the third largest following of Representatives of the Jargon Federation within its borders, with most focusing on exploring additional economic cooperative avenues that will enhance the wealth of both. The inaction of the Jargon Federation during the Second Invasion of Tau Ceti has resulted in somewhat weakened relations; however, the Eridani Corporate Federation publically maintains that the Jargon Federation is a crucial member of its economy. The Jargon Federation has all-but-ensured that the Eridani Corporate Federation will soon benefit from proposed deregulation of the skrellian economy. &lt;br /&gt;
&lt;br /&gt;
=== People&#039;s Republic of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai attempts to secure a respectful, diplomatic relationship with the Jargon Federation; mostly in part due to its policy of approaching alien powers for support in the Adhomian Cold War. The People&#039;s Republic of Adhomai has essentially pushed for cordial relations between them and the Jargon Federation resulting in increased cooperatives, mostly involving the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; - a diplomatic agreement in which the Jargon Federation commences humanitarian aid projects and provides monetary assistance. &lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai has roughly three dozen Representatives of the Jargon Federation within its borders, mostly focusing on administrating the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; and facilitating diplomacy between the three warring nations on Adhomai. The inaction of the Jargon Federation during the recent Solarian Invasion of Tau Ceti and resulting collapse that turned the Orion Spur on its head has not had an impact on the relationship between the Jargon Federation and the People&#039;s Republic of Adhomai. The Jargon Federation recently broke it&#039;s stance of neutrality in regards to Adhomai. After an attempted terror attack on District 8 in Biesel&#039;s Mendell City by radical Al&#039;mariist insurgents, the Federation officially recognized the People&#039;s Republic of Adhomai as the sole civil authority of the planet and began to support their claims politically. It&#039;s unknown to the public if the Federation is offering more material support behind the scenes due to both nations&#039; private nature.&lt;br /&gt;
&lt;br /&gt;
=== Democratic People&#039;s Republic of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The Democratic People&#039;s Republic of Adhomai has little to no relations with the Jargon Federation; mostly due to the xenophobic nature of Al&#039;mariism. The Jargon Federation is viewed by many within the Democratic People&#039;s Republic of Adhomai&#039;s borders as a threat to their independence and future; which usually devolves into accusations of imperialism by various prominent politicians. Even the most progressive of Al&#039;mariists maintain the dislike of the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Due to the recent attempted terror attack in Mendell City, relations between the two political bodies dipped to the worst in history. The Federation took the planned bombing of District 8 as an unfettered act of aggression against Skrell. While the Federation had always believed the Democratic People&#039;s Republic a threat to Adhomai, they now hold the position that Al&#039;marrists are a threat to the greater Spur aboard as well.&lt;br /&gt;
&lt;br /&gt;
=== New Kingdom of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai, due to its precarious position, maintains an official intention of establishing positive diplomatic ties with the Jargon Federation; mostly in hopes of establishing the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; within its borders. The turbulent history of Adhomai has resulted in somewhat lukewarm relations between the New Kingdom of Adhomai and the Jargon Federation, however, these hopes were irrevocably dashed when the Federation announced their political recognition of the People&#039;s Republic of Adhomai as the sole civil authority of the planet. &lt;br /&gt;
&lt;br /&gt;
Despite the incident that caused this change in the Federation&#039;s political stance being caused by Al&#039;mariists, the Federation has be unyielding in political channels to reverse this decision, to the woe of those in the Kingdom who had hoped to benefit from the &#039;&#039;&#039;Project Unity Initiative&#039;&#039;&#039;. The Federation retracted all political ties with the New Kingdom of Adhomai, and declared the state illegitimate.&lt;br /&gt;
&lt;br /&gt;
=== Izweski Hegemony ===&lt;br /&gt;
&lt;br /&gt;
The relationship between the nations of Skrell and Unathi has been rocky, to say the least. Following their introduction to the intergalactic stage and subsequent Contact War, the rule of Hegemon S&#039;kresti caused relations to sour. The conflict on Ouerea as well as the handling of the Defiled Lands and various accusations made by both sides, proven or otherwise, only continues to mar recent history. It is only with the death of the last Hegemon and the official coronation of Not&#039;zar Izweski where the situation is beginning to look hopeful for relations.&lt;br /&gt;
&lt;br /&gt;
The stifling silence between them is seen to be either a growing tension between two groups on the cusp of change, or merely an awkward pause before reconciliation, reparation, and realignment. Though they lack embassies in their respective territories, the Skrell assert responsibility and interest in the development in Ouerea as it becomes a cultural hotbed and merger of ideas and innovation, and as such talks between the two groups is inevitable. Furthermore, Skrell and Unathi delegations have been openly suggesting diplomacy; though facing backlash from bitter traditionalists and more conservative Unathi in the Hegemony, it is clear some amount of change is on the horizon, for better or for worse.&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=21797</id>
		<title>Skrell Politics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=21797"/>
		<updated>2021-11-07T16:36:00Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: /* Democratic People&amp;#039;s Republic of Adhomai */ Bayonet Hand fallout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Politics = &lt;br /&gt;
&lt;br /&gt;
== Grand Council ==&lt;br /&gt;
&lt;br /&gt;
Wuqrnjeq-Qu&#039;Nralakk &#039;&#039;&#039;(Grand Council of the Jargon Federation)&#039;&#039;&#039; is the supreme ruling body of the entirety of the Jargon Federation. The Council will utilize subspace communication frequencies to delegate during non-essential meetings, however, are expected to return to Qerrbalak to attend an annual meeting held in Kal’lo. There are fourteen seats on the Grand Council (not including the Grand Councillor). This is a reflection on the amount of &#039;&#039;&#039;Sector Councillors&#039;&#039;&#039; there are, loosely calculated by population figures denoted in censuses.&lt;br /&gt;
&lt;br /&gt;
Each sector is essentially granted two seats; with the Grand Council operating similarly to a barter system mostly comprised of the Sector Councillors exchanging resources between their sectors for political power. This has resulted in a &#039;&#039;&#039;disproportionate amount of political power&#039;&#039;&#039; being found within the Core, Elemental and Contingent Sectors. Through this political maneuvering, the Traverse Sectors are often pushed into a corner and &#039;&#039;&#039;forced&#039;&#039;&#039; to submit their political power to the core systems in exchange for resources.&lt;br /&gt;
&lt;br /&gt;
Information on the various sectors can be located [[Notable Skrell Systems and Locations| here]].&lt;br /&gt;
&lt;br /&gt;
== Representatives ==&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation employs several hundred individuals to fill ambassadorial positions between it and other foreign entities; known by many as merely &#039;&#039;&#039;Representatives&#039;&#039;&#039;. Each Representative is recognized by the Grand council as an individual who holds the Jargon Federation&#039;s best interests at heart and has been entrusted to represent and protect these interests even outside of the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Often, these individuals will study the society in which they are meant to act as an ambassadorial representative; mostly being that of culture and politics. This is expected to enhance the ability of the individual representing the Jargon Federation. Representatives are considered highly influential in regards to politics outside of the Jargon Federation; due to their handling of information, but also due to their loyalty. These Representatives are expected to claim an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; -- an action which stands to present as the individual&#039;s primary field of expertise, and denote the foreign entity to which they devote their time to. &lt;br /&gt;
&lt;br /&gt;
Representatives who share an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; are expected to work together and cooperate to effectively protect the interests of the Jargon Federation. Representatives that show a considerable aptitude when dealing with their respective &amp;quot;Entity of Interest&amp;quot; will typically remain aboard consistently, until recalled by the Grand Council. These individuals are highly versed in politics, and as such may result in fame arising due to their position; eventually achieving Idol-status. Representatives that achieve such a status will typically be under minute scrutiny by the Grand Council, with even the whisper of scandal resulting in their retraction as a Jargon Federation Representative. &lt;br /&gt;
&lt;br /&gt;
== Schools of Thought ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Symbiosism:&#039;&#039;&#039; The more &amp;quot;mainstream&amp;quot; ideology within the Jargon Federation; it follows closely the principles of welcoming the influence Humanity has within its borders, but also promoting the core ideals of the Skrell that have guided them for millennia. It is rather susceptible to change, and radicals are few and far between. Doctrines revolve around co-operation with other species and providing assistance to lesser nations within the Orion Spur. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Isolationism:&#039;&#039;&#039; A growing ideology within the Jargon Federation that has managed to gather a following, it dictates the need for Skrell to retract themselves from the affairs of the Orion Spur, only involving themselves if affected directly. It is resistant to change and aims to have the Jargon Federation be entirely self-dependable. Doctrines revolve around the Pro-Skrell status quo. Radicals are common within this group.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Progressivism:&#039;&#039;&#039; Typically, this ideology is often paired with other ideologies under the guise of &amp;quot;visionary radicals&amp;quot;, it revolves around the pursuit of the Jargon Federation pushing to be a dominion. It is only through the Jargon Federation reclaiming themselves as the &amp;quot;Behemoth of the Orion Spur&amp;quot; will the Orion Spur truly find themselves in enlightened times. It has a heavy focus on the Jargon Federation being economically, technologically, and militarily superior to all other nations within the Orion Spur. Radicals &#039;&#039;&#039;can&#039;&#039;&#039; be common, depending on the attached school of thought, or if followed singularly.&lt;br /&gt;
&lt;br /&gt;
= Federation Enforcement =&lt;br /&gt;
Enforcers, or Kala, are responsible for upholding the law within the Jargon Federation. Functioning in a strict hierarchy, the Kala are governed by a legislative body known as the Jargon Federation Security Council. Formed in &#039;&#039;&#039;901 CE&#039;&#039;&#039; as a means to unify all enforcement branches after the unification of the Alliance of the Three, the Kala were regarded one of the most important bodies of the Jargon Federation, as Skrell who devote their lives to ensure the wellbeing of others and their society.&lt;br /&gt;
&lt;br /&gt;
Their doctrines revolve around mobility, flexibility and precision. Whereas other units use a blunt approach, the Kala instead aim for the permanent neutralization of the situation - surgically striking to prevent it from growing out of control. Presently, the Kala maintain two core objectives. Firstly, ensuring the safety, security and cooperation of all systems under the Federation flag and protecting their borders. Secondly, reaching out to foreign communities outside their borders, be it within the Traverse or even the human Frontier. Representatives describe these operations as purely altruistic, aiding these communities both from a protection and economic point of view as part of the &amp;quot;Unity Initiative Project&amp;quot;. One such example of these operations was the Jargon Federation’s involvement in the [[Tajaran_Military_Structures#The_S.27rend.27marr_Coalition|S&#039;rend&#039;marr Coalition]]. The Skrell civilians providing [https://forums.aurorastation.org/topic/4674-warble-inquirer/page/2/?tab=comments#comment-123991 aid] there suffered little casualties, with the advanced technology of their nlomkala protectors dissuading any ALA strikes. &lt;br /&gt;
&lt;br /&gt;
[[File:Srom.PNG|thumb|125px|The unique emblem of the Sromkala]]&lt;br /&gt;
==Sromkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Prevent &amp;amp; Protect.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sromkala, translating to Dream Enforcers, are Skrell selected to ensure that major planetary dreambubbles are safe from malicious lucidity. Agents are selected for their high psychic potential to oversee the Srom to ensure that no illegal or anti-Federation activities occur, particularly through the malicious use of Nlom-capable devices. They are commonly situated close to Nlom Relays - using the technology to amplify their capabilities tenfold. It is said that for every Nlom Relay across the Jargon Federation, there is a Sromkala nestled within a special cryogenic pod that allows for their body to be in suspended animation, but allows their minds to project and continue working within Srom. &lt;br /&gt;
[[File:Nlom.PNG|thumb|125px|The unique emblem of the Nlomkala.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nlomkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Service with Excellence.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nlomkala, or Wake Enforcers, are often compared to police across alien space. The Nlomkala are expected to ensure the stability and safety of the Jargon Federation at a physical level; mostly pertaining to simple duties such as patrolling, executing warrants and responding to emergencies relayed by the Ruupkala. There are extensive requisites to join the Nlomkala - ranging from athletic ability, understanding of the law and mandatory public relation classes to ensure that those selected to join can respond to situations correctly. Nlomkala are also expected to operate both on land and beneath the waves of the various planets across the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Recently, the C&#039;thur Hive has began to supply the Nlomkala with Vaurca Warriors to bolster the Nlomkala&#039;s forces. These Warriors are largely from [[Vytel]]&#039;s brood and have been loyalty implanted, making the Federation&#039;s orders equal to those of a Queen&#039;s. If the Warriors experience a conflict of interest, they enter hibernation until it&#039;s resolved. Thankfully, due to Vaurca adaptability, these Warriors function just as well underwater as above it. &lt;br /&gt;
[[File:Ruup.PNG|thumb|125px|The unique emblem of the Ruupkala.]]&lt;br /&gt;
&lt;br /&gt;
==Ruupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Always Vigilant.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ruupkala - or Intelligence Enforcers - are the Federation&#039;s official security intelligence agency, designed around the need to maintain Skrell harmony as unobtrusively as possible and ensure a safe position in galactic politics. While one of the most respected Kala, their agents are often characterised as the least martially inclined of the enforcement branches, owing in part to Federation media&#039;s efforts to present them as dedicated and principled data gatherers. Similarly, the agency&#039;s role is declared strictly as internal and focused on counterintelligence; public Federation figures often praise the Ruupkala non-interventionist policy and dismiss accusations of espionage as ignorant of Jargon policy, or malicious.&lt;br /&gt;
[[File:Qukala.PNG|thumb|125px|The unique emblem of the Qukala.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Qukala==&lt;br /&gt;
&#039;&#039;&amp;quot;Perpetually primed.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Qukala, or Star Enforcers, function as the Navy of the Jargon Federation. Ranging from soldiers, to highly qualified personnel educated in engineering, or medical. Positions within the Qukala often require degrees from recognised universities across the Jargon Federation, meaning in only very rare circumstances will undereducated candidates be considered for the Qukala. The Qukala is one of the most powerful Navies in the Spur, due to the Federation&#039;s old age and advanced technological level. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Lukala&#039;&#039;&#039; was a branch of the Qukala once comprised of only [[Dionae]] and [[Vaurca]], but as of &#039;&#039;&#039;2463&#039;&#039;&#039;, the Directory of Defense Operations decided to dissolve the subbranch in favor in of integrating [[Dionae]] and [[Vaurca]] into the lower ranks of the Qukala as full members. This decision largely stemmed from the success the Lukala had in stopping insurgent activity in the Travese during the fallout of the recent Election. Furthermore, after striking a deal with the Grand Council, the C&#039;thur Hive (namely [[Vytel]]&#039;s brood) have begun to supply a steady stream of new Warriors for the Qukala. These new Warriors have a Federation-designed Loyalty Implant that equalizes the Federation&#039;s orders to that of a Queen&#039;s. If a conflict of interest arises, the Warriors merely enter hibernation until the conflict is resolved. &lt;br /&gt;
[[File:Tup.PNG|thumb|125px|The unique emblem of the Tupkala.]]&lt;br /&gt;
&lt;br /&gt;
==Tupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Courage, bravery and dedication.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tupkala, usually shorted to Tup, are highly revered Skrell. Only those with a long, distinguished career are capable of being elevated to the position of a Tup; a position that encompasses increased security clearance - as well as minor Idol status. Tupkala are able to originate from all the other branches of the Kala, but are additionally trained and implanted to prevent any security breaches in the unlikely event that they are captured by enemies of the Jargon Federation. These Skrell are commonly in their advanced age, with the mean being that of 276 years. When a Tup dies, their name will be added to the Tupkala Wall hosted in the Grand Councilor&#039;s Chamber on Kal&#039;lo.&lt;br /&gt;
&lt;br /&gt;
Their main prerogative being that of securing prominent figures across the Jargon Federation; keeping them safe from internals and external threats. Utilizing various Tupkala from the various different branches, Skrell who have pledged their unquestioning loyalty to the Jargon Federation, aided by loyalty implants not different to the discontinued line released by [[Nanotrasen Corporation| NanoTrasen]]. The Tupkala also tend to keep tabs on the various Representatives throughout the Orion Spur, ensuring both their safety and that their work is satisfactory.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2463&#039;&#039;&#039;, after a series of diplomatic incidents caused by Tupkala operating outside their orders, Grand Councilor Weashbi disbanded the Tupkala for the first time in history. A few months later, Weashbi rebuilt them with Skrell he personally handpicked from the other branches of the Kala. The Tupkala are now under Commander Kezoq Torq-Bep, Weashbi&#039;s chosen Leader. Oddly enough, Commander Kezoq was promoted from the Sromkala, an unlikely place to find candidates for the Tups.&lt;br /&gt;
&lt;br /&gt;
= Espionage =&lt;br /&gt;
&lt;br /&gt;
The act of spying, and gaining confidential information, is a long-held tradition for the Skrell. Throughout their existence as a species, remaining in the shadows and deploying operations from afar, has managed to take hold instead of large scale warfare. Across the Orion Spur the species remain feared for their exceptional espionage skills, and even better counterintelligence capacities. Equipped with stealth capabilities, various advanced technologies at their disposal, and backed by the Jargon Federation there is little that can stop the espionage agents distributed across the Spur.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
== Targets of Espionage == &lt;br /&gt;
&lt;br /&gt;
Specific agents will be tasked with different goals, and as such various categories have been developed in order to differentiate between the four categories; Bureaucracy, media, academia and militaries. Not all agents are designed to act in detriment of the state they observe, with some even implemented to ensure the success and growth; giving information back to the Jargon Federation in order for the Grand Council to best determine which ways to intervene. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bureaucracy&#039;&#039;&#039;, the strategic identification and assessment of resources within a bureaucratic state. Usually implemented across the Jargon Federation&#039;s territories, some have speculated that they have even dispatched some to other states across the Orion Spur. It has seen some victories, however, there are just as many defeats occurring across the traverse, with spies quickly sniffed out and imprisoned on various false charged by the planetary councillors. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Media&#039;&#039;&#039;, the infiltration of the social network - be in locally or across the Orion spur. Usually subtle, employing the use of various journalists and postgraduate students to enact their plans on influencing social media to be more Jargon Federation compliant. This includes censoring articles through methods that make it hard to access, or by flooding various social networks with pro-skrellian propaganda. It is unknown how successful these operations are, or how spread out they are. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Academia&#039;&#039;&#039;, individuals placed to penetrate and invade the fields of research and education. One of the more elusive agents deployed by the Jargon Federation, they are typically comprised of educators, scientists and even physicians, who are tasked with ensuring skrellian dominance over technology across the Orion Spur. It is assumed that these operations are quite successful, evident by the Skrell maintaining an advanced technological state compared to the lesser-nations it considers its neighbours.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Militaries&#039;&#039;&#039;, is truly the most secretive and elusive field of skrellian espionage. Various techniques, and technologies, are used to gather information in regards to the military capabilities of a particular state. The Jargon Federation dedicates a massive effort to this sector of espionage, with thousands of different methods implemented to ensure that skrellian agents can intervene and decapitate any opposing force that attempts to enact warfare on the Jargon Federation. It is unknown how successful these operations are, or how deep it goes.&lt;br /&gt;
&lt;br /&gt;
== Technology and Techniques ==&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation utilizes a variety of different technologies and techniques to ensure their dominance of espionage across the Orion Spur. Whilst most of their methods are aimed to be used within skrellian space, a few have been altered to be useful within the lesser nation-states. Depending on their placed categories agents may using steganography, clandestine concealment and stealth technologies, applied surveillance sciences, memory-erasers and sabotage. &lt;br /&gt;
&lt;br /&gt;
The introduction of alien species into the Jargon Federation, with unique biological and evolutionary advantages, the Skrell have managed to modernise their espionage tactics, doubling their effectiveness. These alien agents will undergo a variety of different treatments to ensure their loyalty to the Jargon Federation, with some even being implanted with loyalty implants to ensure it. &lt;br /&gt;
&lt;br /&gt;
In recent times, the Jargon Federation has been accused of altering their agents&#039; appearance to infiltrate governmental positions; posing as other species. Whilst they claim that is it ludicrous; rumours continue to perpetuate that the combination of both skrellian and vaurcan technology and techniques, it is a genuine possibility that they may have managed to crack the secrets of mass genome tampering.&lt;br /&gt;
&lt;br /&gt;
= Relations =&lt;br /&gt;
&lt;br /&gt;
== Relations with Foreign States ==&lt;br /&gt;
=== Solarian Alliance ===&lt;br /&gt;
&lt;br /&gt;
The Solarian Alliance sees the Jargon Federation as their closest ally within the Orion Spur, both economically and as a force to help preserve the status quo if anything seriously threatening galactic stability or if an unrecoverable disruption of the balance of power had to occur. Whilst there are whispers of many that fear the potential growth of the Jargon Federation into the wildlands that the Solarian Alliance still seeks to return to the fold, their relationship has continued to prosper even after the turbulent events that nearly brought the Orion Spur to its knees. &lt;br /&gt;
&lt;br /&gt;
The Solarian Alliance has the most Representatives of the Jargon Federation within its borders, who typically work alongside one another to maintain the relationship between both nations. The recent events that have resulted in the shrinking of the Solarian Alliance has prompted additional Representatives working within its borders; seeking further avenues in which the Jargon Federation can expand their influence within the Solarian Alliance. The Solarian Alliance and Jargon Federation have several agreements; mostly related to trade, research, and migration.&lt;br /&gt;
&lt;br /&gt;
=== Republic of Biesel ===&lt;br /&gt;
&lt;br /&gt;
In most official capacities, the Republic of Biesel maintains positive relations with the Jargon Federation to the beneficial trade that occurs between the both of them. Politically, it is mostly the same, however there is a growing number within the Republic that have begun to view the Jargon Federation as untrustworthy due to their lack of intervention during both invasions of Tau Ceti. Tau Ceti is one of few places outside of the Jargon Federation that is considered worthy of visiting by Skrell; resulting in an increased demand for visas (tourist and work) for Tau Ceti. &lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel, at any given time, has roughly the second-largest amount of Representatives of the Jargon Federation within its borders. Following the events that nearly crippled the Orion Spur, the Jargon Federation has begun searching for another way to increase their influence within the fledgeling republic; mostly through the use of foreign aid, and restricted technological exchanges. The Republic of Biesel has expressed interest in increased diplomatic ties with the Jargon Federation; mostly involving concessions for Megacorporations to be able to freely operate within the political entity. The Jargon Federation has affirmed that they see the Republic of Biesel as a valuable diplomatic partner, and publically wishes to increase diplomatic ties with them.&lt;br /&gt;
&lt;br /&gt;
=== Coalition of Colonies ===&lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies is somewhat public about their opinion of the Jargon Federation; stating that they are suspicious of the foreign policy boosted by the nation, alongside its authoritarian system. They also view the Jargon Federation as Sol-aligned, and therefore anti-Coalition of Colonies by association. Whilst there are talks about economical cooperation, however, both the Coalition of Colonies and the Jargon Federation would be able to produce large quantities of wealth off of one another. &lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies sports a few dozen Representatives of the Jargon Federation within its borders, mostly tasked with improving the relations between the two behemoths. The inaction of the Jargon Federation in the Second Invasion of Tau Ceti has resulted in quite a stir within the Coalition; many citing that the Jargon Federation is no longer pro-Sol, with others perpetuating rumours that they simply bide their time and will soon be launching an attack on the Orion Spur. The Jargon Federation has publically announced an interest in exploring additional diplomatic avenues with the Coalition of Colonies; however, little effort has been seen in regards to this. &lt;br /&gt;
&lt;br /&gt;
=== Empire of Dominia ===&lt;br /&gt;
&lt;br /&gt;
Thee Empire of Dominia maintains a public ambivalent relations with the Jargon Federation; politically and economically. Hardly any effort is exerted in regards to the Jargon Federation officially, with some more liberal merchant factions rooted within proposing trade with the Skrell. Unofficially, the Empire of Dominia is split ideologically in regards to the political entity. Many both like that the Jargon Federation has taken steps in restricting artificial intelligence, but there is also a sizeable that hates them for being the first ones to create it.&lt;br /&gt;
&lt;br /&gt;
The Empire of Dominia maintains only six Representatives of the Jargon Federation within its borders, focusing on creating opportunities for trading, with little success. The inaction of both the Jargon Federation and the Empire of Dominia during the latest turbulent events of the Orion Spur has resulted in the warming of relations somewhat. The Jargon Federation has displayed minor interest in exploring the relationship between the two entities but has yet to engage in such diplomacy. &lt;br /&gt;
&lt;br /&gt;
=== Serene Republic of Elyra ===&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra has publically maintained that they are suspicious of Jargon encroachment, as well as interference in human affairs, in lieu of the Solarian Alliance&#039;s collapse - despite this, they continue cordial if a bit distant relations with the Jargon Federation. There are whispers that many within Elyra see the Jargon Federation as an ally against the Lii&#039;dra should they return. They are economically disinterested in the Jargon Federation, as the Serene Republic of Elyra has continued their self-sufficiency since the collapse of the Solarian Alliance, and the trade that the nation does conduct are mostly done with the Coalition of Colonies and the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra has roughly two dozen Representatives of the Jargon Federation within its borders, with a focus on technological cooperation. The inaction of the Jargon Federation during the recent events that haunted the Orion Spur has resulted in relations between the two technological giants to become somewhat cold, with a large migration of Representatives back to the Jargon Federation. The Jargon Federation publically supports a minor interest in exploring a relationship with the Serene Republic of Elyra, a technological one, that is.&lt;br /&gt;
&lt;br /&gt;
=== Eridani Corporate Federation ===&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation has made the Orion Spur very aware of their interest to pursue additional economic cooperation with the Jargon Federation; citing that it is a massive market for Zeng Hu Pharmaceuticals, and Megacorporations found within the Board of Five. The closeness of the Jargon Federation and the Solarian Alliance has resulted in cordial relations between these two federations, with a significant amount of both the entities wealth being invested into one another. &lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation maintains the third largest following of Representatives of the Jargon Federation within its borders, with most focusing on exploring additional economic cooperative avenues that will enhance the wealth of both. The inaction of the Jargon Federation during the Second Invasion of Tau Ceti has resulted in somewhat weakened relations; however, the Eridani Corporate Federation publically maintains that the Jargon Federation is a crucial member of its economy. The Jargon Federation has all-but-ensured that the Eridani Corporate Federation will soon benefit from proposed deregulation of the skrellian economy. &lt;br /&gt;
&lt;br /&gt;
=== People&#039;s Republic of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai attempts to secure a respectful, diplomatic relationship with the Jargon Federation; mostly in part due to its policy of approaching alien powers for support in the Adhomian Cold War. The People&#039;s Republic of Adhomai has essentially pushed for cordial relations between them and the Jargon Federation resulting in increased cooperatives, mostly involving the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; - a diplomatic agreement in which the Jargon Federation commences humanitarian aid projects and provides monetary assistance. &lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai has roughly three dozen Representatives of the Jargon Federation within its borders, mostly focusing on administrating the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; and facilitating diplomacy between the three warring nations on Adhomai. The inaction of the Jargon Federation during the recent Solarian Invasion of Tau Ceti and resulting collapse that turned the Orion Spur on its head has not had an impact on the relationship between the Jargon Federation and the People&#039;s Republic of Adhomai. The Jargon Federation recently broke it&#039;s stance of neutrality in regards to Adhomai. After an attempted terror attack on District 8 in Biesel&#039;s Mendell City by radical Al&#039;mariist insurgents, the Federation officially recognized the People&#039;s Republic of Adhomai as the sole civil authority of the planet and began to support their claims politically. It&#039;s unknown to the public if the Federation is offering more material support behind the scenes due to both nations&#039; private nature.&lt;br /&gt;
&lt;br /&gt;
=== Democratic People&#039;s Republic of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The Democratic People&#039;s Republic of Adhomai has little to no relations with the Jargon Federation; mostly due to the xenophobic nature of Al&#039;mariism. The Jargon Federation is viewed by many within the Democratic People&#039;s Republic of Adhomai&#039;s borders as a threat to their independence and future; which usually devolves into accusations of imperialism by various prominent politicians. Even the most progressive of Al&#039;mariists maintain the dislike of the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Due to the recent attempted terror attack in Mendell City, relations between the two political bodies dipped to the worst in history. The Federation took the planned bombing of District 8 as an unfettered act of aggression against Skrell. While the Federation had always believed the Democratic People&#039;s Republic a threat to Adhomai, they now hold the position that Al&#039;marrists are a threat to the greater Spur aboard as well.&lt;br /&gt;
&lt;br /&gt;
=== New Kingdom of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai, due to its precarious position, maintains an official intention of establishing positive diplomatic ties with the Jargon Federation; mostly in hopes of establishing the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; within its borders. The turbulent history of Adhomai has resulted in somewhat lukewarm relations between the New Kingdom of Adhomai and the Jargon Federation, however, these hopes were irrevocably dashed when the Federation announced their political recognition of the People&#039;s Republic of Adhomai as the sole civil authority of the planet. &lt;br /&gt;
&lt;br /&gt;
Despite the incident that caused this change in the Federation&#039;s political stance being caused by Al&#039;mariists, the Federation has be unyielding in political channels to reverse this decision, to the woe of those in the Kingdom who had hoped to benefit from the &#039;&#039;&#039;Project Unity Initiative&#039;&#039;&#039;. The Federation retracted all political ties with the New Kingdom of Adhomai, and declared the state illegitimate.&lt;br /&gt;
&lt;br /&gt;
=== Izweski Hegemony ===&lt;br /&gt;
&lt;br /&gt;
The relationship between the nations of Skrell and Unathi has been rocky, to say the least. Following their introduction to the intergalactic stage and subsequent Contact War, the rule of Hegemon S&#039;kresti caused relations to sour. The conflict on Ouerea as well as the handling of the Defiled Lands and various accusations made by both sides, proven or otherwise, only continues to mar recent history. It is only with the death of the last Hegemon and the official coronation of Not&#039;zar Izweski where the situation is beginning to look hopeful for relations.&lt;br /&gt;
&lt;br /&gt;
The stifling silence between them is seen to be either a growing tension between two groups on the cusp of change, or merely an awkward pause before reconciliation, reparation, and realignment. Though they lack embassies in their respective territories, the Skrell assert responsibility and interest in the development in Ouerea as it becomes a cultural hotbed and merger of ideas and innovation, and as such talks between the two groups is inevitable. Furthermore, Skrell and Unathi delegations have been openly suggesting diplomacy; though facing backlash from bitter traditionalists and more conservative Unathi in the Hegemony, it is clear some amount of change is on the horizon, for better or for worse.&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=21796</id>
		<title>Skrell Politics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=21796"/>
		<updated>2021-11-07T16:24:02Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: /* New Kingdom of Adhomai */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Politics = &lt;br /&gt;
&lt;br /&gt;
== Grand Council ==&lt;br /&gt;
&lt;br /&gt;
Wuqrnjeq-Qu&#039;Nralakk &#039;&#039;&#039;(Grand Council of the Jargon Federation)&#039;&#039;&#039; is the supreme ruling body of the entirety of the Jargon Federation. The Council will utilize subspace communication frequencies to delegate during non-essential meetings, however, are expected to return to Qerrbalak to attend an annual meeting held in Kal’lo. There are fourteen seats on the Grand Council (not including the Grand Councillor). This is a reflection on the amount of &#039;&#039;&#039;Sector Councillors&#039;&#039;&#039; there are, loosely calculated by population figures denoted in censuses.&lt;br /&gt;
&lt;br /&gt;
Each sector is essentially granted two seats; with the Grand Council operating similarly to a barter system mostly comprised of the Sector Councillors exchanging resources between their sectors for political power. This has resulted in a &#039;&#039;&#039;disproportionate amount of political power&#039;&#039;&#039; being found within the Core, Elemental and Contingent Sectors. Through this political maneuvering, the Traverse Sectors are often pushed into a corner and &#039;&#039;&#039;forced&#039;&#039;&#039; to submit their political power to the core systems in exchange for resources.&lt;br /&gt;
&lt;br /&gt;
Information on the various sectors can be located [[Notable Skrell Systems and Locations| here]].&lt;br /&gt;
&lt;br /&gt;
== Representatives ==&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation employs several hundred individuals to fill ambassadorial positions between it and other foreign entities; known by many as merely &#039;&#039;&#039;Representatives&#039;&#039;&#039;. Each Representative is recognized by the Grand council as an individual who holds the Jargon Federation&#039;s best interests at heart and has been entrusted to represent and protect these interests even outside of the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Often, these individuals will study the society in which they are meant to act as an ambassadorial representative; mostly being that of culture and politics. This is expected to enhance the ability of the individual representing the Jargon Federation. Representatives are considered highly influential in regards to politics outside of the Jargon Federation; due to their handling of information, but also due to their loyalty. These Representatives are expected to claim an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; -- an action which stands to present as the individual&#039;s primary field of expertise, and denote the foreign entity to which they devote their time to. &lt;br /&gt;
&lt;br /&gt;
Representatives who share an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; are expected to work together and cooperate to effectively protect the interests of the Jargon Federation. Representatives that show a considerable aptitude when dealing with their respective &amp;quot;Entity of Interest&amp;quot; will typically remain aboard consistently, until recalled by the Grand Council. These individuals are highly versed in politics, and as such may result in fame arising due to their position; eventually achieving Idol-status. Representatives that achieve such a status will typically be under minute scrutiny by the Grand Council, with even the whisper of scandal resulting in their retraction as a Jargon Federation Representative. &lt;br /&gt;
&lt;br /&gt;
== Schools of Thought ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Symbiosism:&#039;&#039;&#039; The more &amp;quot;mainstream&amp;quot; ideology within the Jargon Federation; it follows closely the principles of welcoming the influence Humanity has within its borders, but also promoting the core ideals of the Skrell that have guided them for millennia. It is rather susceptible to change, and radicals are few and far between. Doctrines revolve around co-operation with other species and providing assistance to lesser nations within the Orion Spur. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Isolationism:&#039;&#039;&#039; A growing ideology within the Jargon Federation that has managed to gather a following, it dictates the need for Skrell to retract themselves from the affairs of the Orion Spur, only involving themselves if affected directly. It is resistant to change and aims to have the Jargon Federation be entirely self-dependable. Doctrines revolve around the Pro-Skrell status quo. Radicals are common within this group.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Progressivism:&#039;&#039;&#039; Typically, this ideology is often paired with other ideologies under the guise of &amp;quot;visionary radicals&amp;quot;, it revolves around the pursuit of the Jargon Federation pushing to be a dominion. It is only through the Jargon Federation reclaiming themselves as the &amp;quot;Behemoth of the Orion Spur&amp;quot; will the Orion Spur truly find themselves in enlightened times. It has a heavy focus on the Jargon Federation being economically, technologically, and militarily superior to all other nations within the Orion Spur. Radicals &#039;&#039;&#039;can&#039;&#039;&#039; be common, depending on the attached school of thought, or if followed singularly.&lt;br /&gt;
&lt;br /&gt;
= Federation Enforcement =&lt;br /&gt;
Enforcers, or Kala, are responsible for upholding the law within the Jargon Federation. Functioning in a strict hierarchy, the Kala are governed by a legislative body known as the Jargon Federation Security Council. Formed in &#039;&#039;&#039;901 CE&#039;&#039;&#039; as a means to unify all enforcement branches after the unification of the Alliance of the Three, the Kala were regarded one of the most important bodies of the Jargon Federation, as Skrell who devote their lives to ensure the wellbeing of others and their society.&lt;br /&gt;
&lt;br /&gt;
Their doctrines revolve around mobility, flexibility and precision. Whereas other units use a blunt approach, the Kala instead aim for the permanent neutralization of the situation - surgically striking to prevent it from growing out of control. Presently, the Kala maintain two core objectives. Firstly, ensuring the safety, security and cooperation of all systems under the Federation flag and protecting their borders. Secondly, reaching out to foreign communities outside their borders, be it within the Traverse or even the human Frontier. Representatives describe these operations as purely altruistic, aiding these communities both from a protection and economic point of view as part of the &amp;quot;Unity Initiative Project&amp;quot;. One such example of these operations was the Jargon Federation’s involvement in the [[Tajaran_Military_Structures#The_S.27rend.27marr_Coalition|S&#039;rend&#039;marr Coalition]]. The Skrell civilians providing [https://forums.aurorastation.org/topic/4674-warble-inquirer/page/2/?tab=comments#comment-123991 aid] there suffered little casualties, with the advanced technology of their nlomkala protectors dissuading any ALA strikes. &lt;br /&gt;
&lt;br /&gt;
[[File:Srom.PNG|thumb|125px|The unique emblem of the Sromkala]]&lt;br /&gt;
==Sromkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Prevent &amp;amp; Protect.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sromkala, translating to Dream Enforcers, are Skrell selected to ensure that major planetary dreambubbles are safe from malicious lucidity. Agents are selected for their high psychic potential to oversee the Srom to ensure that no illegal or anti-Federation activities occur, particularly through the malicious use of Nlom-capable devices. They are commonly situated close to Nlom Relays - using the technology to amplify their capabilities tenfold. It is said that for every Nlom Relay across the Jargon Federation, there is a Sromkala nestled within a special cryogenic pod that allows for their body to be in suspended animation, but allows their minds to project and continue working within Srom. &lt;br /&gt;
[[File:Nlom.PNG|thumb|125px|The unique emblem of the Nlomkala.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nlomkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Service with Excellence.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nlomkala, or Wake Enforcers, are often compared to police across alien space. The Nlomkala are expected to ensure the stability and safety of the Jargon Federation at a physical level; mostly pertaining to simple duties such as patrolling, executing warrants and responding to emergencies relayed by the Ruupkala. There are extensive requisites to join the Nlomkala - ranging from athletic ability, understanding of the law and mandatory public relation classes to ensure that those selected to join can respond to situations correctly. Nlomkala are also expected to operate both on land and beneath the waves of the various planets across the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Recently, the C&#039;thur Hive has began to supply the Nlomkala with Vaurca Warriors to bolster the Nlomkala&#039;s forces. These Warriors are largely from [[Vytel]]&#039;s brood and have been loyalty implanted, making the Federation&#039;s orders equal to those of a Queen&#039;s. If the Warriors experience a conflict of interest, they enter hibernation until it&#039;s resolved. Thankfully, due to Vaurca adaptability, these Warriors function just as well underwater as above it. &lt;br /&gt;
[[File:Ruup.PNG|thumb|125px|The unique emblem of the Ruupkala.]]&lt;br /&gt;
&lt;br /&gt;
==Ruupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Always Vigilant.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ruupkala - or Intelligence Enforcers - are the Federation&#039;s official security intelligence agency, designed around the need to maintain Skrell harmony as unobtrusively as possible and ensure a safe position in galactic politics. While one of the most respected Kala, their agents are often characterised as the least martially inclined of the enforcement branches, owing in part to Federation media&#039;s efforts to present them as dedicated and principled data gatherers. Similarly, the agency&#039;s role is declared strictly as internal and focused on counterintelligence; public Federation figures often praise the Ruupkala non-interventionist policy and dismiss accusations of espionage as ignorant of Jargon policy, or malicious.&lt;br /&gt;
[[File:Qukala.PNG|thumb|125px|The unique emblem of the Qukala.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Qukala==&lt;br /&gt;
&#039;&#039;&amp;quot;Perpetually primed.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Qukala, or Star Enforcers, function as the Navy of the Jargon Federation. Ranging from soldiers, to highly qualified personnel educated in engineering, or medical. Positions within the Qukala often require degrees from recognised universities across the Jargon Federation, meaning in only very rare circumstances will undereducated candidates be considered for the Qukala. The Qukala is one of the most powerful Navies in the Spur, due to the Federation&#039;s old age and advanced technological level. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Lukala&#039;&#039;&#039; was a branch of the Qukala once comprised of only [[Dionae]] and [[Vaurca]], but as of &#039;&#039;&#039;2463&#039;&#039;&#039;, the Directory of Defense Operations decided to dissolve the subbranch in favor in of integrating [[Dionae]] and [[Vaurca]] into the lower ranks of the Qukala as full members. This decision largely stemmed from the success the Lukala had in stopping insurgent activity in the Travese during the fallout of the recent Election. Furthermore, after striking a deal with the Grand Council, the C&#039;thur Hive (namely [[Vytel]]&#039;s brood) have begun to supply a steady stream of new Warriors for the Qukala. These new Warriors have a Federation-designed Loyalty Implant that equalizes the Federation&#039;s orders to that of a Queen&#039;s. If a conflict of interest arises, the Warriors merely enter hibernation until the conflict is resolved. &lt;br /&gt;
[[File:Tup.PNG|thumb|125px|The unique emblem of the Tupkala.]]&lt;br /&gt;
&lt;br /&gt;
==Tupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Courage, bravery and dedication.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tupkala, usually shorted to Tup, are highly revered Skrell. Only those with a long, distinguished career are capable of being elevated to the position of a Tup; a position that encompasses increased security clearance - as well as minor Idol status. Tupkala are able to originate from all the other branches of the Kala, but are additionally trained and implanted to prevent any security breaches in the unlikely event that they are captured by enemies of the Jargon Federation. These Skrell are commonly in their advanced age, with the mean being that of 276 years. When a Tup dies, their name will be added to the Tupkala Wall hosted in the Grand Councilor&#039;s Chamber on Kal&#039;lo.&lt;br /&gt;
&lt;br /&gt;
Their main prerogative being that of securing prominent figures across the Jargon Federation; keeping them safe from internals and external threats. Utilizing various Tupkala from the various different branches, Skrell who have pledged their unquestioning loyalty to the Jargon Federation, aided by loyalty implants not different to the discontinued line released by [[Nanotrasen Corporation| NanoTrasen]]. The Tupkala also tend to keep tabs on the various Representatives throughout the Orion Spur, ensuring both their safety and that their work is satisfactory.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2463&#039;&#039;&#039;, after a series of diplomatic incidents caused by Tupkala operating outside their orders, Grand Councilor Weashbi disbanded the Tupkala for the first time in history. A few months later, Weashbi rebuilt them with Skrell he personally handpicked from the other branches of the Kala. The Tupkala are now under Commander Kezoq Torq-Bep, Weashbi&#039;s chosen Leader. Oddly enough, Commander Kezoq was promoted from the Sromkala, an unlikely place to find candidates for the Tups.&lt;br /&gt;
&lt;br /&gt;
= Espionage =&lt;br /&gt;
&lt;br /&gt;
The act of spying, and gaining confidential information, is a long-held tradition for the Skrell. Throughout their existence as a species, remaining in the shadows and deploying operations from afar, has managed to take hold instead of large scale warfare. Across the Orion Spur the species remain feared for their exceptional espionage skills, and even better counterintelligence capacities. Equipped with stealth capabilities, various advanced technologies at their disposal, and backed by the Jargon Federation there is little that can stop the espionage agents distributed across the Spur.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
== Targets of Espionage == &lt;br /&gt;
&lt;br /&gt;
Specific agents will be tasked with different goals, and as such various categories have been developed in order to differentiate between the four categories; Bureaucracy, media, academia and militaries. Not all agents are designed to act in detriment of the state they observe, with some even implemented to ensure the success and growth; giving information back to the Jargon Federation in order for the Grand Council to best determine which ways to intervene. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bureaucracy&#039;&#039;&#039;, the strategic identification and assessment of resources within a bureaucratic state. Usually implemented across the Jargon Federation&#039;s territories, some have speculated that they have even dispatched some to other states across the Orion Spur. It has seen some victories, however, there are just as many defeats occurring across the traverse, with spies quickly sniffed out and imprisoned on various false charged by the planetary councillors. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Media&#039;&#039;&#039;, the infiltration of the social network - be in locally or across the Orion spur. Usually subtle, employing the use of various journalists and postgraduate students to enact their plans on influencing social media to be more Jargon Federation compliant. This includes censoring articles through methods that make it hard to access, or by flooding various social networks with pro-skrellian propaganda. It is unknown how successful these operations are, or how spread out they are. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Academia&#039;&#039;&#039;, individuals placed to penetrate and invade the fields of research and education. One of the more elusive agents deployed by the Jargon Federation, they are typically comprised of educators, scientists and even physicians, who are tasked with ensuring skrellian dominance over technology across the Orion Spur. It is assumed that these operations are quite successful, evident by the Skrell maintaining an advanced technological state compared to the lesser-nations it considers its neighbours.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Militaries&#039;&#039;&#039;, is truly the most secretive and elusive field of skrellian espionage. Various techniques, and technologies, are used to gather information in regards to the military capabilities of a particular state. The Jargon Federation dedicates a massive effort to this sector of espionage, with thousands of different methods implemented to ensure that skrellian agents can intervene and decapitate any opposing force that attempts to enact warfare on the Jargon Federation. It is unknown how successful these operations are, or how deep it goes.&lt;br /&gt;
&lt;br /&gt;
== Technology and Techniques ==&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation utilizes a variety of different technologies and techniques to ensure their dominance of espionage across the Orion Spur. Whilst most of their methods are aimed to be used within skrellian space, a few have been altered to be useful within the lesser nation-states. Depending on their placed categories agents may using steganography, clandestine concealment and stealth technologies, applied surveillance sciences, memory-erasers and sabotage. &lt;br /&gt;
&lt;br /&gt;
The introduction of alien species into the Jargon Federation, with unique biological and evolutionary advantages, the Skrell have managed to modernise their espionage tactics, doubling their effectiveness. These alien agents will undergo a variety of different treatments to ensure their loyalty to the Jargon Federation, with some even being implanted with loyalty implants to ensure it. &lt;br /&gt;
&lt;br /&gt;
In recent times, the Jargon Federation has been accused of altering their agents&#039; appearance to infiltrate governmental positions; posing as other species. Whilst they claim that is it ludicrous; rumours continue to perpetuate that the combination of both skrellian and vaurcan technology and techniques, it is a genuine possibility that they may have managed to crack the secrets of mass genome tampering.&lt;br /&gt;
&lt;br /&gt;
= Relations =&lt;br /&gt;
&lt;br /&gt;
== Relations with Foreign States ==&lt;br /&gt;
=== Solarian Alliance ===&lt;br /&gt;
&lt;br /&gt;
The Solarian Alliance sees the Jargon Federation as their closest ally within the Orion Spur, both economically and as a force to help preserve the status quo if anything seriously threatening galactic stability or if an unrecoverable disruption of the balance of power had to occur. Whilst there are whispers of many that fear the potential growth of the Jargon Federation into the wildlands that the Solarian Alliance still seeks to return to the fold, their relationship has continued to prosper even after the turbulent events that nearly brought the Orion Spur to its knees. &lt;br /&gt;
&lt;br /&gt;
The Solarian Alliance has the most Representatives of the Jargon Federation within its borders, who typically work alongside one another to maintain the relationship between both nations. The recent events that have resulted in the shrinking of the Solarian Alliance has prompted additional Representatives working within its borders; seeking further avenues in which the Jargon Federation can expand their influence within the Solarian Alliance. The Solarian Alliance and Jargon Federation have several agreements; mostly related to trade, research, and migration.&lt;br /&gt;
&lt;br /&gt;
=== Republic of Biesel ===&lt;br /&gt;
&lt;br /&gt;
In most official capacities, the Republic of Biesel maintains positive relations with the Jargon Federation to the beneficial trade that occurs between the both of them. Politically, it is mostly the same, however there is a growing number within the Republic that have begun to view the Jargon Federation as untrustworthy due to their lack of intervention during both invasions of Tau Ceti. Tau Ceti is one of few places outside of the Jargon Federation that is considered worthy of visiting by Skrell; resulting in an increased demand for visas (tourist and work) for Tau Ceti. &lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel, at any given time, has roughly the second-largest amount of Representatives of the Jargon Federation within its borders. Following the events that nearly crippled the Orion Spur, the Jargon Federation has begun searching for another way to increase their influence within the fledgeling republic; mostly through the use of foreign aid, and restricted technological exchanges. The Republic of Biesel has expressed interest in increased diplomatic ties with the Jargon Federation; mostly involving concessions for Megacorporations to be able to freely operate within the political entity. The Jargon Federation has affirmed that they see the Republic of Biesel as a valuable diplomatic partner, and publically wishes to increase diplomatic ties with them.&lt;br /&gt;
&lt;br /&gt;
=== Coalition of Colonies ===&lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies is somewhat public about their opinion of the Jargon Federation; stating that they are suspicious of the foreign policy boosted by the nation, alongside its authoritarian system. They also view the Jargon Federation as Sol-aligned, and therefore anti-Coalition of Colonies by association. Whilst there are talks about economical cooperation, however, both the Coalition of Colonies and the Jargon Federation would be able to produce large quantities of wealth off of one another. &lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies sports a few dozen Representatives of the Jargon Federation within its borders, mostly tasked with improving the relations between the two behemoths. The inaction of the Jargon Federation in the Second Invasion of Tau Ceti has resulted in quite a stir within the Coalition; many citing that the Jargon Federation is no longer pro-Sol, with others perpetuating rumours that they simply bide their time and will soon be launching an attack on the Orion Spur. The Jargon Federation has publically announced an interest in exploring additional diplomatic avenues with the Coalition of Colonies; however, little effort has been seen in regards to this. &lt;br /&gt;
&lt;br /&gt;
=== Empire of Dominia ===&lt;br /&gt;
&lt;br /&gt;
Thee Empire of Dominia maintains a public ambivalent relations with the Jargon Federation; politically and economically. Hardly any effort is exerted in regards to the Jargon Federation officially, with some more liberal merchant factions rooted within proposing trade with the Skrell. Unofficially, the Empire of Dominia is split ideologically in regards to the political entity. Many both like that the Jargon Federation has taken steps in restricting artificial intelligence, but there is also a sizeable that hates them for being the first ones to create it.&lt;br /&gt;
&lt;br /&gt;
The Empire of Dominia maintains only six Representatives of the Jargon Federation within its borders, focusing on creating opportunities for trading, with little success. The inaction of both the Jargon Federation and the Empire of Dominia during the latest turbulent events of the Orion Spur has resulted in the warming of relations somewhat. The Jargon Federation has displayed minor interest in exploring the relationship between the two entities but has yet to engage in such diplomacy. &lt;br /&gt;
&lt;br /&gt;
=== Serene Republic of Elyra ===&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra has publically maintained that they are suspicious of Jargon encroachment, as well as interference in human affairs, in lieu of the Solarian Alliance&#039;s collapse - despite this, they continue cordial if a bit distant relations with the Jargon Federation. There are whispers that many within Elyra see the Jargon Federation as an ally against the Lii&#039;dra should they return. They are economically disinterested in the Jargon Federation, as the Serene Republic of Elyra has continued their self-sufficiency since the collapse of the Solarian Alliance, and the trade that the nation does conduct are mostly done with the Coalition of Colonies and the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra has roughly two dozen Representatives of the Jargon Federation within its borders, with a focus on technological cooperation. The inaction of the Jargon Federation during the recent events that haunted the Orion Spur has resulted in relations between the two technological giants to become somewhat cold, with a large migration of Representatives back to the Jargon Federation. The Jargon Federation publically supports a minor interest in exploring a relationship with the Serene Republic of Elyra, a technological one, that is.&lt;br /&gt;
&lt;br /&gt;
=== Eridani Corporate Federation ===&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation has made the Orion Spur very aware of their interest to pursue additional economic cooperation with the Jargon Federation; citing that it is a massive market for Zeng Hu Pharmaceuticals, and Megacorporations found within the Board of Five. The closeness of the Jargon Federation and the Solarian Alliance has resulted in cordial relations between these two federations, with a significant amount of both the entities wealth being invested into one another. &lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation maintains the third largest following of Representatives of the Jargon Federation within its borders, with most focusing on exploring additional economic cooperative avenues that will enhance the wealth of both. The inaction of the Jargon Federation during the Second Invasion of Tau Ceti has resulted in somewhat weakened relations; however, the Eridani Corporate Federation publically maintains that the Jargon Federation is a crucial member of its economy. The Jargon Federation has all-but-ensured that the Eridani Corporate Federation will soon benefit from proposed deregulation of the skrellian economy. &lt;br /&gt;
&lt;br /&gt;
=== People&#039;s Republic of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai attempts to secure a respectful, diplomatic relationship with the Jargon Federation; mostly in part due to its policy of approaching alien powers for support in the Adhomian Cold War. The People&#039;s Republic of Adhomai has essentially pushed for cordial relations between them and the Jargon Federation resulting in increased cooperatives, mostly involving the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; - a diplomatic agreement in which the Jargon Federation commences humanitarian aid projects and provides monetary assistance. &lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai has roughly three dozen Representatives of the Jargon Federation within its borders, mostly focusing on administrating the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; and facilitating diplomacy between the three warring nations on Adhomai. The inaction of the Jargon Federation during the recent Solarian Invasion of Tau Ceti and resulting collapse that turned the Orion Spur on its head has not had an impact on the relationship between the Jargon Federation and the People&#039;s Republic of Adhomai. The Jargon Federation recently broke it&#039;s stance of neutrality in regards to Adhomai. After an attempted terror attack on District 8 in Biesel&#039;s Mendell City by radical Al&#039;mariist insurgents, the Federation officially recognized the People&#039;s Republic of Adhomai as the sole civil authority of the planet and began to support their claims politically. It&#039;s unknown to the public if the Federation is offering more material support behind the scenes due to both nations&#039; private nature.&lt;br /&gt;
&lt;br /&gt;
=== Democratic People&#039;s Republic of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The Democratic People&#039;s Republic of Adhomai has little to no relations with the Jargon Federation; mostly due to the xenophobic nature of Al&#039;mariism. The Jargon Federation is viewed by many within the Democratic People&#039;s Republic of Adhomai&#039;s borders as a threat to their independence and future; which usually devolves into accusations of imperialism by various prominent politicians. Even the most progressive of Al&#039;mariists maintain the dislike of the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
The Democratic People&#039;s Republic of Adhomai has no Representatives of the Jargon Federation within its borders. The lack of any Representatives has lead to the relationship between the two entities to stagnate, and remain rather cold towards one another. The inaction of the Jargon Federation in the Second Invasion of Tau Ceti was actually seen as a good thing by many within the Democratic People&#039;s Republic of Adhomai; as the Skrell had, for once, not intervened in galactic politics. The Jargon Federation maintains that the Democratic People&#039;s Republic is a threat to the safety, and prosperity, of Adhomai.&lt;br /&gt;
&lt;br /&gt;
=== New Kingdom of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai, due to its precarious position, maintains an official intention of establishing positive diplomatic ties with the Jargon Federation; mostly in hopes of establishing the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; within its borders. The turbulent history of Adhomai has resulted in somewhat lukewarm relations between the New Kingdom of Adhomai and the Jargon Federation, however, these hopes were irrevocably dashed when the Federation announced their political recognition of the People&#039;s Republic of Adhomai as the sole civil authority of the planet. &lt;br /&gt;
&lt;br /&gt;
Despite the incident that caused this change in the Federation&#039;s political stance being caused by Al&#039;mariists, the Federation has be unyielding in political channels to reverse this decision, to the woe of those in the Kingdom who had hoped to benefit from the &#039;&#039;&#039;Project Unity Initiative&#039;&#039;&#039;. The Federation retracted all political ties with the New Kingdom of Adhomai, and declared the state illegitimate.&lt;br /&gt;
&lt;br /&gt;
=== Izweski Hegemony ===&lt;br /&gt;
&lt;br /&gt;
The relationship between the nations of Skrell and Unathi has been rocky, to say the least. Following their introduction to the intergalactic stage and subsequent Contact War, the rule of Hegemon S&#039;kresti caused relations to sour. The conflict on Ouerea as well as the handling of the Defiled Lands and various accusations made by both sides, proven or otherwise, only continues to mar recent history. It is only with the death of the last Hegemon and the official coronation of Not&#039;zar Izweski where the situation is beginning to look hopeful for relations.&lt;br /&gt;
&lt;br /&gt;
The stifling silence between them is seen to be either a growing tension between two groups on the cusp of change, or merely an awkward pause before reconciliation, reparation, and realignment. Though they lack embassies in their respective territories, the Skrell assert responsibility and interest in the development in Ouerea as it becomes a cultural hotbed and merger of ideas and innovation, and as such talks between the two groups is inevitable. Furthermore, Skrell and Unathi delegations have been openly suggesting diplomacy; though facing backlash from bitter traditionalists and more conservative Unathi in the Hegemony, it is clear some amount of change is on the horizon, for better or for worse.&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=21795</id>
		<title>Skrell Politics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=21795"/>
		<updated>2021-11-07T16:17:23Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: /* People&amp;#039;s Republic of Adhomai */ &amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Politics = &lt;br /&gt;
&lt;br /&gt;
== Grand Council ==&lt;br /&gt;
&lt;br /&gt;
Wuqrnjeq-Qu&#039;Nralakk &#039;&#039;&#039;(Grand Council of the Jargon Federation)&#039;&#039;&#039; is the supreme ruling body of the entirety of the Jargon Federation. The Council will utilize subspace communication frequencies to delegate during non-essential meetings, however, are expected to return to Qerrbalak to attend an annual meeting held in Kal’lo. There are fourteen seats on the Grand Council (not including the Grand Councillor). This is a reflection on the amount of &#039;&#039;&#039;Sector Councillors&#039;&#039;&#039; there are, loosely calculated by population figures denoted in censuses.&lt;br /&gt;
&lt;br /&gt;
Each sector is essentially granted two seats; with the Grand Council operating similarly to a barter system mostly comprised of the Sector Councillors exchanging resources between their sectors for political power. This has resulted in a &#039;&#039;&#039;disproportionate amount of political power&#039;&#039;&#039; being found within the Core, Elemental and Contingent Sectors. Through this political maneuvering, the Traverse Sectors are often pushed into a corner and &#039;&#039;&#039;forced&#039;&#039;&#039; to submit their political power to the core systems in exchange for resources.&lt;br /&gt;
&lt;br /&gt;
Information on the various sectors can be located [[Notable Skrell Systems and Locations| here]].&lt;br /&gt;
&lt;br /&gt;
== Representatives ==&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation employs several hundred individuals to fill ambassadorial positions between it and other foreign entities; known by many as merely &#039;&#039;&#039;Representatives&#039;&#039;&#039;. Each Representative is recognized by the Grand council as an individual who holds the Jargon Federation&#039;s best interests at heart and has been entrusted to represent and protect these interests even outside of the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Often, these individuals will study the society in which they are meant to act as an ambassadorial representative; mostly being that of culture and politics. This is expected to enhance the ability of the individual representing the Jargon Federation. Representatives are considered highly influential in regards to politics outside of the Jargon Federation; due to their handling of information, but also due to their loyalty. These Representatives are expected to claim an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; -- an action which stands to present as the individual&#039;s primary field of expertise, and denote the foreign entity to which they devote their time to. &lt;br /&gt;
&lt;br /&gt;
Representatives who share an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; are expected to work together and cooperate to effectively protect the interests of the Jargon Federation. Representatives that show a considerable aptitude when dealing with their respective &amp;quot;Entity of Interest&amp;quot; will typically remain aboard consistently, until recalled by the Grand Council. These individuals are highly versed in politics, and as such may result in fame arising due to their position; eventually achieving Idol-status. Representatives that achieve such a status will typically be under minute scrutiny by the Grand Council, with even the whisper of scandal resulting in their retraction as a Jargon Federation Representative. &lt;br /&gt;
&lt;br /&gt;
== Schools of Thought ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Symbiosism:&#039;&#039;&#039; The more &amp;quot;mainstream&amp;quot; ideology within the Jargon Federation; it follows closely the principles of welcoming the influence Humanity has within its borders, but also promoting the core ideals of the Skrell that have guided them for millennia. It is rather susceptible to change, and radicals are few and far between. Doctrines revolve around co-operation with other species and providing assistance to lesser nations within the Orion Spur. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Isolationism:&#039;&#039;&#039; A growing ideology within the Jargon Federation that has managed to gather a following, it dictates the need for Skrell to retract themselves from the affairs of the Orion Spur, only involving themselves if affected directly. It is resistant to change and aims to have the Jargon Federation be entirely self-dependable. Doctrines revolve around the Pro-Skrell status quo. Radicals are common within this group.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Progressivism:&#039;&#039;&#039; Typically, this ideology is often paired with other ideologies under the guise of &amp;quot;visionary radicals&amp;quot;, it revolves around the pursuit of the Jargon Federation pushing to be a dominion. It is only through the Jargon Federation reclaiming themselves as the &amp;quot;Behemoth of the Orion Spur&amp;quot; will the Orion Spur truly find themselves in enlightened times. It has a heavy focus on the Jargon Federation being economically, technologically, and militarily superior to all other nations within the Orion Spur. Radicals &#039;&#039;&#039;can&#039;&#039;&#039; be common, depending on the attached school of thought, or if followed singularly.&lt;br /&gt;
&lt;br /&gt;
= Federation Enforcement =&lt;br /&gt;
Enforcers, or Kala, are responsible for upholding the law within the Jargon Federation. Functioning in a strict hierarchy, the Kala are governed by a legislative body known as the Jargon Federation Security Council. Formed in &#039;&#039;&#039;901 CE&#039;&#039;&#039; as a means to unify all enforcement branches after the unification of the Alliance of the Three, the Kala were regarded one of the most important bodies of the Jargon Federation, as Skrell who devote their lives to ensure the wellbeing of others and their society.&lt;br /&gt;
&lt;br /&gt;
Their doctrines revolve around mobility, flexibility and precision. Whereas other units use a blunt approach, the Kala instead aim for the permanent neutralization of the situation - surgically striking to prevent it from growing out of control. Presently, the Kala maintain two core objectives. Firstly, ensuring the safety, security and cooperation of all systems under the Federation flag and protecting their borders. Secondly, reaching out to foreign communities outside their borders, be it within the Traverse or even the human Frontier. Representatives describe these operations as purely altruistic, aiding these communities both from a protection and economic point of view as part of the &amp;quot;Unity Initiative Project&amp;quot;. One such example of these operations was the Jargon Federation’s involvement in the [[Tajaran_Military_Structures#The_S.27rend.27marr_Coalition|S&#039;rend&#039;marr Coalition]]. The Skrell civilians providing [https://forums.aurorastation.org/topic/4674-warble-inquirer/page/2/?tab=comments#comment-123991 aid] there suffered little casualties, with the advanced technology of their nlomkala protectors dissuading any ALA strikes. &lt;br /&gt;
&lt;br /&gt;
[[File:Srom.PNG|thumb|125px|The unique emblem of the Sromkala]]&lt;br /&gt;
==Sromkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Prevent &amp;amp; Protect.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sromkala, translating to Dream Enforcers, are Skrell selected to ensure that major planetary dreambubbles are safe from malicious lucidity. Agents are selected for their high psychic potential to oversee the Srom to ensure that no illegal or anti-Federation activities occur, particularly through the malicious use of Nlom-capable devices. They are commonly situated close to Nlom Relays - using the technology to amplify their capabilities tenfold. It is said that for every Nlom Relay across the Jargon Federation, there is a Sromkala nestled within a special cryogenic pod that allows for their body to be in suspended animation, but allows their minds to project and continue working within Srom. &lt;br /&gt;
[[File:Nlom.PNG|thumb|125px|The unique emblem of the Nlomkala.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nlomkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Service with Excellence.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nlomkala, or Wake Enforcers, are often compared to police across alien space. The Nlomkala are expected to ensure the stability and safety of the Jargon Federation at a physical level; mostly pertaining to simple duties such as patrolling, executing warrants and responding to emergencies relayed by the Ruupkala. There are extensive requisites to join the Nlomkala - ranging from athletic ability, understanding of the law and mandatory public relation classes to ensure that those selected to join can respond to situations correctly. Nlomkala are also expected to operate both on land and beneath the waves of the various planets across the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Recently, the C&#039;thur Hive has began to supply the Nlomkala with Vaurca Warriors to bolster the Nlomkala&#039;s forces. These Warriors are largely from [[Vytel]]&#039;s brood and have been loyalty implanted, making the Federation&#039;s orders equal to those of a Queen&#039;s. If the Warriors experience a conflict of interest, they enter hibernation until it&#039;s resolved. Thankfully, due to Vaurca adaptability, these Warriors function just as well underwater as above it. &lt;br /&gt;
[[File:Ruup.PNG|thumb|125px|The unique emblem of the Ruupkala.]]&lt;br /&gt;
&lt;br /&gt;
==Ruupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Always Vigilant.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ruupkala - or Intelligence Enforcers - are the Federation&#039;s official security intelligence agency, designed around the need to maintain Skrell harmony as unobtrusively as possible and ensure a safe position in galactic politics. While one of the most respected Kala, their agents are often characterised as the least martially inclined of the enforcement branches, owing in part to Federation media&#039;s efforts to present them as dedicated and principled data gatherers. Similarly, the agency&#039;s role is declared strictly as internal and focused on counterintelligence; public Federation figures often praise the Ruupkala non-interventionist policy and dismiss accusations of espionage as ignorant of Jargon policy, or malicious.&lt;br /&gt;
[[File:Qukala.PNG|thumb|125px|The unique emblem of the Qukala.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Qukala==&lt;br /&gt;
&#039;&#039;&amp;quot;Perpetually primed.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Qukala, or Star Enforcers, function as the Navy of the Jargon Federation. Ranging from soldiers, to highly qualified personnel educated in engineering, or medical. Positions within the Qukala often require degrees from recognised universities across the Jargon Federation, meaning in only very rare circumstances will undereducated candidates be considered for the Qukala. The Qukala is one of the most powerful Navies in the Spur, due to the Federation&#039;s old age and advanced technological level. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Lukala&#039;&#039;&#039; was a branch of the Qukala once comprised of only [[Dionae]] and [[Vaurca]], but as of &#039;&#039;&#039;2463&#039;&#039;&#039;, the Directory of Defense Operations decided to dissolve the subbranch in favor in of integrating [[Dionae]] and [[Vaurca]] into the lower ranks of the Qukala as full members. This decision largely stemmed from the success the Lukala had in stopping insurgent activity in the Travese during the fallout of the recent Election. Furthermore, after striking a deal with the Grand Council, the C&#039;thur Hive (namely [[Vytel]]&#039;s brood) have begun to supply a steady stream of new Warriors for the Qukala. These new Warriors have a Federation-designed Loyalty Implant that equalizes the Federation&#039;s orders to that of a Queen&#039;s. If a conflict of interest arises, the Warriors merely enter hibernation until the conflict is resolved. &lt;br /&gt;
[[File:Tup.PNG|thumb|125px|The unique emblem of the Tupkala.]]&lt;br /&gt;
&lt;br /&gt;
==Tupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Courage, bravery and dedication.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tupkala, usually shorted to Tup, are highly revered Skrell. Only those with a long, distinguished career are capable of being elevated to the position of a Tup; a position that encompasses increased security clearance - as well as minor Idol status. Tupkala are able to originate from all the other branches of the Kala, but are additionally trained and implanted to prevent any security breaches in the unlikely event that they are captured by enemies of the Jargon Federation. These Skrell are commonly in their advanced age, with the mean being that of 276 years. When a Tup dies, their name will be added to the Tupkala Wall hosted in the Grand Councilor&#039;s Chamber on Kal&#039;lo.&lt;br /&gt;
&lt;br /&gt;
Their main prerogative being that of securing prominent figures across the Jargon Federation; keeping them safe from internals and external threats. Utilizing various Tupkala from the various different branches, Skrell who have pledged their unquestioning loyalty to the Jargon Federation, aided by loyalty implants not different to the discontinued line released by [[Nanotrasen Corporation| NanoTrasen]]. The Tupkala also tend to keep tabs on the various Representatives throughout the Orion Spur, ensuring both their safety and that their work is satisfactory.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2463&#039;&#039;&#039;, after a series of diplomatic incidents caused by Tupkala operating outside their orders, Grand Councilor Weashbi disbanded the Tupkala for the first time in history. A few months later, Weashbi rebuilt them with Skrell he personally handpicked from the other branches of the Kala. The Tupkala are now under Commander Kezoq Torq-Bep, Weashbi&#039;s chosen Leader. Oddly enough, Commander Kezoq was promoted from the Sromkala, an unlikely place to find candidates for the Tups.&lt;br /&gt;
&lt;br /&gt;
= Espionage =&lt;br /&gt;
&lt;br /&gt;
The act of spying, and gaining confidential information, is a long-held tradition for the Skrell. Throughout their existence as a species, remaining in the shadows and deploying operations from afar, has managed to take hold instead of large scale warfare. Across the Orion Spur the species remain feared for their exceptional espionage skills, and even better counterintelligence capacities. Equipped with stealth capabilities, various advanced technologies at their disposal, and backed by the Jargon Federation there is little that can stop the espionage agents distributed across the Spur.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
== Targets of Espionage == &lt;br /&gt;
&lt;br /&gt;
Specific agents will be tasked with different goals, and as such various categories have been developed in order to differentiate between the four categories; Bureaucracy, media, academia and militaries. Not all agents are designed to act in detriment of the state they observe, with some even implemented to ensure the success and growth; giving information back to the Jargon Federation in order for the Grand Council to best determine which ways to intervene. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bureaucracy&#039;&#039;&#039;, the strategic identification and assessment of resources within a bureaucratic state. Usually implemented across the Jargon Federation&#039;s territories, some have speculated that they have even dispatched some to other states across the Orion Spur. It has seen some victories, however, there are just as many defeats occurring across the traverse, with spies quickly sniffed out and imprisoned on various false charged by the planetary councillors. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Media&#039;&#039;&#039;, the infiltration of the social network - be in locally or across the Orion spur. Usually subtle, employing the use of various journalists and postgraduate students to enact their plans on influencing social media to be more Jargon Federation compliant. This includes censoring articles through methods that make it hard to access, or by flooding various social networks with pro-skrellian propaganda. It is unknown how successful these operations are, or how spread out they are. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Academia&#039;&#039;&#039;, individuals placed to penetrate and invade the fields of research and education. One of the more elusive agents deployed by the Jargon Federation, they are typically comprised of educators, scientists and even physicians, who are tasked with ensuring skrellian dominance over technology across the Orion Spur. It is assumed that these operations are quite successful, evident by the Skrell maintaining an advanced technological state compared to the lesser-nations it considers its neighbours.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Militaries&#039;&#039;&#039;, is truly the most secretive and elusive field of skrellian espionage. Various techniques, and technologies, are used to gather information in regards to the military capabilities of a particular state. The Jargon Federation dedicates a massive effort to this sector of espionage, with thousands of different methods implemented to ensure that skrellian agents can intervene and decapitate any opposing force that attempts to enact warfare on the Jargon Federation. It is unknown how successful these operations are, or how deep it goes.&lt;br /&gt;
&lt;br /&gt;
== Technology and Techniques ==&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation utilizes a variety of different technologies and techniques to ensure their dominance of espionage across the Orion Spur. Whilst most of their methods are aimed to be used within skrellian space, a few have been altered to be useful within the lesser nation-states. Depending on their placed categories agents may using steganography, clandestine concealment and stealth technologies, applied surveillance sciences, memory-erasers and sabotage. &lt;br /&gt;
&lt;br /&gt;
The introduction of alien species into the Jargon Federation, with unique biological and evolutionary advantages, the Skrell have managed to modernise their espionage tactics, doubling their effectiveness. These alien agents will undergo a variety of different treatments to ensure their loyalty to the Jargon Federation, with some even being implanted with loyalty implants to ensure it. &lt;br /&gt;
&lt;br /&gt;
In recent times, the Jargon Federation has been accused of altering their agents&#039; appearance to infiltrate governmental positions; posing as other species. Whilst they claim that is it ludicrous; rumours continue to perpetuate that the combination of both skrellian and vaurcan technology and techniques, it is a genuine possibility that they may have managed to crack the secrets of mass genome tampering.&lt;br /&gt;
&lt;br /&gt;
= Relations =&lt;br /&gt;
&lt;br /&gt;
== Relations with Foreign States ==&lt;br /&gt;
=== Solarian Alliance ===&lt;br /&gt;
&lt;br /&gt;
The Solarian Alliance sees the Jargon Federation as their closest ally within the Orion Spur, both economically and as a force to help preserve the status quo if anything seriously threatening galactic stability or if an unrecoverable disruption of the balance of power had to occur. Whilst there are whispers of many that fear the potential growth of the Jargon Federation into the wildlands that the Solarian Alliance still seeks to return to the fold, their relationship has continued to prosper even after the turbulent events that nearly brought the Orion Spur to its knees. &lt;br /&gt;
&lt;br /&gt;
The Solarian Alliance has the most Representatives of the Jargon Federation within its borders, who typically work alongside one another to maintain the relationship between both nations. The recent events that have resulted in the shrinking of the Solarian Alliance has prompted additional Representatives working within its borders; seeking further avenues in which the Jargon Federation can expand their influence within the Solarian Alliance. The Solarian Alliance and Jargon Federation have several agreements; mostly related to trade, research, and migration.&lt;br /&gt;
&lt;br /&gt;
=== Republic of Biesel ===&lt;br /&gt;
&lt;br /&gt;
In most official capacities, the Republic of Biesel maintains positive relations with the Jargon Federation to the beneficial trade that occurs between the both of them. Politically, it is mostly the same, however there is a growing number within the Republic that have begun to view the Jargon Federation as untrustworthy due to their lack of intervention during both invasions of Tau Ceti. Tau Ceti is one of few places outside of the Jargon Federation that is considered worthy of visiting by Skrell; resulting in an increased demand for visas (tourist and work) for Tau Ceti. &lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel, at any given time, has roughly the second-largest amount of Representatives of the Jargon Federation within its borders. Following the events that nearly crippled the Orion Spur, the Jargon Federation has begun searching for another way to increase their influence within the fledgeling republic; mostly through the use of foreign aid, and restricted technological exchanges. The Republic of Biesel has expressed interest in increased diplomatic ties with the Jargon Federation; mostly involving concessions for Megacorporations to be able to freely operate within the political entity. The Jargon Federation has affirmed that they see the Republic of Biesel as a valuable diplomatic partner, and publically wishes to increase diplomatic ties with them.&lt;br /&gt;
&lt;br /&gt;
=== Coalition of Colonies ===&lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies is somewhat public about their opinion of the Jargon Federation; stating that they are suspicious of the foreign policy boosted by the nation, alongside its authoritarian system. They also view the Jargon Federation as Sol-aligned, and therefore anti-Coalition of Colonies by association. Whilst there are talks about economical cooperation, however, both the Coalition of Colonies and the Jargon Federation would be able to produce large quantities of wealth off of one another. &lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies sports a few dozen Representatives of the Jargon Federation within its borders, mostly tasked with improving the relations between the two behemoths. The inaction of the Jargon Federation in the Second Invasion of Tau Ceti has resulted in quite a stir within the Coalition; many citing that the Jargon Federation is no longer pro-Sol, with others perpetuating rumours that they simply bide their time and will soon be launching an attack on the Orion Spur. The Jargon Federation has publically announced an interest in exploring additional diplomatic avenues with the Coalition of Colonies; however, little effort has been seen in regards to this. &lt;br /&gt;
&lt;br /&gt;
=== Empire of Dominia ===&lt;br /&gt;
&lt;br /&gt;
Thee Empire of Dominia maintains a public ambivalent relations with the Jargon Federation; politically and economically. Hardly any effort is exerted in regards to the Jargon Federation officially, with some more liberal merchant factions rooted within proposing trade with the Skrell. Unofficially, the Empire of Dominia is split ideologically in regards to the political entity. Many both like that the Jargon Federation has taken steps in restricting artificial intelligence, but there is also a sizeable that hates them for being the first ones to create it.&lt;br /&gt;
&lt;br /&gt;
The Empire of Dominia maintains only six Representatives of the Jargon Federation within its borders, focusing on creating opportunities for trading, with little success. The inaction of both the Jargon Federation and the Empire of Dominia during the latest turbulent events of the Orion Spur has resulted in the warming of relations somewhat. The Jargon Federation has displayed minor interest in exploring the relationship between the two entities but has yet to engage in such diplomacy. &lt;br /&gt;
&lt;br /&gt;
=== Serene Republic of Elyra ===&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra has publically maintained that they are suspicious of Jargon encroachment, as well as interference in human affairs, in lieu of the Solarian Alliance&#039;s collapse - despite this, they continue cordial if a bit distant relations with the Jargon Federation. There are whispers that many within Elyra see the Jargon Federation as an ally against the Lii&#039;dra should they return. They are economically disinterested in the Jargon Federation, as the Serene Republic of Elyra has continued their self-sufficiency since the collapse of the Solarian Alliance, and the trade that the nation does conduct are mostly done with the Coalition of Colonies and the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra has roughly two dozen Representatives of the Jargon Federation within its borders, with a focus on technological cooperation. The inaction of the Jargon Federation during the recent events that haunted the Orion Spur has resulted in relations between the two technological giants to become somewhat cold, with a large migration of Representatives back to the Jargon Federation. The Jargon Federation publically supports a minor interest in exploring a relationship with the Serene Republic of Elyra, a technological one, that is.&lt;br /&gt;
&lt;br /&gt;
=== Eridani Corporate Federation ===&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation has made the Orion Spur very aware of their interest to pursue additional economic cooperation with the Jargon Federation; citing that it is a massive market for Zeng Hu Pharmaceuticals, and Megacorporations found within the Board of Five. The closeness of the Jargon Federation and the Solarian Alliance has resulted in cordial relations between these two federations, with a significant amount of both the entities wealth being invested into one another. &lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation maintains the third largest following of Representatives of the Jargon Federation within its borders, with most focusing on exploring additional economic cooperative avenues that will enhance the wealth of both. The inaction of the Jargon Federation during the Second Invasion of Tau Ceti has resulted in somewhat weakened relations; however, the Eridani Corporate Federation publically maintains that the Jargon Federation is a crucial member of its economy. The Jargon Federation has all-but-ensured that the Eridani Corporate Federation will soon benefit from proposed deregulation of the skrellian economy. &lt;br /&gt;
&lt;br /&gt;
=== People&#039;s Republic of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai attempts to secure a respectful, diplomatic relationship with the Jargon Federation; mostly in part due to its policy of approaching alien powers for support in the Adhomian Cold War. The People&#039;s Republic of Adhomai has essentially pushed for cordial relations between them and the Jargon Federation resulting in increased cooperatives, mostly involving the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; - a diplomatic agreement in which the Jargon Federation commences humanitarian aid projects and provides monetary assistance. &lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai has roughly three dozen Representatives of the Jargon Federation within its borders, mostly focusing on administrating the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; and facilitating diplomacy between the three warring nations on Adhomai. The inaction of the Jargon Federation during the recent Solarian Invasion of Tau Ceti and resulting collapse that turned the Orion Spur on its head has not had an impact on the relationship between the Jargon Federation and the People&#039;s Republic of Adhomai. The Jargon Federation recently broke it&#039;s stance of neutrality in regards to Adhomai. After an attempted terror attack on District 8 in Biesel&#039;s Mendell City by radical Al&#039;mariist insurgents, the Federation officially recognized the People&#039;s Republic of Adhomai as the sole civil authority of the planet and began to support their claims politically. It&#039;s unknown to the public if the Federation is offering more material support behind the scenes due to both nations&#039; private nature.&lt;br /&gt;
&lt;br /&gt;
=== Democratic People&#039;s Republic of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The Democratic People&#039;s Republic of Adhomai has little to no relations with the Jargon Federation; mostly due to the xenophobic nature of Al&#039;mariism. The Jargon Federation is viewed by many within the Democratic People&#039;s Republic of Adhomai&#039;s borders as a threat to their independence and future; which usually devolves into accusations of imperialism by various prominent politicians. Even the most progressive of Al&#039;mariists maintain the dislike of the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
The Democratic People&#039;s Republic of Adhomai has no Representatives of the Jargon Federation within its borders. The lack of any Representatives has lead to the relationship between the two entities to stagnate, and remain rather cold towards one another. The inaction of the Jargon Federation in the Second Invasion of Tau Ceti was actually seen as a good thing by many within the Democratic People&#039;s Republic of Adhomai; as the Skrell had, for once, not intervened in galactic politics. The Jargon Federation maintains that the Democratic People&#039;s Republic is a threat to the safety, and prosperity, of Adhomai.&lt;br /&gt;
&lt;br /&gt;
=== New Kingdom of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai, due to its precarious position, maintains an official intention of establishing positive diplomatic ties with the Jargon Federation; mostly in hopes of establishing the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; within its borders. The turbulent history of Adhomai has resulted in somewhat lukewarm relations between the New Kingdom of Adhomai and the Jargon Federation, however, it is improving as the weeks go by thanks to continued efforts from both entities. &lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai has roughly a dozen Representatives of the Jargon Federation within its borders, with their focus usually remaining on creating cordial relations to establish &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; within the more developed cities across the New Kingdom of Adhomai. The lack of action during the latest events of the Orion Spur hasn&#039;t had a profound impact on the relationship between the New Kingdom of Adhomai and the Jargon Federation. The Jargon Federation supports a public diplomatic agenda that aims to introduce their presence within the New Kingdom of Adhomai.  &lt;br /&gt;
&lt;br /&gt;
=== Izweski Hegemony ===&lt;br /&gt;
&lt;br /&gt;
The relationship between the nations of Skrell and Unathi has been rocky, to say the least. Following their introduction to the intergalactic stage and subsequent Contact War, the rule of Hegemon S&#039;kresti caused relations to sour. The conflict on Ouerea as well as the handling of the Defiled Lands and various accusations made by both sides, proven or otherwise, only continues to mar recent history. It is only with the death of the last Hegemon and the official coronation of Not&#039;zar Izweski where the situation is beginning to look hopeful for relations.&lt;br /&gt;
&lt;br /&gt;
The stifling silence between them is seen to be either a growing tension between two groups on the cusp of change, or merely an awkward pause before reconciliation, reparation, and realignment. Though they lack embassies in their respective territories, the Skrell assert responsibility and interest in the development in Ouerea as it becomes a cultural hotbed and merger of ideas and innovation, and as such talks between the two groups is inevitable. Furthermore, Skrell and Unathi delegations have been openly suggesting diplomacy; though facing backlash from bitter traditionalists and more conservative Unathi in the Hegemony, it is clear some amount of change is on the horizon, for better or for worse.&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=21794</id>
		<title>Skrell Politics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=21794"/>
		<updated>2021-11-07T16:16:28Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: /* People&amp;#039;s Republic of Adhomai */ Bayonet Hand&amp;#039;s Fallout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Politics = &lt;br /&gt;
&lt;br /&gt;
== Grand Council ==&lt;br /&gt;
&lt;br /&gt;
Wuqrnjeq-Qu&#039;Nralakk &#039;&#039;&#039;(Grand Council of the Jargon Federation)&#039;&#039;&#039; is the supreme ruling body of the entirety of the Jargon Federation. The Council will utilize subspace communication frequencies to delegate during non-essential meetings, however, are expected to return to Qerrbalak to attend an annual meeting held in Kal’lo. There are fourteen seats on the Grand Council (not including the Grand Councillor). This is a reflection on the amount of &#039;&#039;&#039;Sector Councillors&#039;&#039;&#039; there are, loosely calculated by population figures denoted in censuses.&lt;br /&gt;
&lt;br /&gt;
Each sector is essentially granted two seats; with the Grand Council operating similarly to a barter system mostly comprised of the Sector Councillors exchanging resources between their sectors for political power. This has resulted in a &#039;&#039;&#039;disproportionate amount of political power&#039;&#039;&#039; being found within the Core, Elemental and Contingent Sectors. Through this political maneuvering, the Traverse Sectors are often pushed into a corner and &#039;&#039;&#039;forced&#039;&#039;&#039; to submit their political power to the core systems in exchange for resources.&lt;br /&gt;
&lt;br /&gt;
Information on the various sectors can be located [[Notable Skrell Systems and Locations| here]].&lt;br /&gt;
&lt;br /&gt;
== Representatives ==&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation employs several hundred individuals to fill ambassadorial positions between it and other foreign entities; known by many as merely &#039;&#039;&#039;Representatives&#039;&#039;&#039;. Each Representative is recognized by the Grand council as an individual who holds the Jargon Federation&#039;s best interests at heart and has been entrusted to represent and protect these interests even outside of the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Often, these individuals will study the society in which they are meant to act as an ambassadorial representative; mostly being that of culture and politics. This is expected to enhance the ability of the individual representing the Jargon Federation. Representatives are considered highly influential in regards to politics outside of the Jargon Federation; due to their handling of information, but also due to their loyalty. These Representatives are expected to claim an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; -- an action which stands to present as the individual&#039;s primary field of expertise, and denote the foreign entity to which they devote their time to. &lt;br /&gt;
&lt;br /&gt;
Representatives who share an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; are expected to work together and cooperate to effectively protect the interests of the Jargon Federation. Representatives that show a considerable aptitude when dealing with their respective &amp;quot;Entity of Interest&amp;quot; will typically remain aboard consistently, until recalled by the Grand Council. These individuals are highly versed in politics, and as such may result in fame arising due to their position; eventually achieving Idol-status. Representatives that achieve such a status will typically be under minute scrutiny by the Grand Council, with even the whisper of scandal resulting in their retraction as a Jargon Federation Representative. &lt;br /&gt;
&lt;br /&gt;
== Schools of Thought ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Symbiosism:&#039;&#039;&#039; The more &amp;quot;mainstream&amp;quot; ideology within the Jargon Federation; it follows closely the principles of welcoming the influence Humanity has within its borders, but also promoting the core ideals of the Skrell that have guided them for millennia. It is rather susceptible to change, and radicals are few and far between. Doctrines revolve around co-operation with other species and providing assistance to lesser nations within the Orion Spur. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Isolationism:&#039;&#039;&#039; A growing ideology within the Jargon Federation that has managed to gather a following, it dictates the need for Skrell to retract themselves from the affairs of the Orion Spur, only involving themselves if affected directly. It is resistant to change and aims to have the Jargon Federation be entirely self-dependable. Doctrines revolve around the Pro-Skrell status quo. Radicals are common within this group.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Progressivism:&#039;&#039;&#039; Typically, this ideology is often paired with other ideologies under the guise of &amp;quot;visionary radicals&amp;quot;, it revolves around the pursuit of the Jargon Federation pushing to be a dominion. It is only through the Jargon Federation reclaiming themselves as the &amp;quot;Behemoth of the Orion Spur&amp;quot; will the Orion Spur truly find themselves in enlightened times. It has a heavy focus on the Jargon Federation being economically, technologically, and militarily superior to all other nations within the Orion Spur. Radicals &#039;&#039;&#039;can&#039;&#039;&#039; be common, depending on the attached school of thought, or if followed singularly.&lt;br /&gt;
&lt;br /&gt;
= Federation Enforcement =&lt;br /&gt;
Enforcers, or Kala, are responsible for upholding the law within the Jargon Federation. Functioning in a strict hierarchy, the Kala are governed by a legislative body known as the Jargon Federation Security Council. Formed in &#039;&#039;&#039;901 CE&#039;&#039;&#039; as a means to unify all enforcement branches after the unification of the Alliance of the Three, the Kala were regarded one of the most important bodies of the Jargon Federation, as Skrell who devote their lives to ensure the wellbeing of others and their society.&lt;br /&gt;
&lt;br /&gt;
Their doctrines revolve around mobility, flexibility and precision. Whereas other units use a blunt approach, the Kala instead aim for the permanent neutralization of the situation - surgically striking to prevent it from growing out of control. Presently, the Kala maintain two core objectives. Firstly, ensuring the safety, security and cooperation of all systems under the Federation flag and protecting their borders. Secondly, reaching out to foreign communities outside their borders, be it within the Traverse or even the human Frontier. Representatives describe these operations as purely altruistic, aiding these communities both from a protection and economic point of view as part of the &amp;quot;Unity Initiative Project&amp;quot;. One such example of these operations was the Jargon Federation’s involvement in the [[Tajaran_Military_Structures#The_S.27rend.27marr_Coalition|S&#039;rend&#039;marr Coalition]]. The Skrell civilians providing [https://forums.aurorastation.org/topic/4674-warble-inquirer/page/2/?tab=comments#comment-123991 aid] there suffered little casualties, with the advanced technology of their nlomkala protectors dissuading any ALA strikes. &lt;br /&gt;
&lt;br /&gt;
[[File:Srom.PNG|thumb|125px|The unique emblem of the Sromkala]]&lt;br /&gt;
==Sromkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Prevent &amp;amp; Protect.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sromkala, translating to Dream Enforcers, are Skrell selected to ensure that major planetary dreambubbles are safe from malicious lucidity. Agents are selected for their high psychic potential to oversee the Srom to ensure that no illegal or anti-Federation activities occur, particularly through the malicious use of Nlom-capable devices. They are commonly situated close to Nlom Relays - using the technology to amplify their capabilities tenfold. It is said that for every Nlom Relay across the Jargon Federation, there is a Sromkala nestled within a special cryogenic pod that allows for their body to be in suspended animation, but allows their minds to project and continue working within Srom. &lt;br /&gt;
[[File:Nlom.PNG|thumb|125px|The unique emblem of the Nlomkala.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nlomkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Service with Excellence.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nlomkala, or Wake Enforcers, are often compared to police across alien space. The Nlomkala are expected to ensure the stability and safety of the Jargon Federation at a physical level; mostly pertaining to simple duties such as patrolling, executing warrants and responding to emergencies relayed by the Ruupkala. There are extensive requisites to join the Nlomkala - ranging from athletic ability, understanding of the law and mandatory public relation classes to ensure that those selected to join can respond to situations correctly. Nlomkala are also expected to operate both on land and beneath the waves of the various planets across the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Recently, the C&#039;thur Hive has began to supply the Nlomkala with Vaurca Warriors to bolster the Nlomkala&#039;s forces. These Warriors are largely from [[Vytel]]&#039;s brood and have been loyalty implanted, making the Federation&#039;s orders equal to those of a Queen&#039;s. If the Warriors experience a conflict of interest, they enter hibernation until it&#039;s resolved. Thankfully, due to Vaurca adaptability, these Warriors function just as well underwater as above it. &lt;br /&gt;
[[File:Ruup.PNG|thumb|125px|The unique emblem of the Ruupkala.]]&lt;br /&gt;
&lt;br /&gt;
==Ruupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Always Vigilant.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ruupkala - or Intelligence Enforcers - are the Federation&#039;s official security intelligence agency, designed around the need to maintain Skrell harmony as unobtrusively as possible and ensure a safe position in galactic politics. While one of the most respected Kala, their agents are often characterised as the least martially inclined of the enforcement branches, owing in part to Federation media&#039;s efforts to present them as dedicated and principled data gatherers. Similarly, the agency&#039;s role is declared strictly as internal and focused on counterintelligence; public Federation figures often praise the Ruupkala non-interventionist policy and dismiss accusations of espionage as ignorant of Jargon policy, or malicious.&lt;br /&gt;
[[File:Qukala.PNG|thumb|125px|The unique emblem of the Qukala.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Qukala==&lt;br /&gt;
&#039;&#039;&amp;quot;Perpetually primed.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Qukala, or Star Enforcers, function as the Navy of the Jargon Federation. Ranging from soldiers, to highly qualified personnel educated in engineering, or medical. Positions within the Qukala often require degrees from recognised universities across the Jargon Federation, meaning in only very rare circumstances will undereducated candidates be considered for the Qukala. The Qukala is one of the most powerful Navies in the Spur, due to the Federation&#039;s old age and advanced technological level. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Lukala&#039;&#039;&#039; was a branch of the Qukala once comprised of only [[Dionae]] and [[Vaurca]], but as of &#039;&#039;&#039;2463&#039;&#039;&#039;, the Directory of Defense Operations decided to dissolve the subbranch in favor in of integrating [[Dionae]] and [[Vaurca]] into the lower ranks of the Qukala as full members. This decision largely stemmed from the success the Lukala had in stopping insurgent activity in the Travese during the fallout of the recent Election. Furthermore, after striking a deal with the Grand Council, the C&#039;thur Hive (namely [[Vytel]]&#039;s brood) have begun to supply a steady stream of new Warriors for the Qukala. These new Warriors have a Federation-designed Loyalty Implant that equalizes the Federation&#039;s orders to that of a Queen&#039;s. If a conflict of interest arises, the Warriors merely enter hibernation until the conflict is resolved. &lt;br /&gt;
[[File:Tup.PNG|thumb|125px|The unique emblem of the Tupkala.]]&lt;br /&gt;
&lt;br /&gt;
==Tupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Courage, bravery and dedication.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tupkala, usually shorted to Tup, are highly revered Skrell. Only those with a long, distinguished career are capable of being elevated to the position of a Tup; a position that encompasses increased security clearance - as well as minor Idol status. Tupkala are able to originate from all the other branches of the Kala, but are additionally trained and implanted to prevent any security breaches in the unlikely event that they are captured by enemies of the Jargon Federation. These Skrell are commonly in their advanced age, with the mean being that of 276 years. When a Tup dies, their name will be added to the Tupkala Wall hosted in the Grand Councilor&#039;s Chamber on Kal&#039;lo.&lt;br /&gt;
&lt;br /&gt;
Their main prerogative being that of securing prominent figures across the Jargon Federation; keeping them safe from internals and external threats. Utilizing various Tupkala from the various different branches, Skrell who have pledged their unquestioning loyalty to the Jargon Federation, aided by loyalty implants not different to the discontinued line released by [[Nanotrasen Corporation| NanoTrasen]]. The Tupkala also tend to keep tabs on the various Representatives throughout the Orion Spur, ensuring both their safety and that their work is satisfactory.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2463&#039;&#039;&#039;, after a series of diplomatic incidents caused by Tupkala operating outside their orders, Grand Councilor Weashbi disbanded the Tupkala for the first time in history. A few months later, Weashbi rebuilt them with Skrell he personally handpicked from the other branches of the Kala. The Tupkala are now under Commander Kezoq Torq-Bep, Weashbi&#039;s chosen Leader. Oddly enough, Commander Kezoq was promoted from the Sromkala, an unlikely place to find candidates for the Tups.&lt;br /&gt;
&lt;br /&gt;
= Espionage =&lt;br /&gt;
&lt;br /&gt;
The act of spying, and gaining confidential information, is a long-held tradition for the Skrell. Throughout their existence as a species, remaining in the shadows and deploying operations from afar, has managed to take hold instead of large scale warfare. Across the Orion Spur the species remain feared for their exceptional espionage skills, and even better counterintelligence capacities. Equipped with stealth capabilities, various advanced technologies at their disposal, and backed by the Jargon Federation there is little that can stop the espionage agents distributed across the Spur.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
== Targets of Espionage == &lt;br /&gt;
&lt;br /&gt;
Specific agents will be tasked with different goals, and as such various categories have been developed in order to differentiate between the four categories; Bureaucracy, media, academia and militaries. Not all agents are designed to act in detriment of the state they observe, with some even implemented to ensure the success and growth; giving information back to the Jargon Federation in order for the Grand Council to best determine which ways to intervene. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bureaucracy&#039;&#039;&#039;, the strategic identification and assessment of resources within a bureaucratic state. Usually implemented across the Jargon Federation&#039;s territories, some have speculated that they have even dispatched some to other states across the Orion Spur. It has seen some victories, however, there are just as many defeats occurring across the traverse, with spies quickly sniffed out and imprisoned on various false charged by the planetary councillors. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Media&#039;&#039;&#039;, the infiltration of the social network - be in locally or across the Orion spur. Usually subtle, employing the use of various journalists and postgraduate students to enact their plans on influencing social media to be more Jargon Federation compliant. This includes censoring articles through methods that make it hard to access, or by flooding various social networks with pro-skrellian propaganda. It is unknown how successful these operations are, or how spread out they are. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Academia&#039;&#039;&#039;, individuals placed to penetrate and invade the fields of research and education. One of the more elusive agents deployed by the Jargon Federation, they are typically comprised of educators, scientists and even physicians, who are tasked with ensuring skrellian dominance over technology across the Orion Spur. It is assumed that these operations are quite successful, evident by the Skrell maintaining an advanced technological state compared to the lesser-nations it considers its neighbours.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Militaries&#039;&#039;&#039;, is truly the most secretive and elusive field of skrellian espionage. Various techniques, and technologies, are used to gather information in regards to the military capabilities of a particular state. The Jargon Federation dedicates a massive effort to this sector of espionage, with thousands of different methods implemented to ensure that skrellian agents can intervene and decapitate any opposing force that attempts to enact warfare on the Jargon Federation. It is unknown how successful these operations are, or how deep it goes.&lt;br /&gt;
&lt;br /&gt;
== Technology and Techniques ==&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation utilizes a variety of different technologies and techniques to ensure their dominance of espionage across the Orion Spur. Whilst most of their methods are aimed to be used within skrellian space, a few have been altered to be useful within the lesser nation-states. Depending on their placed categories agents may using steganography, clandestine concealment and stealth technologies, applied surveillance sciences, memory-erasers and sabotage. &lt;br /&gt;
&lt;br /&gt;
The introduction of alien species into the Jargon Federation, with unique biological and evolutionary advantages, the Skrell have managed to modernise their espionage tactics, doubling their effectiveness. These alien agents will undergo a variety of different treatments to ensure their loyalty to the Jargon Federation, with some even being implanted with loyalty implants to ensure it. &lt;br /&gt;
&lt;br /&gt;
In recent times, the Jargon Federation has been accused of altering their agents&#039; appearance to infiltrate governmental positions; posing as other species. Whilst they claim that is it ludicrous; rumours continue to perpetuate that the combination of both skrellian and vaurcan technology and techniques, it is a genuine possibility that they may have managed to crack the secrets of mass genome tampering.&lt;br /&gt;
&lt;br /&gt;
= Relations =&lt;br /&gt;
&lt;br /&gt;
== Relations with Foreign States ==&lt;br /&gt;
=== Solarian Alliance ===&lt;br /&gt;
&lt;br /&gt;
The Solarian Alliance sees the Jargon Federation as their closest ally within the Orion Spur, both economically and as a force to help preserve the status quo if anything seriously threatening galactic stability or if an unrecoverable disruption of the balance of power had to occur. Whilst there are whispers of many that fear the potential growth of the Jargon Federation into the wildlands that the Solarian Alliance still seeks to return to the fold, their relationship has continued to prosper even after the turbulent events that nearly brought the Orion Spur to its knees. &lt;br /&gt;
&lt;br /&gt;
The Solarian Alliance has the most Representatives of the Jargon Federation within its borders, who typically work alongside one another to maintain the relationship between both nations. The recent events that have resulted in the shrinking of the Solarian Alliance has prompted additional Representatives working within its borders; seeking further avenues in which the Jargon Federation can expand their influence within the Solarian Alliance. The Solarian Alliance and Jargon Federation have several agreements; mostly related to trade, research, and migration.&lt;br /&gt;
&lt;br /&gt;
=== Republic of Biesel ===&lt;br /&gt;
&lt;br /&gt;
In most official capacities, the Republic of Biesel maintains positive relations with the Jargon Federation to the beneficial trade that occurs between the both of them. Politically, it is mostly the same, however there is a growing number within the Republic that have begun to view the Jargon Federation as untrustworthy due to their lack of intervention during both invasions of Tau Ceti. Tau Ceti is one of few places outside of the Jargon Federation that is considered worthy of visiting by Skrell; resulting in an increased demand for visas (tourist and work) for Tau Ceti. &lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel, at any given time, has roughly the second-largest amount of Representatives of the Jargon Federation within its borders. Following the events that nearly crippled the Orion Spur, the Jargon Federation has begun searching for another way to increase their influence within the fledgeling republic; mostly through the use of foreign aid, and restricted technological exchanges. The Republic of Biesel has expressed interest in increased diplomatic ties with the Jargon Federation; mostly involving concessions for Megacorporations to be able to freely operate within the political entity. The Jargon Federation has affirmed that they see the Republic of Biesel as a valuable diplomatic partner, and publically wishes to increase diplomatic ties with them.&lt;br /&gt;
&lt;br /&gt;
=== Coalition of Colonies ===&lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies is somewhat public about their opinion of the Jargon Federation; stating that they are suspicious of the foreign policy boosted by the nation, alongside its authoritarian system. They also view the Jargon Federation as Sol-aligned, and therefore anti-Coalition of Colonies by association. Whilst there are talks about economical cooperation, however, both the Coalition of Colonies and the Jargon Federation would be able to produce large quantities of wealth off of one another. &lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies sports a few dozen Representatives of the Jargon Federation within its borders, mostly tasked with improving the relations between the two behemoths. The inaction of the Jargon Federation in the Second Invasion of Tau Ceti has resulted in quite a stir within the Coalition; many citing that the Jargon Federation is no longer pro-Sol, with others perpetuating rumours that they simply bide their time and will soon be launching an attack on the Orion Spur. The Jargon Federation has publically announced an interest in exploring additional diplomatic avenues with the Coalition of Colonies; however, little effort has been seen in regards to this. &lt;br /&gt;
&lt;br /&gt;
=== Empire of Dominia ===&lt;br /&gt;
&lt;br /&gt;
Thee Empire of Dominia maintains a public ambivalent relations with the Jargon Federation; politically and economically. Hardly any effort is exerted in regards to the Jargon Federation officially, with some more liberal merchant factions rooted within proposing trade with the Skrell. Unofficially, the Empire of Dominia is split ideologically in regards to the political entity. Many both like that the Jargon Federation has taken steps in restricting artificial intelligence, but there is also a sizeable that hates them for being the first ones to create it.&lt;br /&gt;
&lt;br /&gt;
The Empire of Dominia maintains only six Representatives of the Jargon Federation within its borders, focusing on creating opportunities for trading, with little success. The inaction of both the Jargon Federation and the Empire of Dominia during the latest turbulent events of the Orion Spur has resulted in the warming of relations somewhat. The Jargon Federation has displayed minor interest in exploring the relationship between the two entities but has yet to engage in such diplomacy. &lt;br /&gt;
&lt;br /&gt;
=== Serene Republic of Elyra ===&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra has publically maintained that they are suspicious of Jargon encroachment, as well as interference in human affairs, in lieu of the Solarian Alliance&#039;s collapse - despite this, they continue cordial if a bit distant relations with the Jargon Federation. There are whispers that many within Elyra see the Jargon Federation as an ally against the Lii&#039;dra should they return. They are economically disinterested in the Jargon Federation, as the Serene Republic of Elyra has continued their self-sufficiency since the collapse of the Solarian Alliance, and the trade that the nation does conduct are mostly done with the Coalition of Colonies and the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra has roughly two dozen Representatives of the Jargon Federation within its borders, with a focus on technological cooperation. The inaction of the Jargon Federation during the recent events that haunted the Orion Spur has resulted in relations between the two technological giants to become somewhat cold, with a large migration of Representatives back to the Jargon Federation. The Jargon Federation publically supports a minor interest in exploring a relationship with the Serene Republic of Elyra, a technological one, that is.&lt;br /&gt;
&lt;br /&gt;
=== Eridani Corporate Federation ===&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation has made the Orion Spur very aware of their interest to pursue additional economic cooperation with the Jargon Federation; citing that it is a massive market for Zeng Hu Pharmaceuticals, and Megacorporations found within the Board of Five. The closeness of the Jargon Federation and the Solarian Alliance has resulted in cordial relations between these two federations, with a significant amount of both the entities wealth being invested into one another. &lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation maintains the third largest following of Representatives of the Jargon Federation within its borders, with most focusing on exploring additional economic cooperative avenues that will enhance the wealth of both. The inaction of the Jargon Federation during the Second Invasion of Tau Ceti has resulted in somewhat weakened relations; however, the Eridani Corporate Federation publically maintains that the Jargon Federation is a crucial member of its economy. The Jargon Federation has all-but-ensured that the Eridani Corporate Federation will soon benefit from proposed deregulation of the skrellian economy. &lt;br /&gt;
&lt;br /&gt;
=== People&#039;s Republic of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai attempts to secure a respectful, diplomatic relationship with the Jargon Federation; mostly in part due to its policy of approaching alien powers for support in the Adhomian Cold War. The People&#039;s Republic of Adhomai has essentially pushed for cordial relations between them and the Jargon Federation resulting in increased cooperatives, mostly involving the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; - a diplomatic agreement in which the Jargon Federation commences humanitarian aid projects and provides monetary assistance. &lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai has roughly three dozen Representatives of the Jargon Federation within its borders, mostly focusing on administrating the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; and facilitating diplomacy between the three warring nations on Adhomai. The inaction of the Jargon Federation during the recent Solarian Invasion of Tau Ceti and resulting collapse that turned the Orion Spur on its head has not had an impact on the relationship between the Jargon Federation and the People&#039;s Republic of Adhomai. The Jargon Federation recently broke it&#039;s stance of neutrality in regards to Adhomai. After an attempted terror attack on District 8 in Biesel&#039;s Mendell City by radical Al&#039;mariist insurgents, the Federation officially recognized the People&#039;s Republic of Adhomai as the sole civil authority of the planet and began to support their claims politically. It&#039;s unknown to the public if the Federation is offering more material support behind the scenes due to both nations private nature.&lt;br /&gt;
&lt;br /&gt;
=== Democratic People&#039;s Republic of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The Democratic People&#039;s Republic of Adhomai has little to no relations with the Jargon Federation; mostly due to the xenophobic nature of Al&#039;mariism. The Jargon Federation is viewed by many within the Democratic People&#039;s Republic of Adhomai&#039;s borders as a threat to their independence and future; which usually devolves into accusations of imperialism by various prominent politicians. Even the most progressive of Al&#039;mariists maintain the dislike of the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
The Democratic People&#039;s Republic of Adhomai has no Representatives of the Jargon Federation within its borders. The lack of any Representatives has lead to the relationship between the two entities to stagnate, and remain rather cold towards one another. The inaction of the Jargon Federation in the Second Invasion of Tau Ceti was actually seen as a good thing by many within the Democratic People&#039;s Republic of Adhomai; as the Skrell had, for once, not intervened in galactic politics. The Jargon Federation maintains that the Democratic People&#039;s Republic is a threat to the safety, and prosperity, of Adhomai.&lt;br /&gt;
&lt;br /&gt;
=== New Kingdom of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai, due to its precarious position, maintains an official intention of establishing positive diplomatic ties with the Jargon Federation; mostly in hopes of establishing the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; within its borders. The turbulent history of Adhomai has resulted in somewhat lukewarm relations between the New Kingdom of Adhomai and the Jargon Federation, however, it is improving as the weeks go by thanks to continued efforts from both entities. &lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai has roughly a dozen Representatives of the Jargon Federation within its borders, with their focus usually remaining on creating cordial relations to establish &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; within the more developed cities across the New Kingdom of Adhomai. The lack of action during the latest events of the Orion Spur hasn&#039;t had a profound impact on the relationship between the New Kingdom of Adhomai and the Jargon Federation. The Jargon Federation supports a public diplomatic agenda that aims to introduce their presence within the New Kingdom of Adhomai.  &lt;br /&gt;
&lt;br /&gt;
=== Izweski Hegemony ===&lt;br /&gt;
&lt;br /&gt;
The relationship between the nations of Skrell and Unathi has been rocky, to say the least. Following their introduction to the intergalactic stage and subsequent Contact War, the rule of Hegemon S&#039;kresti caused relations to sour. The conflict on Ouerea as well as the handling of the Defiled Lands and various accusations made by both sides, proven or otherwise, only continues to mar recent history. It is only with the death of the last Hegemon and the official coronation of Not&#039;zar Izweski where the situation is beginning to look hopeful for relations.&lt;br /&gt;
&lt;br /&gt;
The stifling silence between them is seen to be either a growing tension between two groups on the cusp of change, or merely an awkward pause before reconciliation, reparation, and realignment. Though they lack embassies in their respective territories, the Skrell assert responsibility and interest in the development in Ouerea as it becomes a cultural hotbed and merger of ideas and innovation, and as such talks between the two groups is inevitable. Furthermore, Skrell and Unathi delegations have been openly suggesting diplomacy; though facing backlash from bitter traditionalists and more conservative Unathi in the Hegemony, it is clear some amount of change is on the horizon, for better or for worse.&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=21793</id>
		<title>Skrell Politics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=21793"/>
		<updated>2021-11-07T16:04:12Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: /* Nlomkala */ Added Tup Reformation Arc Stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Politics = &lt;br /&gt;
&lt;br /&gt;
== Grand Council ==&lt;br /&gt;
&lt;br /&gt;
Wuqrnjeq-Qu&#039;Nralakk &#039;&#039;&#039;(Grand Council of the Jargon Federation)&#039;&#039;&#039; is the supreme ruling body of the entirety of the Jargon Federation. The Council will utilize subspace communication frequencies to delegate during non-essential meetings, however, are expected to return to Qerrbalak to attend an annual meeting held in Kal’lo. There are fourteen seats on the Grand Council (not including the Grand Councillor). This is a reflection on the amount of &#039;&#039;&#039;Sector Councillors&#039;&#039;&#039; there are, loosely calculated by population figures denoted in censuses.&lt;br /&gt;
&lt;br /&gt;
Each sector is essentially granted two seats; with the Grand Council operating similarly to a barter system mostly comprised of the Sector Councillors exchanging resources between their sectors for political power. This has resulted in a &#039;&#039;&#039;disproportionate amount of political power&#039;&#039;&#039; being found within the Core, Elemental and Contingent Sectors. Through this political maneuvering, the Traverse Sectors are often pushed into a corner and &#039;&#039;&#039;forced&#039;&#039;&#039; to submit their political power to the core systems in exchange for resources.&lt;br /&gt;
&lt;br /&gt;
Information on the various sectors can be located [[Notable Skrell Systems and Locations| here]].&lt;br /&gt;
&lt;br /&gt;
== Representatives ==&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation employs several hundred individuals to fill ambassadorial positions between it and other foreign entities; known by many as merely &#039;&#039;&#039;Representatives&#039;&#039;&#039;. Each Representative is recognized by the Grand council as an individual who holds the Jargon Federation&#039;s best interests at heart and has been entrusted to represent and protect these interests even outside of the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Often, these individuals will study the society in which they are meant to act as an ambassadorial representative; mostly being that of culture and politics. This is expected to enhance the ability of the individual representing the Jargon Federation. Representatives are considered highly influential in regards to politics outside of the Jargon Federation; due to their handling of information, but also due to their loyalty. These Representatives are expected to claim an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; -- an action which stands to present as the individual&#039;s primary field of expertise, and denote the foreign entity to which they devote their time to. &lt;br /&gt;
&lt;br /&gt;
Representatives who share an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; are expected to work together and cooperate to effectively protect the interests of the Jargon Federation. Representatives that show a considerable aptitude when dealing with their respective &amp;quot;Entity of Interest&amp;quot; will typically remain aboard consistently, until recalled by the Grand Council. These individuals are highly versed in politics, and as such may result in fame arising due to their position; eventually achieving Idol-status. Representatives that achieve such a status will typically be under minute scrutiny by the Grand Council, with even the whisper of scandal resulting in their retraction as a Jargon Federation Representative. &lt;br /&gt;
&lt;br /&gt;
== Schools of Thought ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Symbiosism:&#039;&#039;&#039; The more &amp;quot;mainstream&amp;quot; ideology within the Jargon Federation; it follows closely the principles of welcoming the influence Humanity has within its borders, but also promoting the core ideals of the Skrell that have guided them for millennia. It is rather susceptible to change, and radicals are few and far between. Doctrines revolve around co-operation with other species and providing assistance to lesser nations within the Orion Spur. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Isolationism:&#039;&#039;&#039; A growing ideology within the Jargon Federation that has managed to gather a following, it dictates the need for Skrell to retract themselves from the affairs of the Orion Spur, only involving themselves if affected directly. It is resistant to change and aims to have the Jargon Federation be entirely self-dependable. Doctrines revolve around the Pro-Skrell status quo. Radicals are common within this group.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Progressivism:&#039;&#039;&#039; Typically, this ideology is often paired with other ideologies under the guise of &amp;quot;visionary radicals&amp;quot;, it revolves around the pursuit of the Jargon Federation pushing to be a dominion. It is only through the Jargon Federation reclaiming themselves as the &amp;quot;Behemoth of the Orion Spur&amp;quot; will the Orion Spur truly find themselves in enlightened times. It has a heavy focus on the Jargon Federation being economically, technologically, and militarily superior to all other nations within the Orion Spur. Radicals &#039;&#039;&#039;can&#039;&#039;&#039; be common, depending on the attached school of thought, or if followed singularly.&lt;br /&gt;
&lt;br /&gt;
= Federation Enforcement =&lt;br /&gt;
Enforcers, or Kala, are responsible for upholding the law within the Jargon Federation. Functioning in a strict hierarchy, the Kala are governed by a legislative body known as the Jargon Federation Security Council. Formed in &#039;&#039;&#039;901 CE&#039;&#039;&#039; as a means to unify all enforcement branches after the unification of the Alliance of the Three, the Kala were regarded one of the most important bodies of the Jargon Federation, as Skrell who devote their lives to ensure the wellbeing of others and their society.&lt;br /&gt;
&lt;br /&gt;
Their doctrines revolve around mobility, flexibility and precision. Whereas other units use a blunt approach, the Kala instead aim for the permanent neutralization of the situation - surgically striking to prevent it from growing out of control. Presently, the Kala maintain two core objectives. Firstly, ensuring the safety, security and cooperation of all systems under the Federation flag and protecting their borders. Secondly, reaching out to foreign communities outside their borders, be it within the Traverse or even the human Frontier. Representatives describe these operations as purely altruistic, aiding these communities both from a protection and economic point of view as part of the &amp;quot;Unity Initiative Project&amp;quot;. One such example of these operations was the Jargon Federation’s involvement in the [[Tajaran_Military_Structures#The_S.27rend.27marr_Coalition|S&#039;rend&#039;marr Coalition]]. The Skrell civilians providing [https://forums.aurorastation.org/topic/4674-warble-inquirer/page/2/?tab=comments#comment-123991 aid] there suffered little casualties, with the advanced technology of their nlomkala protectors dissuading any ALA strikes. &lt;br /&gt;
&lt;br /&gt;
[[File:Srom.PNG|thumb|125px|The unique emblem of the Sromkala]]&lt;br /&gt;
==Sromkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Prevent &amp;amp; Protect.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sromkala, translating to Dream Enforcers, are Skrell selected to ensure that major planetary dreambubbles are safe from malicious lucidity. Agents are selected for their high psychic potential to oversee the Srom to ensure that no illegal or anti-Federation activities occur, particularly through the malicious use of Nlom-capable devices. They are commonly situated close to Nlom Relays - using the technology to amplify their capabilities tenfold. It is said that for every Nlom Relay across the Jargon Federation, there is a Sromkala nestled within a special cryogenic pod that allows for their body to be in suspended animation, but allows their minds to project and continue working within Srom. &lt;br /&gt;
[[File:Nlom.PNG|thumb|125px|The unique emblem of the Nlomkala.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nlomkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Service with Excellence.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nlomkala, or Wake Enforcers, are often compared to police across alien space. The Nlomkala are expected to ensure the stability and safety of the Jargon Federation at a physical level; mostly pertaining to simple duties such as patrolling, executing warrants and responding to emergencies relayed by the Ruupkala. There are extensive requisites to join the Nlomkala - ranging from athletic ability, understanding of the law and mandatory public relation classes to ensure that those selected to join can respond to situations correctly. Nlomkala are also expected to operate both on land and beneath the waves of the various planets across the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Recently, the C&#039;thur Hive has began to supply the Nlomkala with Vaurca Warriors to bolster the Nlomkala&#039;s forces. These Warriors are largely from [[Vytel]]&#039;s brood and have been loyalty implanted, making the Federation&#039;s orders equal to those of a Queen&#039;s. If the Warriors experience a conflict of interest, they enter hibernation until it&#039;s resolved. Thankfully, due to Vaurca adaptability, these Warriors function just as well underwater as above it. &lt;br /&gt;
[[File:Ruup.PNG|thumb|125px|The unique emblem of the Ruupkala.]]&lt;br /&gt;
&lt;br /&gt;
==Ruupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Always Vigilant.&amp;quot;&#039;&#039;&lt;br /&gt;
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Ruupkala - or Intelligence Enforcers - are the Federation&#039;s official security intelligence agency, designed around the need to maintain Skrell harmony as unobtrusively as possible and ensure a safe position in galactic politics. While one of the most respected Kala, their agents are often characterised as the least martially inclined of the enforcement branches, owing in part to Federation media&#039;s efforts to present them as dedicated and principled data gatherers. Similarly, the agency&#039;s role is declared strictly as internal and focused on counterintelligence; public Federation figures often praise the Ruupkala non-interventionist policy and dismiss accusations of espionage as ignorant of Jargon policy, or malicious.&lt;br /&gt;
[[File:Qukala.PNG|thumb|125px|The unique emblem of the Qukala.]]&lt;br /&gt;
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==Qukala==&lt;br /&gt;
&#039;&#039;&amp;quot;Perpetually primed.&amp;quot;&#039;&#039;&lt;br /&gt;
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Qukala, or Star Enforcers, function as the Navy of the Jargon Federation. Ranging from soldiers, to highly qualified personnel educated in engineering, or medical. Positions within the Qukala often require degrees from recognised universities across the Jargon Federation, meaning in only very rare circumstances will undereducated candidates be considered for the Qukala. The Qukala is one of the most powerful Navies in the Spur, due to the Federation&#039;s old age and advanced technological level. &lt;br /&gt;
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The &#039;&#039;&#039;Lukala&#039;&#039;&#039; was a branch of the Qukala once comprised of only [[Dionae]] and [[Vaurca]], but as of &#039;&#039;&#039;2463&#039;&#039;&#039;, the Directory of Defense Operations decided to dissolve the subbranch in favor in of integrating [[Dionae]] and [[Vaurca]] into the lower ranks of the Qukala as full members. This decision largely stemmed from the success the Lukala had in stopping insurgent activity in the Travese during the fallout of the recent Election. Furthermore, after striking a deal with the Grand Council, the C&#039;thur Hive (namely [[Vytel]]&#039;s brood) have begun to supply a steady stream of new Warriors for the Qukala. These new Warriors have a Federation-designed Loyalty Implant that equalizes the Federation&#039;s orders to that of a Queen&#039;s. If a conflict of interest arises, the Warriors merely enter hibernation until the conflict is resolved. &lt;br /&gt;
[[File:Tup.PNG|thumb|125px|The unique emblem of the Tupkala.]]&lt;br /&gt;
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==Tupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Courage, bravery and dedication.&amp;quot;&#039;&#039;&lt;br /&gt;
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Tupkala, usually shorted to Tup, are highly revered Skrell. Only those with a long, distinguished career are capable of being elevated to the position of a Tup; a position that encompasses increased security clearance - as well as minor Idol status. Tupkala are able to originate from all the other branches of the Kala, but are additionally trained and implanted to prevent any security breaches in the unlikely event that they are captured by enemies of the Jargon Federation. These Skrell are commonly in their advanced age, with the mean being that of 276 years. When a Tup dies, their name will be added to the Tupkala Wall hosted in the Grand Councilor&#039;s Chamber on Kal&#039;lo.&lt;br /&gt;
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Their main prerogative being that of securing prominent figures across the Jargon Federation; keeping them safe from internals and external threats. Utilizing various Tupkala from the various different branches, Skrell who have pledged their unquestioning loyalty to the Jargon Federation, aided by loyalty implants not different to the discontinued line released by [[Nanotrasen Corporation| NanoTrasen]]. The Tupkala also tend to keep tabs on the various Representatives throughout the Orion Spur, ensuring both their safety and that their work is satisfactory.&lt;br /&gt;
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In &#039;&#039;&#039;2463&#039;&#039;&#039;, after a series of diplomatic incidents caused by Tupkala operating outside their orders, Grand Councilor Weashbi disbanded the Tupkala for the first time in history. A few months later, Weashbi rebuilt them with Skrell he personally handpicked from the other branches of the Kala. The Tupkala are now under Commander Kezoq Torq-Bep, Weashbi&#039;s chosen Leader. Oddly enough, Commander Kezoq was promoted from the Sromkala, an unlikely place to find candidates for the Tups.&lt;br /&gt;
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= Espionage =&lt;br /&gt;
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The act of spying, and gaining confidential information, is a long-held tradition for the Skrell. Throughout their existence as a species, remaining in the shadows and deploying operations from afar, has managed to take hold instead of large scale warfare. Across the Orion Spur the species remain feared for their exceptional espionage skills, and even better counterintelligence capacities. Equipped with stealth capabilities, various advanced technologies at their disposal, and backed by the Jargon Federation there is little that can stop the espionage agents distributed across the Spur.&lt;br /&gt;
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== Targets of Espionage == &lt;br /&gt;
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Specific agents will be tasked with different goals, and as such various categories have been developed in order to differentiate between the four categories; Bureaucracy, media, academia and militaries. Not all agents are designed to act in detriment of the state they observe, with some even implemented to ensure the success and growth; giving information back to the Jargon Federation in order for the Grand Council to best determine which ways to intervene. &lt;br /&gt;
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*&#039;&#039;&#039;Bureaucracy&#039;&#039;&#039;, the strategic identification and assessment of resources within a bureaucratic state. Usually implemented across the Jargon Federation&#039;s territories, some have speculated that they have even dispatched some to other states across the Orion Spur. It has seen some victories, however, there are just as many defeats occurring across the traverse, with spies quickly sniffed out and imprisoned on various false charged by the planetary councillors. &lt;br /&gt;
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*&#039;&#039;&#039;Media&#039;&#039;&#039;, the infiltration of the social network - be in locally or across the Orion spur. Usually subtle, employing the use of various journalists and postgraduate students to enact their plans on influencing social media to be more Jargon Federation compliant. This includes censoring articles through methods that make it hard to access, or by flooding various social networks with pro-skrellian propaganda. It is unknown how successful these operations are, or how spread out they are. &lt;br /&gt;
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*&#039;&#039;&#039;Academia&#039;&#039;&#039;, individuals placed to penetrate and invade the fields of research and education. One of the more elusive agents deployed by the Jargon Federation, they are typically comprised of educators, scientists and even physicians, who are tasked with ensuring skrellian dominance over technology across the Orion Spur. It is assumed that these operations are quite successful, evident by the Skrell maintaining an advanced technological state compared to the lesser-nations it considers its neighbours.&lt;br /&gt;
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*&#039;&#039;&#039;Militaries&#039;&#039;&#039;, is truly the most secretive and elusive field of skrellian espionage. Various techniques, and technologies, are used to gather information in regards to the military capabilities of a particular state. The Jargon Federation dedicates a massive effort to this sector of espionage, with thousands of different methods implemented to ensure that skrellian agents can intervene and decapitate any opposing force that attempts to enact warfare on the Jargon Federation. It is unknown how successful these operations are, or how deep it goes.&lt;br /&gt;
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== Technology and Techniques ==&lt;br /&gt;
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The Jargon Federation utilizes a variety of different technologies and techniques to ensure their dominance of espionage across the Orion Spur. Whilst most of their methods are aimed to be used within skrellian space, a few have been altered to be useful within the lesser nation-states. Depending on their placed categories agents may using steganography, clandestine concealment and stealth technologies, applied surveillance sciences, memory-erasers and sabotage. &lt;br /&gt;
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The introduction of alien species into the Jargon Federation, with unique biological and evolutionary advantages, the Skrell have managed to modernise their espionage tactics, doubling their effectiveness. These alien agents will undergo a variety of different treatments to ensure their loyalty to the Jargon Federation, with some even being implanted with loyalty implants to ensure it. &lt;br /&gt;
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In recent times, the Jargon Federation has been accused of altering their agents&#039; appearance to infiltrate governmental positions; posing as other species. Whilst they claim that is it ludicrous; rumours continue to perpetuate that the combination of both skrellian and vaurcan technology and techniques, it is a genuine possibility that they may have managed to crack the secrets of mass genome tampering.&lt;br /&gt;
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= Relations =&lt;br /&gt;
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== Relations with Foreign States ==&lt;br /&gt;
=== Solarian Alliance ===&lt;br /&gt;
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The Solarian Alliance sees the Jargon Federation as their closest ally within the Orion Spur, both economically and as a force to help preserve the status quo if anything seriously threatening galactic stability or if an unrecoverable disruption of the balance of power had to occur. Whilst there are whispers of many that fear the potential growth of the Jargon Federation into the wildlands that the Solarian Alliance still seeks to return to the fold, their relationship has continued to prosper even after the turbulent events that nearly brought the Orion Spur to its knees. &lt;br /&gt;
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The Solarian Alliance has the most Representatives of the Jargon Federation within its borders, who typically work alongside one another to maintain the relationship between both nations. The recent events that have resulted in the shrinking of the Solarian Alliance has prompted additional Representatives working within its borders; seeking further avenues in which the Jargon Federation can expand their influence within the Solarian Alliance. The Solarian Alliance and Jargon Federation have several agreements; mostly related to trade, research, and migration.&lt;br /&gt;
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=== Republic of Biesel ===&lt;br /&gt;
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In most official capacities, the Republic of Biesel maintains positive relations with the Jargon Federation to the beneficial trade that occurs between the both of them. Politically, it is mostly the same, however there is a growing number within the Republic that have begun to view the Jargon Federation as untrustworthy due to their lack of intervention during both invasions of Tau Ceti. Tau Ceti is one of few places outside of the Jargon Federation that is considered worthy of visiting by Skrell; resulting in an increased demand for visas (tourist and work) for Tau Ceti. &lt;br /&gt;
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The Republic of Biesel, at any given time, has roughly the second-largest amount of Representatives of the Jargon Federation within its borders. Following the events that nearly crippled the Orion Spur, the Jargon Federation has begun searching for another way to increase their influence within the fledgeling republic; mostly through the use of foreign aid, and restricted technological exchanges. The Republic of Biesel has expressed interest in increased diplomatic ties with the Jargon Federation; mostly involving concessions for Megacorporations to be able to freely operate within the political entity. The Jargon Federation has affirmed that they see the Republic of Biesel as a valuable diplomatic partner, and publically wishes to increase diplomatic ties with them.&lt;br /&gt;
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=== Coalition of Colonies ===&lt;br /&gt;
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The Coalition of Colonies is somewhat public about their opinion of the Jargon Federation; stating that they are suspicious of the foreign policy boosted by the nation, alongside its authoritarian system. They also view the Jargon Federation as Sol-aligned, and therefore anti-Coalition of Colonies by association. Whilst there are talks about economical cooperation, however, both the Coalition of Colonies and the Jargon Federation would be able to produce large quantities of wealth off of one another. &lt;br /&gt;
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The Coalition of Colonies sports a few dozen Representatives of the Jargon Federation within its borders, mostly tasked with improving the relations between the two behemoths. The inaction of the Jargon Federation in the Second Invasion of Tau Ceti has resulted in quite a stir within the Coalition; many citing that the Jargon Federation is no longer pro-Sol, with others perpetuating rumours that they simply bide their time and will soon be launching an attack on the Orion Spur. The Jargon Federation has publically announced an interest in exploring additional diplomatic avenues with the Coalition of Colonies; however, little effort has been seen in regards to this. &lt;br /&gt;
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=== Empire of Dominia ===&lt;br /&gt;
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Thee Empire of Dominia maintains a public ambivalent relations with the Jargon Federation; politically and economically. Hardly any effort is exerted in regards to the Jargon Federation officially, with some more liberal merchant factions rooted within proposing trade with the Skrell. Unofficially, the Empire of Dominia is split ideologically in regards to the political entity. Many both like that the Jargon Federation has taken steps in restricting artificial intelligence, but there is also a sizeable that hates them for being the first ones to create it.&lt;br /&gt;
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The Empire of Dominia maintains only six Representatives of the Jargon Federation within its borders, focusing on creating opportunities for trading, with little success. The inaction of both the Jargon Federation and the Empire of Dominia during the latest turbulent events of the Orion Spur has resulted in the warming of relations somewhat. The Jargon Federation has displayed minor interest in exploring the relationship between the two entities but has yet to engage in such diplomacy. &lt;br /&gt;
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=== Serene Republic of Elyra ===&lt;br /&gt;
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The Serene Republic of Elyra has publically maintained that they are suspicious of Jargon encroachment, as well as interference in human affairs, in lieu of the Solarian Alliance&#039;s collapse - despite this, they continue cordial if a bit distant relations with the Jargon Federation. There are whispers that many within Elyra see the Jargon Federation as an ally against the Lii&#039;dra should they return. They are economically disinterested in the Jargon Federation, as the Serene Republic of Elyra has continued their self-sufficiency since the collapse of the Solarian Alliance, and the trade that the nation does conduct are mostly done with the Coalition of Colonies and the Republic of Biesel.&lt;br /&gt;
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The Serene Republic of Elyra has roughly two dozen Representatives of the Jargon Federation within its borders, with a focus on technological cooperation. The inaction of the Jargon Federation during the recent events that haunted the Orion Spur has resulted in relations between the two technological giants to become somewhat cold, with a large migration of Representatives back to the Jargon Federation. The Jargon Federation publically supports a minor interest in exploring a relationship with the Serene Republic of Elyra, a technological one, that is.&lt;br /&gt;
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=== Eridani Corporate Federation ===&lt;br /&gt;
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The Eridani Corporate Federation has made the Orion Spur very aware of their interest to pursue additional economic cooperation with the Jargon Federation; citing that it is a massive market for Zeng Hu Pharmaceuticals, and Megacorporations found within the Board of Five. The closeness of the Jargon Federation and the Solarian Alliance has resulted in cordial relations between these two federations, with a significant amount of both the entities wealth being invested into one another. &lt;br /&gt;
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The Eridani Corporate Federation maintains the third largest following of Representatives of the Jargon Federation within its borders, with most focusing on exploring additional economic cooperative avenues that will enhance the wealth of both. The inaction of the Jargon Federation during the Second Invasion of Tau Ceti has resulted in somewhat weakened relations; however, the Eridani Corporate Federation publically maintains that the Jargon Federation is a crucial member of its economy. The Jargon Federation has all-but-ensured that the Eridani Corporate Federation will soon benefit from proposed deregulation of the skrellian economy. &lt;br /&gt;
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=== People&#039;s Republic of Adhomai ===&lt;br /&gt;
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The People&#039;s Republic of Adhomai attempts to secure a respectful, diplomatic relationship with the Jargon Federation; mostly in part due to its policy of approaching alien powers for support in the Adhomian Cold War. The People&#039;s Republic of Adhomai has essentially pushed for cordial relations between them and the Jargon Federation resulting in increased cooperatives, mostly involving the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; - a diplomatic agreement in which the Jargon Federation commences humanitarian aid projects and provides monetary assistance. &lt;br /&gt;
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The People&#039;s Republic of Adhomai has roughly three dozen Representatives of the Jargon Federation within its borders, mostly focusing on administrating the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; and facilitating diplomacy between the three warring nations on Adhomai. The inaction of the Jargon Federation during the most recent events that turned the Orion Spur on its head has not had an impact on the relationship between the Jargon Federation and the People&#039;s Republic of Adhomai. The Jargon Federation maintains that they are neutral in terms of Adhomian Conflicts, and as such does not show any particular favour to the People&#039;s Republic of Adhomai, despite them being the only nation to have allowed the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; on Adhomai.  &lt;br /&gt;
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=== Democratic People&#039;s Republic of Adhomai ===&lt;br /&gt;
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The Democratic People&#039;s Republic of Adhomai has little to no relations with the Jargon Federation; mostly due to the xenophobic nature of Al&#039;mariism. The Jargon Federation is viewed by many within the Democratic People&#039;s Republic of Adhomai&#039;s borders as a threat to their independence and future; which usually devolves into accusations of imperialism by various prominent politicians. Even the most progressive of Al&#039;mariists maintain the dislike of the Jargon Federation. &lt;br /&gt;
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The Democratic People&#039;s Republic of Adhomai has no Representatives of the Jargon Federation within its borders. The lack of any Representatives has lead to the relationship between the two entities to stagnate, and remain rather cold towards one another. The inaction of the Jargon Federation in the Second Invasion of Tau Ceti was actually seen as a good thing by many within the Democratic People&#039;s Republic of Adhomai; as the Skrell had, for once, not intervened in galactic politics. The Jargon Federation maintains that the Democratic People&#039;s Republic is a threat to the safety, and prosperity, of Adhomai.&lt;br /&gt;
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=== New Kingdom of Adhomai ===&lt;br /&gt;
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The New Kingdom of Adhomai, due to its precarious position, maintains an official intention of establishing positive diplomatic ties with the Jargon Federation; mostly in hopes of establishing the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; within its borders. The turbulent history of Adhomai has resulted in somewhat lukewarm relations between the New Kingdom of Adhomai and the Jargon Federation, however, it is improving as the weeks go by thanks to continued efforts from both entities. &lt;br /&gt;
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The New Kingdom of Adhomai has roughly a dozen Representatives of the Jargon Federation within its borders, with their focus usually remaining on creating cordial relations to establish &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; within the more developed cities across the New Kingdom of Adhomai. The lack of action during the latest events of the Orion Spur hasn&#039;t had a profound impact on the relationship between the New Kingdom of Adhomai and the Jargon Federation. The Jargon Federation supports a public diplomatic agenda that aims to introduce their presence within the New Kingdom of Adhomai.  &lt;br /&gt;
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=== Izweski Hegemony ===&lt;br /&gt;
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The relationship between the nations of Skrell and Unathi has been rocky, to say the least. Following their introduction to the intergalactic stage and subsequent Contact War, the rule of Hegemon S&#039;kresti caused relations to sour. The conflict on Ouerea as well as the handling of the Defiled Lands and various accusations made by both sides, proven or otherwise, only continues to mar recent history. It is only with the death of the last Hegemon and the official coronation of Not&#039;zar Izweski where the situation is beginning to look hopeful for relations.&lt;br /&gt;
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The stifling silence between them is seen to be either a growing tension between two groups on the cusp of change, or merely an awkward pause before reconciliation, reparation, and realignment. Though they lack embassies in their respective territories, the Skrell assert responsibility and interest in the development in Ouerea as it becomes a cultural hotbed and merger of ideas and innovation, and as such talks between the two groups is inevitable. Furthermore, Skrell and Unathi delegations have been openly suggesting diplomacy; though facing backlash from bitter traditionalists and more conservative Unathi in the Hegemony, it is clear some amount of change is on the horizon, for better or for worse.&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=21792</id>
		<title>Skrell Politics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=21792"/>
		<updated>2021-11-07T15:57:52Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: /* Qukala */  Added the Recent Events for the Tup Reformation Arc&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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= Politics = &lt;br /&gt;
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== Grand Council ==&lt;br /&gt;
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Wuqrnjeq-Qu&#039;Nralakk &#039;&#039;&#039;(Grand Council of the Jargon Federation)&#039;&#039;&#039; is the supreme ruling body of the entirety of the Jargon Federation. The Council will utilize subspace communication frequencies to delegate during non-essential meetings, however, are expected to return to Qerrbalak to attend an annual meeting held in Kal’lo. There are fourteen seats on the Grand Council (not including the Grand Councillor). This is a reflection on the amount of &#039;&#039;&#039;Sector Councillors&#039;&#039;&#039; there are, loosely calculated by population figures denoted in censuses.&lt;br /&gt;
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Each sector is essentially granted two seats; with the Grand Council operating similarly to a barter system mostly comprised of the Sector Councillors exchanging resources between their sectors for political power. This has resulted in a &#039;&#039;&#039;disproportionate amount of political power&#039;&#039;&#039; being found within the Core, Elemental and Contingent Sectors. Through this political maneuvering, the Traverse Sectors are often pushed into a corner and &#039;&#039;&#039;forced&#039;&#039;&#039; to submit their political power to the core systems in exchange for resources.&lt;br /&gt;
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Information on the various sectors can be located [[Notable Skrell Systems and Locations| here]].&lt;br /&gt;
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== Representatives ==&lt;br /&gt;
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The Jargon Federation employs several hundred individuals to fill ambassadorial positions between it and other foreign entities; known by many as merely &#039;&#039;&#039;Representatives&#039;&#039;&#039;. Each Representative is recognized by the Grand council as an individual who holds the Jargon Federation&#039;s best interests at heart and has been entrusted to represent and protect these interests even outside of the Jargon Federation. &lt;br /&gt;
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Often, these individuals will study the society in which they are meant to act as an ambassadorial representative; mostly being that of culture and politics. This is expected to enhance the ability of the individual representing the Jargon Federation. Representatives are considered highly influential in regards to politics outside of the Jargon Federation; due to their handling of information, but also due to their loyalty. These Representatives are expected to claim an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; -- an action which stands to present as the individual&#039;s primary field of expertise, and denote the foreign entity to which they devote their time to. &lt;br /&gt;
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Representatives who share an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; are expected to work together and cooperate to effectively protect the interests of the Jargon Federation. Representatives that show a considerable aptitude when dealing with their respective &amp;quot;Entity of Interest&amp;quot; will typically remain aboard consistently, until recalled by the Grand Council. These individuals are highly versed in politics, and as such may result in fame arising due to their position; eventually achieving Idol-status. Representatives that achieve such a status will typically be under minute scrutiny by the Grand Council, with even the whisper of scandal resulting in their retraction as a Jargon Federation Representative. &lt;br /&gt;
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== Schools of Thought ==&lt;br /&gt;
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*&#039;&#039;&#039;Symbiosism:&#039;&#039;&#039; The more &amp;quot;mainstream&amp;quot; ideology within the Jargon Federation; it follows closely the principles of welcoming the influence Humanity has within its borders, but also promoting the core ideals of the Skrell that have guided them for millennia. It is rather susceptible to change, and radicals are few and far between. Doctrines revolve around co-operation with other species and providing assistance to lesser nations within the Orion Spur. &lt;br /&gt;
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*&#039;&#039;&#039;Isolationism:&#039;&#039;&#039; A growing ideology within the Jargon Federation that has managed to gather a following, it dictates the need for Skrell to retract themselves from the affairs of the Orion Spur, only involving themselves if affected directly. It is resistant to change and aims to have the Jargon Federation be entirely self-dependable. Doctrines revolve around the Pro-Skrell status quo. Radicals are common within this group.  &lt;br /&gt;
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*&#039;&#039;&#039;Progressivism:&#039;&#039;&#039; Typically, this ideology is often paired with other ideologies under the guise of &amp;quot;visionary radicals&amp;quot;, it revolves around the pursuit of the Jargon Federation pushing to be a dominion. It is only through the Jargon Federation reclaiming themselves as the &amp;quot;Behemoth of the Orion Spur&amp;quot; will the Orion Spur truly find themselves in enlightened times. It has a heavy focus on the Jargon Federation being economically, technologically, and militarily superior to all other nations within the Orion Spur. Radicals &#039;&#039;&#039;can&#039;&#039;&#039; be common, depending on the attached school of thought, or if followed singularly.&lt;br /&gt;
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= Federation Enforcement =&lt;br /&gt;
Enforcers, or Kala, are responsible for upholding the law within the Jargon Federation. Functioning in a strict hierarchy, the Kala are governed by a legislative body known as the Jargon Federation Security Council. Formed in &#039;&#039;&#039;901 CE&#039;&#039;&#039; as a means to unify all enforcement branches after the unification of the Alliance of the Three, the Kala were regarded one of the most important bodies of the Jargon Federation, as Skrell who devote their lives to ensure the wellbeing of others and their society.&lt;br /&gt;
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Their doctrines revolve around mobility, flexibility and precision. Whereas other units use a blunt approach, the Kala instead aim for the permanent neutralization of the situation - surgically striking to prevent it from growing out of control. Presently, the Kala maintain two core objectives. Firstly, ensuring the safety, security and cooperation of all systems under the Federation flag and protecting their borders. Secondly, reaching out to foreign communities outside their borders, be it within the Traverse or even the human Frontier. Representatives describe these operations as purely altruistic, aiding these communities both from a protection and economic point of view as part of the &amp;quot;Unity Initiative Project&amp;quot;. One such example of these operations was the Jargon Federation’s involvement in the [[Tajaran_Military_Structures#The_S.27rend.27marr_Coalition|S&#039;rend&#039;marr Coalition]]. The Skrell civilians providing [https://forums.aurorastation.org/topic/4674-warble-inquirer/page/2/?tab=comments#comment-123991 aid] there suffered little casualties, with the advanced technology of their nlomkala protectors dissuading any ALA strikes. &lt;br /&gt;
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[[File:Srom.PNG|thumb|125px|The unique emblem of the Sromkala]]&lt;br /&gt;
==Sromkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Prevent &amp;amp; Protect.&amp;quot;&#039;&#039;&lt;br /&gt;
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Sromkala, translating to Dream Enforcers, are Skrell selected to ensure that major planetary dreambubbles are safe from malicious lucidity. Agents are selected for their high psychic potential to oversee the Srom to ensure that no illegal or anti-Federation activities occur, particularly through the malicious use of Nlom-capable devices. They are commonly situated close to Nlom Relays - using the technology to amplify their capabilities tenfold. It is said that for every Nlom Relay across the Jargon Federation, there is a Sromkala nestled within a special cryogenic pod that allows for their body to be in suspended animation, but allows their minds to project and continue working within Srom. &lt;br /&gt;
[[File:Nlom.PNG|thumb|125px|The unique emblem of the Nlomkala.]]&lt;br /&gt;
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==Nlomkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Service with Excellence.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nlomkala, or Wake Enforcers, are often compared to police across alien space. The Nlomkala are expected to ensure the stability and safety of the Jargon Federation at a physical level; mostly pertaining to simple duties such as patrolling, executing warrants and responding to emergencies relayed by the Ruupkala. There are extensive requisites to join the Nlomkala - ranging from athletic ability, understanding of the law and mandatory public relation classes to ensure that those selected to join can respond to situations correctly. Nlomkala are also expected to operate both on land and beneath the waves of the various planets across the Jargon Federation. &lt;br /&gt;
[[File:Ruup.PNG|thumb|125px|The unique emblem of the Ruupkala.]]&lt;br /&gt;
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&lt;br /&gt;
==Ruupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Always Vigilant.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ruupkala - or Intelligence Enforcers - are the Federation&#039;s official security intelligence agency, designed around the need to maintain Skrell harmony as unobtrusively as possible and ensure a safe position in galactic politics. While one of the most respected Kala, their agents are often characterised as the least martially inclined of the enforcement branches, owing in part to Federation media&#039;s efforts to present them as dedicated and principled data gatherers. Similarly, the agency&#039;s role is declared strictly as internal and focused on counterintelligence; public Federation figures often praise the Ruupkala non-interventionist policy and dismiss accusations of espionage as ignorant of Jargon policy, or malicious.&lt;br /&gt;
[[File:Qukala.PNG|thumb|125px|The unique emblem of the Qukala.]]&lt;br /&gt;
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==Qukala==&lt;br /&gt;
&#039;&#039;&amp;quot;Perpetually primed.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Qukala, or Star Enforcers, function as the Navy of the Jargon Federation. Ranging from soldiers, to highly qualified personnel educated in engineering, or medical. Positions within the Qukala often require degrees from recognised universities across the Jargon Federation, meaning in only very rare circumstances will undereducated candidates be considered for the Qukala. The Qukala is one of the most powerful Navies in the Spur, due to the Federation&#039;s old age and advanced technological level. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Lukala&#039;&#039;&#039; was a branch of the Qukala once comprised of only [[Dionae]] and [[Vaurca]], but as of &#039;&#039;&#039;2463&#039;&#039;&#039;, the Directory of Defense Operations decided to dissolve the subbranch in favor in of integrating [[Dionae]] and [[Vaurca]] into the lower ranks of the Qukala as full members. This decision largely stemmed from the success the Lukala had in stopping insurgent activity in the Travese during the fallout of the recent Election. Furthermore, after striking a deal with the Grand Council, the C&#039;thur Hive (namely [[Vytel]]&#039;s brood) have begun to supply a steady stream of new Warriors for the Qukala. These new Warriors have a Federation-designed Loyalty Implant that equalizes the Federation&#039;s orders to that of a Queen&#039;s. If a conflict of interest arises, the Warriors merely enter hibernation until the conflict is resolved. &lt;br /&gt;
[[File:Tup.PNG|thumb|125px|The unique emblem of the Tupkala.]]&lt;br /&gt;
&lt;br /&gt;
==Tupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Courage, bravery and dedication.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tupkala, usually shorted to Tup, are highly revered Skrell. Only those with a long, distinguished career are capable of being elevated to the position of a Tup; a position that encompasses increased security clearance - as well as minor Idol status. Tupkala are able to originate from all the other branches of the Kala, but are additionally trained and implanted to prevent any security breaches in the unlikely event that they are captured by enemies of the Jargon Federation. These Skrell are commonly in their advanced age, with the mean being that of 276 years. When a Tup dies, their name will be added to the Tupkala Wall hosted in the Grand Councilor&#039;s Chamber on Kal&#039;lo.&lt;br /&gt;
&lt;br /&gt;
Their main prerogative being that of securing prominent figures across the Jargon Federation; keeping them safe from internals and external threats. Utilizing various Tupkala from the various different branches, Skrell who have pledged their unquestioning loyalty to the Jargon Federation, aided by loyalty implants not different to the discontinued line released by [[Nanotrasen Corporation| NanoTrasen]]. The Tupkala also tend to keep tabs on the various Representatives throughout the Orion Spur, ensuring both their safety and that their work is satisfactory.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2463&#039;&#039;&#039;, after a series of diplomatic incidents caused by Tupkala operating outside their orders, Grand Councilor Weashbi disbanded the Tupkala for the first time in history. A few months later, Weashbi rebuilt them with Skrell he personally handpicked from the other branches of the Kala. The Tupkala are now under Commander Kezoq Torq-Bep, Weashbi&#039;s chosen Leader. Oddly enough, Commander Kezoq was promoted from the Sromkala, an unlikely place to find candidates for the Tups.&lt;br /&gt;
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= Espionage =&lt;br /&gt;
&lt;br /&gt;
The act of spying, and gaining confidential information, is a long-held tradition for the Skrell. Throughout their existence as a species, remaining in the shadows and deploying operations from afar, has managed to take hold instead of large scale warfare. Across the Orion Spur the species remain feared for their exceptional espionage skills, and even better counterintelligence capacities. Equipped with stealth capabilities, various advanced technologies at their disposal, and backed by the Jargon Federation there is little that can stop the espionage agents distributed across the Spur.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
== Targets of Espionage == &lt;br /&gt;
&lt;br /&gt;
Specific agents will be tasked with different goals, and as such various categories have been developed in order to differentiate between the four categories; Bureaucracy, media, academia and militaries. Not all agents are designed to act in detriment of the state they observe, with some even implemented to ensure the success and growth; giving information back to the Jargon Federation in order for the Grand Council to best determine which ways to intervene. &lt;br /&gt;
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*&#039;&#039;&#039;Bureaucracy&#039;&#039;&#039;, the strategic identification and assessment of resources within a bureaucratic state. Usually implemented across the Jargon Federation&#039;s territories, some have speculated that they have even dispatched some to other states across the Orion Spur. It has seen some victories, however, there are just as many defeats occurring across the traverse, with spies quickly sniffed out and imprisoned on various false charged by the planetary councillors. &lt;br /&gt;
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*&#039;&#039;&#039;Media&#039;&#039;&#039;, the infiltration of the social network - be in locally or across the Orion spur. Usually subtle, employing the use of various journalists and postgraduate students to enact their plans on influencing social media to be more Jargon Federation compliant. This includes censoring articles through methods that make it hard to access, or by flooding various social networks with pro-skrellian propaganda. It is unknown how successful these operations are, or how spread out they are. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Academia&#039;&#039;&#039;, individuals placed to penetrate and invade the fields of research and education. One of the more elusive agents deployed by the Jargon Federation, they are typically comprised of educators, scientists and even physicians, who are tasked with ensuring skrellian dominance over technology across the Orion Spur. It is assumed that these operations are quite successful, evident by the Skrell maintaining an advanced technological state compared to the lesser-nations it considers its neighbours.&lt;br /&gt;
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*&#039;&#039;&#039;Militaries&#039;&#039;&#039;, is truly the most secretive and elusive field of skrellian espionage. Various techniques, and technologies, are used to gather information in regards to the military capabilities of a particular state. The Jargon Federation dedicates a massive effort to this sector of espionage, with thousands of different methods implemented to ensure that skrellian agents can intervene and decapitate any opposing force that attempts to enact warfare on the Jargon Federation. It is unknown how successful these operations are, or how deep it goes.&lt;br /&gt;
&lt;br /&gt;
== Technology and Techniques ==&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation utilizes a variety of different technologies and techniques to ensure their dominance of espionage across the Orion Spur. Whilst most of their methods are aimed to be used within skrellian space, a few have been altered to be useful within the lesser nation-states. Depending on their placed categories agents may using steganography, clandestine concealment and stealth technologies, applied surveillance sciences, memory-erasers and sabotage. &lt;br /&gt;
&lt;br /&gt;
The introduction of alien species into the Jargon Federation, with unique biological and evolutionary advantages, the Skrell have managed to modernise their espionage tactics, doubling their effectiveness. These alien agents will undergo a variety of different treatments to ensure their loyalty to the Jargon Federation, with some even being implanted with loyalty implants to ensure it. &lt;br /&gt;
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In recent times, the Jargon Federation has been accused of altering their agents&#039; appearance to infiltrate governmental positions; posing as other species. Whilst they claim that is it ludicrous; rumours continue to perpetuate that the combination of both skrellian and vaurcan technology and techniques, it is a genuine possibility that they may have managed to crack the secrets of mass genome tampering.&lt;br /&gt;
&lt;br /&gt;
= Relations =&lt;br /&gt;
&lt;br /&gt;
== Relations with Foreign States ==&lt;br /&gt;
=== Solarian Alliance ===&lt;br /&gt;
&lt;br /&gt;
The Solarian Alliance sees the Jargon Federation as their closest ally within the Orion Spur, both economically and as a force to help preserve the status quo if anything seriously threatening galactic stability or if an unrecoverable disruption of the balance of power had to occur. Whilst there are whispers of many that fear the potential growth of the Jargon Federation into the wildlands that the Solarian Alliance still seeks to return to the fold, their relationship has continued to prosper even after the turbulent events that nearly brought the Orion Spur to its knees. &lt;br /&gt;
&lt;br /&gt;
The Solarian Alliance has the most Representatives of the Jargon Federation within its borders, who typically work alongside one another to maintain the relationship between both nations. The recent events that have resulted in the shrinking of the Solarian Alliance has prompted additional Representatives working within its borders; seeking further avenues in which the Jargon Federation can expand their influence within the Solarian Alliance. The Solarian Alliance and Jargon Federation have several agreements; mostly related to trade, research, and migration.&lt;br /&gt;
&lt;br /&gt;
=== Republic of Biesel ===&lt;br /&gt;
&lt;br /&gt;
In most official capacities, the Republic of Biesel maintains positive relations with the Jargon Federation to the beneficial trade that occurs between the both of them. Politically, it is mostly the same, however there is a growing number within the Republic that have begun to view the Jargon Federation as untrustworthy due to their lack of intervention during both invasions of Tau Ceti. Tau Ceti is one of few places outside of the Jargon Federation that is considered worthy of visiting by Skrell; resulting in an increased demand for visas (tourist and work) for Tau Ceti. &lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel, at any given time, has roughly the second-largest amount of Representatives of the Jargon Federation within its borders. Following the events that nearly crippled the Orion Spur, the Jargon Federation has begun searching for another way to increase their influence within the fledgeling republic; mostly through the use of foreign aid, and restricted technological exchanges. The Republic of Biesel has expressed interest in increased diplomatic ties with the Jargon Federation; mostly involving concessions for Megacorporations to be able to freely operate within the political entity. The Jargon Federation has affirmed that they see the Republic of Biesel as a valuable diplomatic partner, and publically wishes to increase diplomatic ties with them.&lt;br /&gt;
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=== Coalition of Colonies ===&lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies is somewhat public about their opinion of the Jargon Federation; stating that they are suspicious of the foreign policy boosted by the nation, alongside its authoritarian system. They also view the Jargon Federation as Sol-aligned, and therefore anti-Coalition of Colonies by association. Whilst there are talks about economical cooperation, however, both the Coalition of Colonies and the Jargon Federation would be able to produce large quantities of wealth off of one another. &lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies sports a few dozen Representatives of the Jargon Federation within its borders, mostly tasked with improving the relations between the two behemoths. The inaction of the Jargon Federation in the Second Invasion of Tau Ceti has resulted in quite a stir within the Coalition; many citing that the Jargon Federation is no longer pro-Sol, with others perpetuating rumours that they simply bide their time and will soon be launching an attack on the Orion Spur. The Jargon Federation has publically announced an interest in exploring additional diplomatic avenues with the Coalition of Colonies; however, little effort has been seen in regards to this. &lt;br /&gt;
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=== Empire of Dominia ===&lt;br /&gt;
&lt;br /&gt;
Thee Empire of Dominia maintains a public ambivalent relations with the Jargon Federation; politically and economically. Hardly any effort is exerted in regards to the Jargon Federation officially, with some more liberal merchant factions rooted within proposing trade with the Skrell. Unofficially, the Empire of Dominia is split ideologically in regards to the political entity. Many both like that the Jargon Federation has taken steps in restricting artificial intelligence, but there is also a sizeable that hates them for being the first ones to create it.&lt;br /&gt;
&lt;br /&gt;
The Empire of Dominia maintains only six Representatives of the Jargon Federation within its borders, focusing on creating opportunities for trading, with little success. The inaction of both the Jargon Federation and the Empire of Dominia during the latest turbulent events of the Orion Spur has resulted in the warming of relations somewhat. The Jargon Federation has displayed minor interest in exploring the relationship between the two entities but has yet to engage in such diplomacy. &lt;br /&gt;
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=== Serene Republic of Elyra ===&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra has publically maintained that they are suspicious of Jargon encroachment, as well as interference in human affairs, in lieu of the Solarian Alliance&#039;s collapse - despite this, they continue cordial if a bit distant relations with the Jargon Federation. There are whispers that many within Elyra see the Jargon Federation as an ally against the Lii&#039;dra should they return. They are economically disinterested in the Jargon Federation, as the Serene Republic of Elyra has continued their self-sufficiency since the collapse of the Solarian Alliance, and the trade that the nation does conduct are mostly done with the Coalition of Colonies and the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra has roughly two dozen Representatives of the Jargon Federation within its borders, with a focus on technological cooperation. The inaction of the Jargon Federation during the recent events that haunted the Orion Spur has resulted in relations between the two technological giants to become somewhat cold, with a large migration of Representatives back to the Jargon Federation. The Jargon Federation publically supports a minor interest in exploring a relationship with the Serene Republic of Elyra, a technological one, that is.&lt;br /&gt;
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=== Eridani Corporate Federation ===&lt;br /&gt;
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The Eridani Corporate Federation has made the Orion Spur very aware of their interest to pursue additional economic cooperation with the Jargon Federation; citing that it is a massive market for Zeng Hu Pharmaceuticals, and Megacorporations found within the Board of Five. The closeness of the Jargon Federation and the Solarian Alliance has resulted in cordial relations between these two federations, with a significant amount of both the entities wealth being invested into one another. &lt;br /&gt;
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The Eridani Corporate Federation maintains the third largest following of Representatives of the Jargon Federation within its borders, with most focusing on exploring additional economic cooperative avenues that will enhance the wealth of both. The inaction of the Jargon Federation during the Second Invasion of Tau Ceti has resulted in somewhat weakened relations; however, the Eridani Corporate Federation publically maintains that the Jargon Federation is a crucial member of its economy. The Jargon Federation has all-but-ensured that the Eridani Corporate Federation will soon benefit from proposed deregulation of the skrellian economy. &lt;br /&gt;
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=== People&#039;s Republic of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai attempts to secure a respectful, diplomatic relationship with the Jargon Federation; mostly in part due to its policy of approaching alien powers for support in the Adhomian Cold War. The People&#039;s Republic of Adhomai has essentially pushed for cordial relations between them and the Jargon Federation resulting in increased cooperatives, mostly involving the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; - a diplomatic agreement in which the Jargon Federation commences humanitarian aid projects and provides monetary assistance. &lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai has roughly three dozen Representatives of the Jargon Federation within its borders, mostly focusing on administrating the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; and facilitating diplomacy between the three warring nations on Adhomai. The inaction of the Jargon Federation during the most recent events that turned the Orion Spur on its head has not had an impact on the relationship between the Jargon Federation and the People&#039;s Republic of Adhomai. The Jargon Federation maintains that they are neutral in terms of Adhomian Conflicts, and as such does not show any particular favour to the People&#039;s Republic of Adhomai, despite them being the only nation to have allowed the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; on Adhomai.  &lt;br /&gt;
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=== Democratic People&#039;s Republic of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The Democratic People&#039;s Republic of Adhomai has little to no relations with the Jargon Federation; mostly due to the xenophobic nature of Al&#039;mariism. The Jargon Federation is viewed by many within the Democratic People&#039;s Republic of Adhomai&#039;s borders as a threat to their independence and future; which usually devolves into accusations of imperialism by various prominent politicians. Even the most progressive of Al&#039;mariists maintain the dislike of the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
The Democratic People&#039;s Republic of Adhomai has no Representatives of the Jargon Federation within its borders. The lack of any Representatives has lead to the relationship between the two entities to stagnate, and remain rather cold towards one another. The inaction of the Jargon Federation in the Second Invasion of Tau Ceti was actually seen as a good thing by many within the Democratic People&#039;s Republic of Adhomai; as the Skrell had, for once, not intervened in galactic politics. The Jargon Federation maintains that the Democratic People&#039;s Republic is a threat to the safety, and prosperity, of Adhomai.&lt;br /&gt;
&lt;br /&gt;
=== New Kingdom of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai, due to its precarious position, maintains an official intention of establishing positive diplomatic ties with the Jargon Federation; mostly in hopes of establishing the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; within its borders. The turbulent history of Adhomai has resulted in somewhat lukewarm relations between the New Kingdom of Adhomai and the Jargon Federation, however, it is improving as the weeks go by thanks to continued efforts from both entities. &lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai has roughly a dozen Representatives of the Jargon Federation within its borders, with their focus usually remaining on creating cordial relations to establish &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; within the more developed cities across the New Kingdom of Adhomai. The lack of action during the latest events of the Orion Spur hasn&#039;t had a profound impact on the relationship between the New Kingdom of Adhomai and the Jargon Federation. The Jargon Federation supports a public diplomatic agenda that aims to introduce their presence within the New Kingdom of Adhomai.  &lt;br /&gt;
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=== Izweski Hegemony ===&lt;br /&gt;
&lt;br /&gt;
The relationship between the nations of Skrell and Unathi has been rocky, to say the least. Following their introduction to the intergalactic stage and subsequent Contact War, the rule of Hegemon S&#039;kresti caused relations to sour. The conflict on Ouerea as well as the handling of the Defiled Lands and various accusations made by both sides, proven or otherwise, only continues to mar recent history. It is only with the death of the last Hegemon and the official coronation of Not&#039;zar Izweski where the situation is beginning to look hopeful for relations.&lt;br /&gt;
&lt;br /&gt;
The stifling silence between them is seen to be either a growing tension between two groups on the cusp of change, or merely an awkward pause before reconciliation, reparation, and realignment. Though they lack embassies in their respective territories, the Skrell assert responsibility and interest in the development in Ouerea as it becomes a cultural hotbed and merger of ideas and innovation, and as such talks between the two groups is inevitable. Furthermore, Skrell and Unathi delegations have been openly suggesting diplomacy; though facing backlash from bitter traditionalists and more conservative Unathi in the Hegemony, it is clear some amount of change is on the horizon, for better or for worse.&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=21791</id>
		<title>Skrell Politics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=21791"/>
		<updated>2021-11-07T15:47:01Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: /* Tupkala */  Added Recent Events for the Election Arc and the Tup Reformation Arc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Politics = &lt;br /&gt;
&lt;br /&gt;
== Grand Council ==&lt;br /&gt;
&lt;br /&gt;
Wuqrnjeq-Qu&#039;Nralakk &#039;&#039;&#039;(Grand Council of the Jargon Federation)&#039;&#039;&#039; is the supreme ruling body of the entirety of the Jargon Federation. The Council will utilize subspace communication frequencies to delegate during non-essential meetings, however, are expected to return to Qerrbalak to attend an annual meeting held in Kal’lo. There are fourteen seats on the Grand Council (not including the Grand Councillor). This is a reflection on the amount of &#039;&#039;&#039;Sector Councillors&#039;&#039;&#039; there are, loosely calculated by population figures denoted in censuses.&lt;br /&gt;
&lt;br /&gt;
Each sector is essentially granted two seats; with the Grand Council operating similarly to a barter system mostly comprised of the Sector Councillors exchanging resources between their sectors for political power. This has resulted in a &#039;&#039;&#039;disproportionate amount of political power&#039;&#039;&#039; being found within the Core, Elemental and Contingent Sectors. Through this political maneuvering, the Traverse Sectors are often pushed into a corner and &#039;&#039;&#039;forced&#039;&#039;&#039; to submit their political power to the core systems in exchange for resources.&lt;br /&gt;
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Information on the various sectors can be located [[Notable Skrell Systems and Locations| here]].&lt;br /&gt;
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== Representatives ==&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation employs several hundred individuals to fill ambassadorial positions between it and other foreign entities; known by many as merely &#039;&#039;&#039;Representatives&#039;&#039;&#039;. Each Representative is recognized by the Grand council as an individual who holds the Jargon Federation&#039;s best interests at heart and has been entrusted to represent and protect these interests even outside of the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Often, these individuals will study the society in which they are meant to act as an ambassadorial representative; mostly being that of culture and politics. This is expected to enhance the ability of the individual representing the Jargon Federation. Representatives are considered highly influential in regards to politics outside of the Jargon Federation; due to their handling of information, but also due to their loyalty. These Representatives are expected to claim an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; -- an action which stands to present as the individual&#039;s primary field of expertise, and denote the foreign entity to which they devote their time to. &lt;br /&gt;
&lt;br /&gt;
Representatives who share an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; are expected to work together and cooperate to effectively protect the interests of the Jargon Federation. Representatives that show a considerable aptitude when dealing with their respective &amp;quot;Entity of Interest&amp;quot; will typically remain aboard consistently, until recalled by the Grand Council. These individuals are highly versed in politics, and as such may result in fame arising due to their position; eventually achieving Idol-status. Representatives that achieve such a status will typically be under minute scrutiny by the Grand Council, with even the whisper of scandal resulting in their retraction as a Jargon Federation Representative. &lt;br /&gt;
&lt;br /&gt;
== Schools of Thought ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Symbiosism:&#039;&#039;&#039; The more &amp;quot;mainstream&amp;quot; ideology within the Jargon Federation; it follows closely the principles of welcoming the influence Humanity has within its borders, but also promoting the core ideals of the Skrell that have guided them for millennia. It is rather susceptible to change, and radicals are few and far between. Doctrines revolve around co-operation with other species and providing assistance to lesser nations within the Orion Spur. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Isolationism:&#039;&#039;&#039; A growing ideology within the Jargon Federation that has managed to gather a following, it dictates the need for Skrell to retract themselves from the affairs of the Orion Spur, only involving themselves if affected directly. It is resistant to change and aims to have the Jargon Federation be entirely self-dependable. Doctrines revolve around the Pro-Skrell status quo. Radicals are common within this group.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Progressivism:&#039;&#039;&#039; Typically, this ideology is often paired with other ideologies under the guise of &amp;quot;visionary radicals&amp;quot;, it revolves around the pursuit of the Jargon Federation pushing to be a dominion. It is only through the Jargon Federation reclaiming themselves as the &amp;quot;Behemoth of the Orion Spur&amp;quot; will the Orion Spur truly find themselves in enlightened times. It has a heavy focus on the Jargon Federation being economically, technologically, and militarily superior to all other nations within the Orion Spur. Radicals &#039;&#039;&#039;can&#039;&#039;&#039; be common, depending on the attached school of thought, or if followed singularly.&lt;br /&gt;
&lt;br /&gt;
= Federation Enforcement =&lt;br /&gt;
Enforcers, or Kala, are responsible for upholding the law within the Jargon Federation. Functioning in a strict hierarchy, the Kala are governed by a legislative body known as the Jargon Federation Security Council. Formed in &#039;&#039;&#039;901 CE&#039;&#039;&#039; as a means to unify all enforcement branches after the unification of the Alliance of the Three, the Kala were regarded one of the most important bodies of the Jargon Federation, as Skrell who devote their lives to ensure the wellbeing of others and their society.&lt;br /&gt;
&lt;br /&gt;
Their doctrines revolve around mobility, flexibility and precision. Whereas other units use a blunt approach, the Kala instead aim for the permanent neutralization of the situation - surgically striking to prevent it from growing out of control. Presently, the Kala maintain two core objectives. Firstly, ensuring the safety, security and cooperation of all systems under the Federation flag and protecting their borders. Secondly, reaching out to foreign communities outside their borders, be it within the Traverse or even the human Frontier. Representatives describe these operations as purely altruistic, aiding these communities both from a protection and economic point of view as part of the &amp;quot;Unity Initiative Project&amp;quot;. One such example of these operations was the Jargon Federation’s involvement in the [[Tajaran_Military_Structures#The_S.27rend.27marr_Coalition|S&#039;rend&#039;marr Coalition]]. The Skrell civilians providing [https://forums.aurorastation.org/topic/4674-warble-inquirer/page/2/?tab=comments#comment-123991 aid] there suffered little casualties, with the advanced technology of their nlomkala protectors dissuading any ALA strikes. &lt;br /&gt;
&lt;br /&gt;
[[File:Srom.PNG|thumb|125px|The unique emblem of the Sromkala]]&lt;br /&gt;
==Sromkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Prevent &amp;amp; Protect.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sromkala, translating to Dream Enforcers, are Skrell selected to ensure that major planetary dreambubbles are safe from malicious lucidity. Agents are selected for their high psychic potential to oversee the Srom to ensure that no illegal or anti-Federation activities occur, particularly through the malicious use of Nlom-capable devices. They are commonly situated close to Nlom Relays - using the technology to amplify their capabilities tenfold. It is said that for every Nlom Relay across the Jargon Federation, there is a Sromkala nestled within a special cryogenic pod that allows for their body to be in suspended animation, but allows their minds to project and continue working within Srom. &lt;br /&gt;
[[File:Nlom.PNG|thumb|125px|The unique emblem of the Nlomkala.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nlomkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Service with Excellence.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nlomkala, or Wake Enforcers, are often compared to police across alien space. The Nlomkala are expected to ensure the stability and safety of the Jargon Federation at a physical level; mostly pertaining to simple duties such as patrolling, executing warrants and responding to emergencies relayed by the Ruupkala. There are extensive requisites to join the Nlomkala - ranging from athletic ability, understanding of the law and mandatory public relation classes to ensure that those selected to join can respond to situations correctly. Nlomkala are also expected to operate both on land and beneath the waves of the various planets across the Jargon Federation. &lt;br /&gt;
[[File:Ruup.PNG|thumb|125px|The unique emblem of the Ruupkala.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ruupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Always Vigilant.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ruupkala - or Intelligence Enforcers - are the Federation&#039;s official security intelligence agency, designed around the need to maintain Skrell harmony as unobtrusively as possible and ensure a safe position in galactic politics. While one of the most respected Kala, their agents are often characterised as the least martially inclined of the enforcement branches, owing in part to Federation media&#039;s efforts to present them as dedicated and principled data gatherers. Similarly, the agency&#039;s role is declared strictly as internal and focused on counterintelligence; public Federation figures often praise the Ruupkala non-interventionist policy and dismiss accusations of espionage as ignorant of Jargon policy, or malicious.&lt;br /&gt;
[[File:Qukala.PNG|thumb|125px|The unique emblem of the Qukala.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Qukala==&lt;br /&gt;
&#039;&#039;&amp;quot;Perpetually primed.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Qukala, or Star Enforcers, function as the Navy of the Jargon Federation. Ranging from soldiers, to highly qualified personnel educated in engineering, or medical. Positions within the Qukala often require degrees from recognised universities across the Jargon Federation, meaning in only very rare circumstances will undereducated candidates be considered for the Qukala. A subbranch of the Qukala, termed &#039;&#039;&#039;Lukala&#039;&#039;&#039; is comprised of only [[Dionae]] and [[Vaurca]], and operates directly beneath Qukala agents. Whilst it is possible that Lukala are just as qualified, many of those within the subbranch are assigned aboard a wide range of border patrols to counteract smuggling and piracy operations, as well as on transports and military freighters. Typically, they are ordered to avoid interfering in any important business.&lt;br /&gt;
[[File:Tup.PNG|thumb|125px|The unique emblem of the Tupkala.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Courage, bravery and dedication.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tupkala, usually shorted to Tup, are highly revered Skrell. Only those with a long, distinguished career are capable of being elevated to the position of a Tup; a position that encompasses increased security clearance - as well as minor Idol status. Tupkala are able to originate from all the other branches of the Kala, but are additionally trained and implanted to prevent any security breaches in the unlikely event that they are captured by enemies of the Jargon Federation. These Skrell are commonly in their advanced age, with the mean being that of 276 years. When a Tup dies, their name will be added to the Tupkala Wall hosted in the Grand Councilor&#039;s Chamber on Kal&#039;lo.&lt;br /&gt;
&lt;br /&gt;
Their main prerogative being that of securing prominent figures across the Jargon Federation; keeping them safe from internals and external threats. Utilizing various Tupkala from the various different branches, Skrell who have pledged their unquestioning loyalty to the Jargon Federation, aided by loyalty implants not different to the discontinued line released by [[Nanotrasen Corporation| NanoTrasen]]. The Tupkala also tend to keep tabs on the various Representatives throughout the Orion Spur, ensuring both their safety and that their work is satisfactory.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2463&#039;&#039;&#039;, after a series of diplomatic incidents caused by Tupkala operating outside their orders, Grand Councilor Weashbi disbanded the Tupkala for the first time in history. A few months later, Weashbi rebuilt them with Skrell he personally handpicked from the other branches of the Kala. The Tupkala are now under Commander Kezoq Torq-Bep, Weashbi&#039;s chosen Leader. Oddly enough, Commander Kezoq was promoted from the Sromkala, an unlikely place to find candidates for the Tups.&lt;br /&gt;
&lt;br /&gt;
= Espionage =&lt;br /&gt;
&lt;br /&gt;
The act of spying, and gaining confidential information, is a long-held tradition for the Skrell. Throughout their existence as a species, remaining in the shadows and deploying operations from afar, has managed to take hold instead of large scale warfare. Across the Orion Spur the species remain feared for their exceptional espionage skills, and even better counterintelligence capacities. Equipped with stealth capabilities, various advanced technologies at their disposal, and backed by the Jargon Federation there is little that can stop the espionage agents distributed across the Spur.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
== Targets of Espionage == &lt;br /&gt;
&lt;br /&gt;
Specific agents will be tasked with different goals, and as such various categories have been developed in order to differentiate between the four categories; Bureaucracy, media, academia and militaries. Not all agents are designed to act in detriment of the state they observe, with some even implemented to ensure the success and growth; giving information back to the Jargon Federation in order for the Grand Council to best determine which ways to intervene. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bureaucracy&#039;&#039;&#039;, the strategic identification and assessment of resources within a bureaucratic state. Usually implemented across the Jargon Federation&#039;s territories, some have speculated that they have even dispatched some to other states across the Orion Spur. It has seen some victories, however, there are just as many defeats occurring across the traverse, with spies quickly sniffed out and imprisoned on various false charged by the planetary councillors. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Media&#039;&#039;&#039;, the infiltration of the social network - be in locally or across the Orion spur. Usually subtle, employing the use of various journalists and postgraduate students to enact their plans on influencing social media to be more Jargon Federation compliant. This includes censoring articles through methods that make it hard to access, or by flooding various social networks with pro-skrellian propaganda. It is unknown how successful these operations are, or how spread out they are. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Academia&#039;&#039;&#039;, individuals placed to penetrate and invade the fields of research and education. One of the more elusive agents deployed by the Jargon Federation, they are typically comprised of educators, scientists and even physicians, who are tasked with ensuring skrellian dominance over technology across the Orion Spur. It is assumed that these operations are quite successful, evident by the Skrell maintaining an advanced technological state compared to the lesser-nations it considers its neighbours.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Militaries&#039;&#039;&#039;, is truly the most secretive and elusive field of skrellian espionage. Various techniques, and technologies, are used to gather information in regards to the military capabilities of a particular state. The Jargon Federation dedicates a massive effort to this sector of espionage, with thousands of different methods implemented to ensure that skrellian agents can intervene and decapitate any opposing force that attempts to enact warfare on the Jargon Federation. It is unknown how successful these operations are, or how deep it goes.&lt;br /&gt;
&lt;br /&gt;
== Technology and Techniques ==&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation utilizes a variety of different technologies and techniques to ensure their dominance of espionage across the Orion Spur. Whilst most of their methods are aimed to be used within skrellian space, a few have been altered to be useful within the lesser nation-states. Depending on their placed categories agents may using steganography, clandestine concealment and stealth technologies, applied surveillance sciences, memory-erasers and sabotage. &lt;br /&gt;
&lt;br /&gt;
The introduction of alien species into the Jargon Federation, with unique biological and evolutionary advantages, the Skrell have managed to modernise their espionage tactics, doubling their effectiveness. These alien agents will undergo a variety of different treatments to ensure their loyalty to the Jargon Federation, with some even being implanted with loyalty implants to ensure it. &lt;br /&gt;
&lt;br /&gt;
In recent times, the Jargon Federation has been accused of altering their agents&#039; appearance to infiltrate governmental positions; posing as other species. Whilst they claim that is it ludicrous; rumours continue to perpetuate that the combination of both skrellian and vaurcan technology and techniques, it is a genuine possibility that they may have managed to crack the secrets of mass genome tampering.&lt;br /&gt;
&lt;br /&gt;
= Relations =&lt;br /&gt;
&lt;br /&gt;
== Relations with Foreign States ==&lt;br /&gt;
=== Solarian Alliance ===&lt;br /&gt;
&lt;br /&gt;
The Solarian Alliance sees the Jargon Federation as their closest ally within the Orion Spur, both economically and as a force to help preserve the status quo if anything seriously threatening galactic stability or if an unrecoverable disruption of the balance of power had to occur. Whilst there are whispers of many that fear the potential growth of the Jargon Federation into the wildlands that the Solarian Alliance still seeks to return to the fold, their relationship has continued to prosper even after the turbulent events that nearly brought the Orion Spur to its knees. &lt;br /&gt;
&lt;br /&gt;
The Solarian Alliance has the most Representatives of the Jargon Federation within its borders, who typically work alongside one another to maintain the relationship between both nations. The recent events that have resulted in the shrinking of the Solarian Alliance has prompted additional Representatives working within its borders; seeking further avenues in which the Jargon Federation can expand their influence within the Solarian Alliance. The Solarian Alliance and Jargon Federation have several agreements; mostly related to trade, research, and migration.&lt;br /&gt;
&lt;br /&gt;
=== Republic of Biesel ===&lt;br /&gt;
&lt;br /&gt;
In most official capacities, the Republic of Biesel maintains positive relations with the Jargon Federation to the beneficial trade that occurs between the both of them. Politically, it is mostly the same, however there is a growing number within the Republic that have begun to view the Jargon Federation as untrustworthy due to their lack of intervention during both invasions of Tau Ceti. Tau Ceti is one of few places outside of the Jargon Federation that is considered worthy of visiting by Skrell; resulting in an increased demand for visas (tourist and work) for Tau Ceti. &lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel, at any given time, has roughly the second-largest amount of Representatives of the Jargon Federation within its borders. Following the events that nearly crippled the Orion Spur, the Jargon Federation has begun searching for another way to increase their influence within the fledgeling republic; mostly through the use of foreign aid, and restricted technological exchanges. The Republic of Biesel has expressed interest in increased diplomatic ties with the Jargon Federation; mostly involving concessions for Megacorporations to be able to freely operate within the political entity. The Jargon Federation has affirmed that they see the Republic of Biesel as a valuable diplomatic partner, and publically wishes to increase diplomatic ties with them.&lt;br /&gt;
&lt;br /&gt;
=== Coalition of Colonies ===&lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies is somewhat public about their opinion of the Jargon Federation; stating that they are suspicious of the foreign policy boosted by the nation, alongside its authoritarian system. They also view the Jargon Federation as Sol-aligned, and therefore anti-Coalition of Colonies by association. Whilst there are talks about economical cooperation, however, both the Coalition of Colonies and the Jargon Federation would be able to produce large quantities of wealth off of one another. &lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies sports a few dozen Representatives of the Jargon Federation within its borders, mostly tasked with improving the relations between the two behemoths. The inaction of the Jargon Federation in the Second Invasion of Tau Ceti has resulted in quite a stir within the Coalition; many citing that the Jargon Federation is no longer pro-Sol, with others perpetuating rumours that they simply bide their time and will soon be launching an attack on the Orion Spur. The Jargon Federation has publically announced an interest in exploring additional diplomatic avenues with the Coalition of Colonies; however, little effort has been seen in regards to this. &lt;br /&gt;
&lt;br /&gt;
=== Empire of Dominia ===&lt;br /&gt;
&lt;br /&gt;
Thee Empire of Dominia maintains a public ambivalent relations with the Jargon Federation; politically and economically. Hardly any effort is exerted in regards to the Jargon Federation officially, with some more liberal merchant factions rooted within proposing trade with the Skrell. Unofficially, the Empire of Dominia is split ideologically in regards to the political entity. Many both like that the Jargon Federation has taken steps in restricting artificial intelligence, but there is also a sizeable that hates them for being the first ones to create it.&lt;br /&gt;
&lt;br /&gt;
The Empire of Dominia maintains only six Representatives of the Jargon Federation within its borders, focusing on creating opportunities for trading, with little success. The inaction of both the Jargon Federation and the Empire of Dominia during the latest turbulent events of the Orion Spur has resulted in the warming of relations somewhat. The Jargon Federation has displayed minor interest in exploring the relationship between the two entities but has yet to engage in such diplomacy. &lt;br /&gt;
&lt;br /&gt;
=== Serene Republic of Elyra ===&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra has publically maintained that they are suspicious of Jargon encroachment, as well as interference in human affairs, in lieu of the Solarian Alliance&#039;s collapse - despite this, they continue cordial if a bit distant relations with the Jargon Federation. There are whispers that many within Elyra see the Jargon Federation as an ally against the Lii&#039;dra should they return. They are economically disinterested in the Jargon Federation, as the Serene Republic of Elyra has continued their self-sufficiency since the collapse of the Solarian Alliance, and the trade that the nation does conduct are mostly done with the Coalition of Colonies and the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra has roughly two dozen Representatives of the Jargon Federation within its borders, with a focus on technological cooperation. The inaction of the Jargon Federation during the recent events that haunted the Orion Spur has resulted in relations between the two technological giants to become somewhat cold, with a large migration of Representatives back to the Jargon Federation. The Jargon Federation publically supports a minor interest in exploring a relationship with the Serene Republic of Elyra, a technological one, that is.&lt;br /&gt;
&lt;br /&gt;
=== Eridani Corporate Federation ===&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation has made the Orion Spur very aware of their interest to pursue additional economic cooperation with the Jargon Federation; citing that it is a massive market for Zeng Hu Pharmaceuticals, and Megacorporations found within the Board of Five. The closeness of the Jargon Federation and the Solarian Alliance has resulted in cordial relations between these two federations, with a significant amount of both the entities wealth being invested into one another. &lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation maintains the third largest following of Representatives of the Jargon Federation within its borders, with most focusing on exploring additional economic cooperative avenues that will enhance the wealth of both. The inaction of the Jargon Federation during the Second Invasion of Tau Ceti has resulted in somewhat weakened relations; however, the Eridani Corporate Federation publically maintains that the Jargon Federation is a crucial member of its economy. The Jargon Federation has all-but-ensured that the Eridani Corporate Federation will soon benefit from proposed deregulation of the skrellian economy. &lt;br /&gt;
&lt;br /&gt;
=== People&#039;s Republic of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai attempts to secure a respectful, diplomatic relationship with the Jargon Federation; mostly in part due to its policy of approaching alien powers for support in the Adhomian Cold War. The People&#039;s Republic of Adhomai has essentially pushed for cordial relations between them and the Jargon Federation resulting in increased cooperatives, mostly involving the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; - a diplomatic agreement in which the Jargon Federation commences humanitarian aid projects and provides monetary assistance. &lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai has roughly three dozen Representatives of the Jargon Federation within its borders, mostly focusing on administrating the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; and facilitating diplomacy between the three warring nations on Adhomai. The inaction of the Jargon Federation during the most recent events that turned the Orion Spur on its head has not had an impact on the relationship between the Jargon Federation and the People&#039;s Republic of Adhomai. The Jargon Federation maintains that they are neutral in terms of Adhomian Conflicts, and as such does not show any particular favour to the People&#039;s Republic of Adhomai, despite them being the only nation to have allowed the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; on Adhomai.  &lt;br /&gt;
&lt;br /&gt;
=== Democratic People&#039;s Republic of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The Democratic People&#039;s Republic of Adhomai has little to no relations with the Jargon Federation; mostly due to the xenophobic nature of Al&#039;mariism. The Jargon Federation is viewed by many within the Democratic People&#039;s Republic of Adhomai&#039;s borders as a threat to their independence and future; which usually devolves into accusations of imperialism by various prominent politicians. Even the most progressive of Al&#039;mariists maintain the dislike of the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
The Democratic People&#039;s Republic of Adhomai has no Representatives of the Jargon Federation within its borders. The lack of any Representatives has lead to the relationship between the two entities to stagnate, and remain rather cold towards one another. The inaction of the Jargon Federation in the Second Invasion of Tau Ceti was actually seen as a good thing by many within the Democratic People&#039;s Republic of Adhomai; as the Skrell had, for once, not intervened in galactic politics. The Jargon Federation maintains that the Democratic People&#039;s Republic is a threat to the safety, and prosperity, of Adhomai.&lt;br /&gt;
&lt;br /&gt;
=== New Kingdom of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai, due to its precarious position, maintains an official intention of establishing positive diplomatic ties with the Jargon Federation; mostly in hopes of establishing the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; within its borders. The turbulent history of Adhomai has resulted in somewhat lukewarm relations between the New Kingdom of Adhomai and the Jargon Federation, however, it is improving as the weeks go by thanks to continued efforts from both entities. &lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai has roughly a dozen Representatives of the Jargon Federation within its borders, with their focus usually remaining on creating cordial relations to establish &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; within the more developed cities across the New Kingdom of Adhomai. The lack of action during the latest events of the Orion Spur hasn&#039;t had a profound impact on the relationship between the New Kingdom of Adhomai and the Jargon Federation. The Jargon Federation supports a public diplomatic agenda that aims to introduce their presence within the New Kingdom of Adhomai.  &lt;br /&gt;
&lt;br /&gt;
=== Izweski Hegemony ===&lt;br /&gt;
&lt;br /&gt;
The relationship between the nations of Skrell and Unathi has been rocky, to say the least. Following their introduction to the intergalactic stage and subsequent Contact War, the rule of Hegemon S&#039;kresti caused relations to sour. The conflict on Ouerea as well as the handling of the Defiled Lands and various accusations made by both sides, proven or otherwise, only continues to mar recent history. It is only with the death of the last Hegemon and the official coronation of Not&#039;zar Izweski where the situation is beginning to look hopeful for relations.&lt;br /&gt;
&lt;br /&gt;
The stifling silence between them is seen to be either a growing tension between two groups on the cusp of change, or merely an awkward pause before reconciliation, reparation, and realignment. Though they lack embassies in their respective territories, the Skrell assert responsibility and interest in the development in Ouerea as it becomes a cultural hotbed and merger of ideas and innovation, and as such talks between the two groups is inevitable. Furthermore, Skrell and Unathi delegations have been openly suggesting diplomacy; though facing backlash from bitter traditionalists and more conservative Unathi in the Hegemony, it is clear some amount of change is on the horizon, for better or for worse.&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Cinematography&amp;diff=21681</id>
		<title>Skrell Cinematography</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Cinematography&amp;diff=21681"/>
		<updated>2021-10-27T16:52:35Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: Got rid of those boxes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Film==&lt;br /&gt;
=== Swimstars ===&lt;br /&gt;
[[File:Skrelltest1.png|300px|thumb|right|The Skrell in the hit-series, Swimstars!]]&lt;br /&gt;
Swimstars, also known as &#039;&#039;&#039;Q&#039;iix-Aqqx&#039;xaq-que&#039;&#039;&#039;, is an animated (psionic-based) adaptation of a novel by the same name by the skrellian author Axu Iqaxi. Initially published in &#039;&#039;&#039;2420 CE&#039;&#039;&#039; to mediocre reviews, it wasn&#039;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.&lt;br /&gt;
&lt;br /&gt;
Swimstars only recently made its way into human spheres with the release of the first season occurring in late &#039;&#039;&#039;2462 CE&#039;&#039;&#039;. 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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Synopsis ====&lt;br /&gt;
&lt;br /&gt;
Set on the tropical coasts of [[Qerrbalak| 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 [[Skrell Ethnicities| 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&#039;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 &amp;quot;The Jaws&amp;quot;, a Unathite swimming team; Kuo-Poa, a competing skrellian [[Federation Education|kindergarten]]; somehow a dangerous biker gang; and even join the school band!&lt;br /&gt;
&lt;br /&gt;
==== Main Themes ====&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation has remained relatively hands-off with the show; while it does have their support, no direct &amp;quot;step-ins&amp;quot; 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&#039;t aggressive enough.&lt;br /&gt;
&lt;br /&gt;
==== Reception ====&lt;br /&gt;
&lt;br /&gt;
===== Jargon Federation =====&lt;br /&gt;
&lt;br /&gt;
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&#039;re being left out, and xenophobic groups, who have questioned the idea of the main character being a human.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It boasts an 89% amongst most viewers and has either remained as such or grown over the last few months.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Solarian Alliance =====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 2/5 - &#039;&#039;&amp;quot;An ambitious project, but the delivery fails.&amp;quot;&#039;&#039; - Mahjonime&lt;br /&gt;
&lt;br /&gt;
 4/10 - &#039;&#039;&amp;quot;Now I don&#039;t mean anything by this, but it was very difficult to read the faces of the skrell.&amp;quot;&#039;&#039; - Nick Kaknila, now Ex-Employee at Gromatu Inc.&lt;br /&gt;
&lt;br /&gt;
 6/10 - &#039;&#039;&amp;quot;The format was terrible, story stale and at points unwatchable, but it has something for everyone.&amp;quot;&#039;&#039; - IKN&lt;br /&gt;
&lt;br /&gt;
===== Republic of Biesel =====&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;The average review score as of now is 61% on NTomatoes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Serene Republic of Elyra =====&lt;br /&gt;
&lt;br /&gt;
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&#039;t be said in the box office, the majority of Elyrian were simply not interested in what they considered a neutered version of the &amp;quot;real thing&amp;quot;. There have been rumors of illegal emotional stimulation packages running around Elyra, promising the &amp;quot;original Skrell experience&amp;quot; of this show.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;It managed to secure a 71 on the Elyran Virtual Reality Score Index.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Bloopy and Friends: An Educational Children&#039;s Show===&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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&#039;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&#039;s not unknown for a character to not be seen for years in-between appearances.&lt;br /&gt;
&lt;br /&gt;
====Cast and Recurring Themes====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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 &#039;bad&#039; by Federation standards, but every few decades goes through a &#039;redemption arc&#039; to represent rehabilitation for tertiary numericals.&lt;br /&gt;
&lt;br /&gt;
====An Example of a Typical Episode====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bloopy and Friends Season 14, Episode 20&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The episode opens with Bloopy reading a book and is struggling with the words before &#039;noticing&#039; 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.&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Seaside Shuffle===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seaside Shuffle&#039;&#039;&#039; is a mix of athletics, trivia, and philosophy where contestants compete for prizes. The prizes differ each episode, however they usually range from currency, or the latest technological products of that decade, to social credit points and seats to events where they can meet their favorite idols.&lt;br /&gt;
&lt;br /&gt;
The show is often split up into four main segments. The first segment is a general Q&amp;amp;A with the contestants, introducing them to the audience. Here the viewer will learn basic information such as their social credit score, hobbies, and how they feel they&#039;ll perform that episode. &lt;br /&gt;
The next segment is trivia, where contestants are bombarded with questions ranging from current events and Skrell history, to questions on basic mathematics and science. At the end of the three rounds, the contestant with the lowest score is eliminated, while the rest move on to the next segment.&lt;br /&gt;
&lt;br /&gt;
The athletics segment is similar to a triathlon. Contestants are pushed to their limit as they compete in three different sports chosen at random at the start of each round. It&#039;s common at this point in the show for there to be multiple eliminations, as the contestants are either too worn out or perform too poorly to continue on to the final part of the show.&lt;br /&gt;
&lt;br /&gt;
The final segment involves philosophy. The final contestants must give a persuasive oratory arguing for or against a topic given to them by the host, which is then judged by the studio audience, each giving a score out of five. The contestant with the best score wins. Topics are chosen at random but are usually submitted by the audience before the start of each show, so most focus on current Skrell politics or events that occur within the Federation.&lt;br /&gt;
&lt;br /&gt;
===Low Tide: Qerrbalak===&lt;br /&gt;
&#039;&#039;&#039;Low Tide: Qerrbalak&#039;&#039;&#039;, an early-morning talk show that airs every day live from Qerrbalak. The show&#039;s host, Kelop Walb (SCS 8.45), has been hosting the show for the last sixty years.&lt;br /&gt;
The show focuses on news, sport, and general entertainment, and is marketed towards a combined demographic of those getting to work and parents who stay at home. At the start of the show, it gives national headline bulletins from across the Federation, which the host will bring up in-between more regional stories and entertainment news. Social credit score rankings featuring the top 10 and the lowest 10 individuals will also play for a segment of the show. With Walb talking in-depth about their opinion on it.&lt;br /&gt;
&lt;br /&gt;
After the news stories, the host will typically bring on a guest for the morning, normally a minor idol or a commentator, to discuss what&#039;s going on in the Federation. At around the halfway point in the show, the focus shifts onto entertainment; both the host and their guest will discuss things such as the latest fashion trends, and news surrounding the more popular idols.&lt;br /&gt;
&lt;br /&gt;
===Tail to Tail===&lt;br /&gt;
&#039;&#039;&#039;Tail To Tail&#039;&#039;&#039; is considered strange to non-Skrell due to the lack of facial expression in the species. As such, it hasn&#039;t gained much popularity like Swimstars, and even domestically it underperforms. The show has been running for the past 250 years, and the cast, storyline, and setting has seen major changes since its initial airing.&lt;br /&gt;
&lt;br /&gt;
Tail To Tail&#039;s primary demographic are the Skrell living abroad, particularly with those in Biesel; and more recently, the Starlight Zone. The main draw for them being the primarily Skrellian cast, which is a welcome change from local television programming.&lt;br /&gt;
&lt;br /&gt;
The production quality has been noted by human observers to be sub-par in comparison to other shows from the Federation, with the casts acting described as ‘wooden’ and ‘artificial’ by critics, but has been kept that way as a stylistic choice. The last time the showrunners attempted to modernize the programme to meet current standards, fans from abroad were in an uproar, with hundreds of thousands of messages on Viv-ID speaking out about the show &#039;losing its signature aesthetic&#039;. The cast usually consists of minor idols that have just gotten into acting, and many former cast members usually find themselves with a sizable following after their time on the show has ended.&lt;br /&gt;
&lt;br /&gt;
===The Professionals===&lt;br /&gt;
&lt;br /&gt;
The Professionals is a neo-western movie series inspired by the Solarian examples of the genre. It follows the main character, Xuushi ‘Long Tail’, as they patrol the Traverse as a bounty hunter. The series is set shortly after the Glorsh-Omega singularity, and our protagonist sets out to bring a semblance of law and order to a system still recovering from the tyranny of Glorsh along with their posse of fellow bounty hunters that’s slowly built up over the course of the series.&lt;br /&gt;
&lt;br /&gt;
The series is labelled as ‘Historical Fiction’, staying mostly true to the facts while embellishing certain details for entertainment. Critics approve of the movie’s depiction of post-Glorsh society, while at the same time raising concerns about character dialogue and certain anachronisms. The Federation Government has mostly left the movie series to its own devices, pleased with the anti-synthetic and pro-Federation message of the overall series despite its telling of the events during this period.&lt;br /&gt;
&lt;br /&gt;
===Chirp Till You Drop===&lt;br /&gt;
&lt;br /&gt;
This TV series focuses on audience-submitted home videos that feature examples of Skrell comedy. Absurdity, slapstick, and similar topics can be frequently seen, and whichever video is judged by the studio audience for that episode to be the funniest, wins a cash prize of 5000 Sqiips. Due to how different and sometimes absurd places outside the Federation can seem to its citizens, many videos submitted come from Jargon citizens currently living abroad.&lt;br /&gt;
&lt;br /&gt;
Examples of videos submitted in the past include a Skrell attempting to eat a hamburger using a knife and fork, a Tajaran slipping, then sliding underneath a nearby wet floor sign as they land, and a Diona eating a stack of pizza boxes whole.&lt;br /&gt;
&lt;br /&gt;
==Idols==&lt;br /&gt;
&lt;br /&gt;
The Federation takes great pride in their cultural idols, and massive efforts are made by the Government to encourage them, and to cultivate a following for the idol to spread their (and by extension, the Federations) message.&lt;br /&gt;
&lt;br /&gt;
===Music Idols===&lt;br /&gt;
&lt;br /&gt;
Music idols are some of the more popular idols in the Federation. Most, save those who are part of the counterculture scene, have particularly high social credit scores because of how far-reaching their music can be compared to film and television.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weshi Beshi (SCS 8.39)&#039;&#039;&#039; -  Common with many Skrellian songs, this idol samples and remixes Solarian vocals to create a catchy chorus in their own music. Their most popular song (roughly translated into basic: ‘Feel My Wake’) is about finding love and starting a quya. Their singing has been described as ‘angelic’ by non-Skrell listeners, thanks in part to their native Aweiji accent helping them stand out from the more ‘faux-Weiji’ accents used by other idols.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feqi Coqoq-Dul (SCS 5.33)&#039;&#039;&#039; - Active in the 2420s, but since fallen into obscurity, this fallen Idol is now a major artist in the underground punk/counterculture scene. The underground music scene allows artists to create unique songs compared to their more conformist contemporaries that are behind Skrell pop. This artist, in particular, spearheaded the Abyss Pop movement; a genre of electronic music that uses samples of warbling and chirps commonly heard in the Qeblak observatories or Weishii sanctuaries. The samples are remixed to simulate early Skrell harmonization in the ocean, commonly paired with drum and bass. The genre is named Abyss Pop to oppose the more mainstream ‘Star Pop’ of the Federation. Other than the cacophony of warbles and chirps, this genre of music typically doesn’t have any vocals associated with it - this makes it popular with low social credit scores as it isn’t seen as ‘preachy’ like Star Pop. Since fading into obscurity, Feqi lost their idol status with the Federation and the majority of its population, but they’ve gained popularity with those with anti-Federation views. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Yaqoxi&#039;&#039;&#039; (Average SCS 9) - A relatively recent addition to the Skrell music scene, this group is a quya made up of five Skrell and their music generally focuses on family life. Their live shows make heavy use of ‘tabs’ to induce group psionic hallucinations, showing parts of their home life to the audience similar to a music video. They’ve become a hit with their unique use of psionics and holograms in their live shows, and their music has become a sensation across the entire Federation.&lt;br /&gt;
&lt;br /&gt;
===TV and Film Idols===&lt;br /&gt;
&lt;br /&gt;
TV and film can be quite varied both in quality and overall popularity with the masses. Because of this, the social credit scores of these idols can be more varied than musicians.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Miaq Motox’Kex (SCS 7.63)&#039;&#039;&#039; - This TV star started their career in Tail to Tail back in 2437 as Doctor Kex’iia, the charismatic Doctor and former love interest of more than one of the main characters. They left the show in 2440, and soon went on to appear in shows such as Swimstars, as well as being a frequent guest on Low Tide: Qerr’balak. Currently, they’re in talks about replacing the host of Chirp Till You Drop.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Joq-Orms Farx (SCS 8.11)&#039;&#039;&#039; - Known for their role in the human-inspired, Neo-Western film series ‘The Professionals’, Farx was a sensation in the Federation as the must-have action hero for any aspiring Directors movie. They officially retired in 2452 after a bereavement, but they have recently been seen on movie sets around Qerr’balak, and the latest statement posted by them on Viv-ID implies that they’re slowly coming back to the Jargon screen. A common phrase among their fans is, “It’s a shame Farx didn’t live to be Grand Councillor.”&lt;br /&gt;
&lt;br /&gt;
===Streamers and Online Personalities===&lt;br /&gt;
&lt;br /&gt;
Viv-ID streamers and other online personalities are slowly rising in popularity in the Federation. Their scores are on the lower end of the spectrum for idol status but usually have a small yet vocal following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LeviathanTail (Troi Guxqi)  (SCS 7.15)&#039;&#039;&#039; - LeviathanTail is a professional videogame player, streamer, and social blogger on Viv-ID with their own subforum, which has around two hundred thousand active followers. Their most-viewed content involves their critique and gameplay of Homeworld: Invasion. The standard format for these videos is a quick intro, followed by describing the premise of the video before it transitions to commentary and gameplay. Leviathan considers themselves Homeworld: Invasion’s biggest fan, and has contributed to various bugfixes and content updates through their critique of the games flaws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lu’Kala (Ioriz Uue’Befona)  (SCS 7.34)&#039;&#039;&#039; - Similar to LeviathanTail, Lu’Kala stylizes themselves as a professional videogame player and social commentator. Their content on Viv-ID is more varied, with their videos usually encompassing a wide variety of topics ranging from their views on entertainment news, to short rants on a subject they feel they need to discuss that day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hezi-Croqi Saxizop’Telioqux  (SCS 7.03)&#039;&#039;&#039; - Hezi-Croqi is a former musical idol, now media critic that focuses on music, but also has a small subset of videos dedicated to reviewing TV shows and films. Their content is of particular interest to the Federation, as Hezi-Croqi has some insightful commentary on the music scene that allows the Federation to subtly improve and stay ahead of any new developments. The Federation also uses Telioqux’s reviews of up-and-coming pop idols to gauge whether or not that particular idol will be effective. &lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=21621</id>
		<title>Languages</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=21621"/>
		<updated>2021-10-17T02:34:27Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: /* Skrell Languages */  I kill Nral&amp;#039;Balak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
The languages of the known Galaxy are diverse. While many regional languages exist, there are few major languages which are of particular note for their large number of native speakers and status as official administrative and official species languages by governments and transtellars.&lt;br /&gt;
&lt;br /&gt;
==Human languages==&lt;br /&gt;
===Sol Common===&lt;br /&gt;
With its roots in Mandarin Chinese, Common evolved as the official language of the Sol Alliance, with officials working to tie it together with a common tongue. It&#039;s spoken by state officials, taught in schools, and spoken by those who either feel a sense of national pride in the Alliance or otherwise fell sway to the culture. It became the Alliance&#039; official language in 2105.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
* [[File:Accent_sol.png|64px]] &#039;&#039;&#039;Solarian&#039;&#039;&#039;: The typical Solarian accent has a hundred tiny variants and can be found on a multitude of planets in countless systems, and is often simply regarded as “the accent of humanity” due to its prevalence. It can be found on planets as prominent as Earth or as obscure as settlements of only a few million in the Sol Alliance’s Outer Ring.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_venus_surfacer.png|64px]] &#039;&#039;&#039;Cytherean&#039;&#039;&#039;: Venusian Common (referred to as Cytherean Common on Venus itself) is often regarded as one of the most prevalent forms of Sol Common due to Venus&#039; massive entertainment industry. On Venus itself this accent is associated with the entertainment industry and Cytherea, and many prospective actors will attempt to adopt it in order to better fit into the industry. Many high-end entertainment IPCs used throughout human space come pre-programmed with this accent, due to its association with the Venusian entertainment industry.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_venus_under.png|64px]] &#039;&#039;&#039;Jintarian&#039;&#039;&#039;: While Cytherean Common has a reputation abroad as \&amp;quot;Venusian Common\&amp;quot; it is the accent of working-class Jintarians that is, to many on the planet, the true form of Venusian Common. On Venus itself this accent is associated with the working and middle-class population of the planet rather than the entertainment industry, and many Cythereans look down upon those with this accent as unrefined. Hendrik Strom, one of the Sol Alliance&#039;s most notable politicians, is well-known for having a strong Jintarian accent he makes no attempt to hide.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_earth.png|64px]] &#039;&#039;&#039;Earth&#039;&#039;&#039;: The typical Earth, or Terran, accent of the modern era has its roots in Mandarin Chinese, the dominant language of Earth for much of its modern history. All accents found in human space - from Luna to Xanu - are, one way or another, descended from this ancient accent.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_luna.png|64px]] &#039;&#039;&#039;Lunarian&#039;&#039;&#039;: The Lunarian accent is regarded throughout the Sol Alliance, and beyond, as a distinctive mark of being Lunarian. The accent is extremely hard for immigrants to Luna to pick up and replicate, and is carefully maintained by Lunarians abroad to keep their accent distinct. It is essentially impossible for a human not living on Luna to replicate a Lunarian accent, and it is considered a major faux paus to pretend to have one. Many Idris Incorporated IPCs are programmed with Lunarian accents to make them seem high-class in both appearance and in accent.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_mars.png|64px]] &#039;&#039;&#039;Martian Common&#039;&#039;&#039;: Martian Common is a more guttural form of Sol Common that borrows some elements of Freespeak. The distinctive accent is, as a result, looked down upon as a “hick” dialect on Luna and Venus and regarded as the dialect of quarrelsome and annoying Martians elsewhere. Some Martians go to great lengths to hide their accents due to this reputation, which is still alive in the Republic of Biesel despite its separation from the greater Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_Pluto.png|64px]] &#039;&#039;&#039;Pluto&#039;&#039;&#039;: The Plutonian accent is one of many Sol Common accents found throughout the Sol System itself, though it is almost undoubtedly the furthest one out from the Sun itself. Rooted in a combination of Central Asian and Eastern European dialects, the Plutonian accent is notable for its slow, methodical method of speech. Very few positronics can be found with this accent, due to Pluto&#039;s unusual relationship with corporations&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_silversun.png|64px]] &#039;&#039;&#039;Native Silversun&#039;&#039;&#039;: The native accent of Silversun is a sing-song take on standard Sol Common that has, since massive investment into the planet by Idris Incorporated, come to be associated with the planet’s renowned tourism industry. Many native residents of Silversun are bitter that their accent - and planet - are seen as nothing more than an enormous vacation retreat by the greater Orion Spur. This accent is commonly used by Idris Incorporated shell positronicframes, much to the consternation of Silversun&#039;s Originals.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_Konyang.png|64px]] &#039;&#039;&#039;Konyanger&#039;&#039;&#039;: The Konyanger Common accent is quite similar to standard Sol Common, but has drawn some influence from Freespeak due to Konyang’s position near the border between the Sol Alliance and the Coalition of Colonies. A significant number of IPCs possess a Konyanger accent, due to the planet being the origin of IPCs and a major producer of them.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_nhp.png|64px]] &#039;&#039;&#039;New Hai Phongese&#039;&#039;&#039;: New Hai Phongese Common is, compared to the typical Sol Common accent, much more tonal. This has lent it a distinctive pattern of speech that is easy to tell apart from the standard Sol Common accent associated with the Solarian core worlds. The accent is often imitated by performers, particularly musicians, due to its unique tonal style. Due to the hazardous environmental conditions present on New Hai Phong, many residents of New Hai Phong carry another distinctive auditory cue: coughing and wheezing due to asthma.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_himeo.png|64px]] &#039;&#039;&#039;Himean&#039;&#039;&#039;: Himean Common is more guttural and harsh-sounding than the typical Sol Common accent, due to Himeo’s position in the Coalition of Colonies. The Himean accent and its distinctive guttural method of speaking are easily distinguishable from other Sol Common speakers, even when speaking Tau Ceti Basic or Freespeak. Himean Common has the unusual reputation of making its speaker always sound angry, no matter their mood, due to its more guttural nature.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_gadpathur.png|64px]] &#039;&#039;&#039;Gadpathurian&#039;&#039;&#039;: The Gadpathurian accent, otherwise known as Gadpathurian Common, is an older dialect of Sol Common that is often regarded as dated-sounding by other speakers due to the isolation of the planet during its period of reunification. Due to the government&#039;s tight control over Gadpathur, and push for unity in the face of the Sol Alliance, Gadpathurians have been described as sounding relatively similar no matter which area of the planet they hail from.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_eridani_reinstated.png|64px]] &#039;&#039;&#039;Reinstated Eridani Dreg&#039;&#039;&#039;: The clipped and clinical tones of proper &amp;quot;corporate&amp;quot; speech in Eridani are difficult to perfect even for those born into positions of privilege. For those unfortunate individuals born outside Eridani&#039;s shining skyscrapers and silver spires, the distinctly uncorporate flow of &amp;quot;dreg&amp;quot; speech can make attaining the standard Eridanian accent almost impossible to fully achieve. The curious middle-ground accent of the so-called &amp;quot;reinstated&amp;quot; in Eridani society allows an individual to go much further than its more criminally-aligned counterpart, but still falls short of most suits&#039; expectations.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_dominia.png|64px]] &#039;&#039;&#039;Vulgar Morozi&#039;&#039;&#039;: The most common Dominian accent is Vulgar Morozi, a variation of Sol Common found upon Moroz itself. Dominian-spoken Sol Common and Tau Ceti Basic are both heavily influenced by Tradeband, the common language of both human and unathi nobility in the Empire. Vulgar Morozi has regional variations on the colonies of the Dominian Empire, and in the rebellious Morozian region of Fisanduh. The Fisanduhian accent is considered to be a distinctive higher-pitched variation of Vulgar Morozi that is often suppressed by insurgents to better blend in with the greater Imperial population.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_fisanduh.png|64px]] &#039;&#039;&#039;Fisanduhian&#039;&#039;&#039;: While it is similar to the typical Morozian accent, to those not familiar with it; or not from the Empire of Dominia, the standard Fisanduhian accent has some variations that mark it as distinctive.	The accent is higher pitched than its Dominian counterpart, and has been described as more tonal. Members of the Fisanduh Freedom Front will often go to great lengths to disguise this accent, though most will slip back into it when off-world.&lt;br /&gt;
&lt;br /&gt;
===Tau Ceti Basic/Common===&lt;br /&gt;
A spiritual successor of Esperanto, established in 2404 in Tau Ceti by Ceti intellectuals. Its unique, fully customized alphabet and structure allow it to be spoken even by most alien species. It&#039;s the official language of Tau Ceti and has growing traction in diplomatic circles and Universalists across human space. It is the most common trade language in human space and the official language of commerce in the Sol Alliance and numerous systems as well as being heavily promoted in non-human business schools.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
* [[File:Accent_biesel.png|64px]] &#039;&#039;&#039;Biesellite&#039;&#039;&#039;: Often described as the “true” way of speaking Tau Ceti Basic, the Biesellite accent is easy to reproduce due to the phonetics of TCB.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_elyra.png|64px]] &#039;&#039;&#039;Elyran&#039;&#039;&#039;: The typical Elyran accent is an odd combination of Tau Ceti Basic and Sol Common due to the Republic’s independence from the Sol Alliance. The standard language of the Republic of Elyra is Elyran Common, a variation upon standard Sol Common that is closer to Tau Ceti Basic than other Sol Common dialects.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_newgibson.png|64px]] &#039;&#039;&#039;New Gibsoner&#039;&#039;&#039;: The New Gibsoner accent is very close to the accent of Tau Ceti proper, due to the nature of the planet’s colonization. However, New Gibsoners are known for talking with a faster and more clipped accent than those from Biesel and, at times, sound as if they are tripping over their words due to the rapid pace at which they speak.&lt;br /&gt;
&lt;br /&gt;
===Tradeband===&lt;br /&gt;
Descended from Latin and romance languages of old Earth, Tradeband remains the main tongue of the upper class of humanity. The language sounds elegant and well structured to most ears. It remains in popular use with traders, diplomats, and those seeking to hold onto a piece of a romantic past. It gained Sol Alliance recognized legal status in 2317 and is prominent in systems that have historically been major centers of trade.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
* [[File:Accent_eridani_suit.png|64px]] &#039;&#039;&#039;Eridanian&#039;&#039;&#039;: The accent of Eridanian “suits” is almost universally looked upon as the accent of corporate excellence throughout the Sol Alliance and Republic of Biesel. Speaking with this accent is a surefire way to get one’s foot into the door in the corporate world, and wealthier Suits often devote time and resources to refining their accent to be more properly Eridanian.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_highdominia.png|64px]] &#039;&#039;&#039;High Morozi&#039;&#039;&#039;: The less common Dominian accent is High Morozi, a variation of Tradeband found upon Moroz itself. While Vulgar Morozi is typically associated with the common citizenry of the Empire, High Morozi is associated with the Imperial nobility. While most typically associated with nobles it is often taught to wealthy commoners in order to more easily brush shoulders with nobility. This accent is one of the most readily-recognised markers of Dominian nobility abroad.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_jupiter.png|64px]] &#039;&#039;&#039;Jovian&#039;&#039;&#039;: The Jovian accent is an odd mish-mash of accents from Jupiter’s various moons, and has heavy variation on each of the moons. On Idris Incorporated-dominated Europa, the Jovian accent often takes on traces of Tradeband due to the amount of high-income tourism, while the Castillean Jovian accent is known for the rapid, breathless pace at which it is typically spoken. Ganymede is often seen as the “standard” Jovian accent, though some on Castillo vehemently believe that the Castillian accent should be the standard.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_europa.png|64px]] &#039;&#039;&#039;Europan&#039;&#039;&#039;: Europans are known to be much quieter and speak at a slower pace than their counterparts on Callisto, despite the close proximity of the two moons. Solarian linguists have traced the whisper-like nature of the accent origins to the planet’s submarines: crews believed that quieter voices interfered less with sonar, and were less likely to be heard by whatever was outside the hull. Europans that have succumbed to &amp;quot;Deep Crazy&amp;quot;, a psychological phenomenon found on the moon, are known to abandon the typically hushed nature of Europan speech for screaming hysterically.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_silversunexpat.png|64px]] &#039;&#039;&#039;Silversun Expatriate&#039;&#039;&#039;: The accent of Silversun&#039;s wealthy Idris Incorporated-aligned minority population is rooted in Tradeband dialects from Eridani and Luna rather than the Sol Common dialect of the Originals, making it audibly distinctive compared to the &#039;native&#039; accent of the planet. This accent is most commonly associated with Idris Incorporated employees from Silversun, which tend to be overwhelmingly from the Expatriate population. Many Idris Incorporated positronics are programmed with this accent, and it is often regarded as the unofficial accent of the megacorporation.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_assunzione.png|64px]] &#039;&#039;&#039;Assunzionii&#039;&#039;&#039;: The Assunzionii accent is one of the most unusual found in the Coalition of Colonies, due to the planet&#039;s colonial roots in the Mediterranean. Heavily influenced by Romance languages the Assunzionii dialect is most notable for its elegant-sounding and evenly-paced method of speaking compared to rougher-sounding Coalition and frontier dialects. Liturgical Assunzionii is a small subset of this dialect, and is generally only spoken during Luceian services and can be distinguished by its use of archaic language.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_visigrad.png|64px]] &#039;&#039;&#039;Visegradi&#039;&#039;&#039;: The Visegradi accent is unique for that of a Solarian world, being a Tradeband accent with strong influences from the various languages of the Warsaw Pact on Earth. Decidedly harsh and characterized by unusual and eclectic pronunciation, it can be fairly difficult to parse for those unfamiliar with it. This is only somewhat stymied by the fact that Visegradi people tend to speak very loudly, an adaptation necessitated by the need to make oneself heard during the planet&#039;s torrential downpours.&lt;br /&gt;
&lt;br /&gt;
===Freespeak===&lt;br /&gt;
A language of renegades and frontiersmen descending from various languages from Earth like Hindi combined into a multi-rooted jumble that sounds incoherent or even barbarian to non-native speakers. This language is the only common cultural identity for humans in the frontier. Speaking this language in itself boldly declares the speaker a free spirit. Often called &#039;Gutter&#039; by Alliance citizens. It was Recognized by Sol Alliance as a spoken language in 2321. Considered a &#039;rough, informal&#039; language, Freespeak is believed to have evolved in Martian slums, quickly spreading throughout the Galaxy. It is prominent in working class settlements across human space leading it to be the most common language in the frontier and second most common in the outer rim of known space. It is one of the few frontier cultural identity pieces.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
* [[File:Accent_coalition.png|64px]] &#039;&#039;&#039;Xanusian/Coalition Standard&#039;&#039;&#039;: The frontier is home to an unknowably vast amount of humans and settlements, covering everything from small outposts of only a few hundred to major planets such as Xanu Prime. The Frontiersfolk are as diverse as their accents are, but the most common “frontier accent” is generally regarded as that of Xanu Prime - the arguable capital of the massive Coalition of Colonies.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_scarabs.png|64px]] &#039;&#039;&#039;Scarabs&#039;&#039;&#039;: The common accent of the Scarab Fleet has dozens, perhaps hundreds, of small variations due to the Fleet itself being spread throughout a massive number of individual ships, most of which have their own unique variations upon the standard Scarab accent.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_eridani_dreg.png|64px]] &#039;&#039;&#039;Eridanian, Dreg&#039;&#039;&#039;: The Eridanian “dreg” accent is almost universally looked upon as the accent of petty criminals and ne’er-do-wells throughout the Orion Spur. Speaking with this accent in the proximity of most humans is a surefire way to gain their suspicion, and those speaking with this accent often find themselves under enhanced security surveillance in corporate facilities. Eagle Corp, one of the major employers of dregs in Eridani, devotes a significant amount of its training to making its dreg recruits drop this distinctive accent.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_vysoka.png|64px]] &#039;&#039;&#039;Vysokan&#039;&#039;&#039;: The typical Vyoskan accent is regarded as a throatier and harsher variation of Freespeak, with the planetary accent possessing many harsh tones. Some non-Vysokans have noted that the accent sounds similar to Himean Common at times, due to both accents being more guttural than average. However, the Vysokan accent remains distinctive from Himean Common due to its roots in Freespeak rather than Sol Common.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_deepfrontier.png|64px]] &#039;&#039;&#039;Non-Coalition Frontier&#039;&#039;&#039;: The non-Coalition frontier &#039;accent&#039; is not a true accent in of itself, but is instead used as a catch-all term for human accents originating outside of the frontier controlled by the Coalition of Colonies. These planets and systems vary wildly, and all sorts of people and places can be found within them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Tajaran languages==&lt;br /&gt;
===Siik&#039;maas===&lt;br /&gt;
Siik&#039;maas is theorized to have been the ancient language of the Tajara, the &#039;religious&#039; tongue shared between most Tajara from their onset as a species. Despite Tajaran society evolving to a point where religious devotion became less encouraged, the universal service language used in all churches and worship sessions became the lingua franca and almost every Tajara knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the [[Tajaran History#Migration Period|Migration Age]] and continues to be the most prevalent tongue on Adhomai since.&lt;br /&gt;
&lt;br /&gt;
It is capable of being spoken by a learned human, as it is not as reliant on body language as Siik&#039;tajr or the other native languages on Adhomai. However, just as Tau Ceti basic is difficult for Tajara to master given their muzzle structure, Siik&#039;maas is the same to humans, since they lack the proper biology to perform certain inflections properly. Despite it focusing more on spoken word than others, some of the vocabulary requires subtle body movements that are challenging for humans to grasp, no less perform. Even if one were to learn these movements, they tend to be sluggish and slower, giving the speech a sort of &#039;drunken&#039; feeling. Tajara speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
* [[File:Siktag.png|64px]] &#039;&#039;&#039;Republican Siik&#039;maas&#039;&#039;&#039;: the dialect of north and central Ras&#039;nrr. It was spoken by the Hadii dynasty and its subjects before being adopted as the official version of the [[People&#039;s Republic of Adhomai|People&#039;s Republic]] Siik&#039;maas. This variation is taught in all Republican schools since the end of the first revolution and is considered as the most pure and correct form. PRA citizens are encouraged to learn and adopt it, as speaking another accent is frowned upon. It is notable for its unusually rigid grammatical construction as opposed to most other Adhomian dialects. Republican Siik’maas is the language of Hadiist loyalists, both in and outside of S&#039;rand&#039;marr.&lt;br /&gt;
&lt;br /&gt;
* [[File:Siiknazira.png|64px]] &#039;&#039;&#039;Nazira Siik&#039;maas&#039;&#039;&#039;: native to the southern regions of Ras&#039;nrr. This accent is the oldest and most solemn form of Siik&#039;maas, avoiding contractions of words and speaking its sentences slowly. It is commonly associated with the [[S&#039;rendarr and Messa|church of S&#039;rand&#039;marr]], due to its proximity to Sana Sahira. Priests are taught to replicate this dialect when conducting religious service.&lt;br /&gt;
&lt;br /&gt;
* [[File:Tajcrevan.png|64px]] &#039;&#039;&#039;Crevan Creole&#039;&#039;&#039;: once the dialect of merchants and sailors across all Adhomai. Born from the melting pot that is [[Crevus]], where Tajara from all the planet would bring and mix their cultures. Thanks to the importance of the city during its trading age, it can be found in most Tajara ports as well. Crevan Creole is known for its heavy focus on nasal sounds, with many Adhomian comedians parodying it.&lt;br /&gt;
&lt;br /&gt;
* [[File:Dprasiik.png|64px]] &#039;&#039;&#039;Das&#039;nrra Siik&#039;maas&#039;&#039;&#039;: found on the island of Das’nrra, this accent is famous for its emphasis at the end of vowels and uncommon pronunciation of glottal stops. While tracing its origins back to the rural population, it was shaped by the urban workers that emerged after the first revolution. It is associated with Democratic People’s Republic citizens and its offworld community.&lt;br /&gt;
&lt;br /&gt;
* [[File:Nkasiik.png|64px]] &#039;&#039;&#039;High-Harr&#039;masir Siik&#039;maas&#039;&#039;&#039;: used by the natives of northern Harr&#039;masir. It is deemed to be a rustic and harsh-sounding form of siik&#039;maas; the accent is associated with peasants and uneducated Tajara. It is the most common dialect among [[New Kingdom of Adhomai]] commoners. The nobility usually attempts to mask this accent due to its relationship with the common people. It is also spoken by the New Kingdom population living in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
* [[File:Lowerrasiik.png|64px]] &#039;&#039;&#039;Lower-Harr&#039;masir Siik&#039;maas&#039;&#039;&#039;: native to the southern area of Harr&#039;masir. In comparison to other Siik&#039;maas dialects - it is the one that deviates the most from the standard version. Thanks to Republican propaganda, it has gained the fame of being the tongue of criminals and guerrilla fighters. Most speakers are [[Democratic People&#039;s Republic of Adhomai]] citizens. Its words are spoken in a hushed manner.&lt;br /&gt;
&lt;br /&gt;
* [[File:Amohdasiik.png|64px]] &#039;&#039;&#039;Amohdan Siik’maas&#039;&#039;&#039;: spoken by the Tajara from the [[Democratic People&#039;s Republic of Adhomai#Island of Amohda|island of Amohda]]. Despite past Republican attempts to destroy this dialect; it survived and is now undergoing a period of revival by Amohdan nationalists. It can also be found in the New Kingdom because of the Amohda Exiles. Due to royalist influence, it has many Ya’ssa loan words. Amohdan Siik’maas has a characteristic drawl tone to it.&lt;br /&gt;
&lt;br /&gt;
* [[File:Tajara northrasnrr.png|64px]] &#039;&#039;&#039;Northern Ras&#039;nrr Siik&#039;maas&#039;&#039;&#039;: While similar to the Republican Siik&#039;maas, Northern Ras&#039;nrr Siik’maas is relatively free from the Hadiist additions. It is known for its short, sharp vowel sounds and clear pronunciation. Most speakers are found in the DPRA controlled area of the region, but some do exist within the PRA borders.&lt;br /&gt;
&lt;br /&gt;
* [[File:Dinnakaccent.png|64px]] &#039;&#039;&#039;Din&#039;akk Mountains Siik&#039;maas&#039;&#039;&#039;: Found in the isolated valleys of the Din&#039;akk Mountains, little has changed in this accent since the first contact. It still clings to words and grammatical structures that have long since fallen out of use by other Siik&#039;maas speakers. It is described as strong and abrupt by other Tajara.&lt;br /&gt;
&lt;br /&gt;
===Siik&#039;tajr===&lt;br /&gt;
&#039;&#039;&#039;Siik&#039;tajr&#039;&#039;&#039; is the opposite of Siik&#039;mas completely. A recent construction, it has seen more use recently following the overthrowing of the plutocracy. It was birthed from the necessity for a language that was difficult for law enforcers to understand, enabling revolutionaries to converse privately without having their conversations monitored or overheard. Revolutionary radicals have been a part of Adhomai&#039;s history for a long while, but were always small; however, when the Great War broke out, Siik&#039;tajr saw widespread use by rebel forces during military operations similar to Navajo radio operators. It is a combination of Siik&#039;mas and the more body language inclined Nal&#039;rasan, a tongue traditionally used by hunters. It is not normally used in daily life due to its complexity, it is often maintained as a secondary language, especially for families who fought in the Great War.&lt;br /&gt;
&lt;br /&gt;
===Delvahhi===&lt;br /&gt;
Delvahhi is a language closely related to the Zhan-Khazan Tajara. It is still widely used in religious ceremonies dedicated to Ma&#039;take and amongst settlements comprised mostly of Zhan-Khazan. It is also the favored language of farmers, who have adopted it in the wake of government intrusions into the agricultural industry of Adhomai. It is considered a subversive tongue by People&#039;s Republic authorities.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
* [[File:Delvahi.png|64px]] &#039;&#039;&#039;Rural Delvahhi&#039;&#039;&#039;: the form of Delvahhi spoken by settled Zhan-Khazan communities. It has been heavily influenced by Siik’maas. It is also used as the liturgical language by some Ma’ta’ke priests. Rural Delvahhi speakers usually speak siik’maas with a slower and throaty tone.&lt;br /&gt;
&lt;br /&gt;
* [[File:Nomadspeak.png|64px]] &#039;&#039;&#039;Nomadic Delvahhi&#039;&#039;&#039;: the version of Delvahhi used by the [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|Rhazar&#039;Hrujmagh]]. It emerged after the breakup in the primordial Zhan-Khazan population. Unlike the rural dialect, it remained relatively unchanged over time. It is far more guttural and brief than its sister tongue. &lt;br /&gt;
&lt;br /&gt;
===Nal&#039;rasan===&lt;br /&gt;
Siik&#039;maas and Siik&#039;tajr were always widely used by M&#039;sai, but the body-focused language of Nal&#039;rasan was their creation. Because the mrowling and vocal expressions of Siik&#039;maas could sometimes alert prey to their presence and drive them away, hunting parties adopted this language to prevent such a thing from occurring. Rebel sects saw the use of this language and made use of it for covert discussions and the transmission of highly classified information before and during the Great War.&lt;br /&gt;
&lt;br /&gt;
===Ya&#039;ssa===&lt;br /&gt;
Siik&#039;maas was the widely spoken language of Njarir, though amongst themselves they preferred to use the Ya&#039;ssa dialect. Presumed to be the traditional tongue of the nobility, it uses a more refined alphabet and speech pattern believed to have evolved from a less-used ancient dialect. Hadii members have been recorded to still use Ya&#039;ssa, though ultimately with the widespread annihilation of noble families, this language has fallen into disuse until its revival by the New Kingdom of Adhomai.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
* [[File:Oldyassa.png|64px]] &#039;&#039;&#039;Old Ya’ssa&#039;&#039;&#039;: the tongue of the old Tajaran nobility, spoken by those who were born before the first revolution. It differs from the modern Ya’ssa by having a far more complex set of rules, long-drawn-out sentences, and compound words. Old Ya’ssa is a dying tongue; as the version taught by the New Kingdom of Adhomai has mostly replaced it in the post-revolution noble generation.&lt;br /&gt;
&lt;br /&gt;
==Unathi languages==&lt;br /&gt;
===Sinta&#039;Unathi===&lt;br /&gt;
The common language of Izweski-controlled Moghes, composed of sibilant hisses and rattles. Historically, it is a symbol of the Izweski Hegemony&#039;s domination across half the planet of Moghes. It is believed to be the language of &#039;&#039;&#039;&amp;quot;the civilized Unathi&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
* [[File:accent_heg_noble.png|64px]] &#039;&#039;&#039;Hegemonic Noble&#039;&#039;&#039;: The Noble Hegemonic accent is eloquent and flowing, staying near the front of the mouth. Airy and filled with hissing, this accent requires birth-right or years of practice to properly convey. The families of Lords, Sk&#039;akh Priests, noble warriors, and some merchants will often share this accent, and will mostly find the Sinta&#039;Azaziba language and Traditionalist accent more savage. The Noble Hegemonic accent is primarily found in the Untouched Lands, and originates from the Sinta&#039;Unathi language.&lt;br /&gt;
&lt;br /&gt;
* [[File:accent_heg_pes.png|64px]] &#039;&#039;&#039;Hegemonic Peasant&#039;&#039;&#039;: Lowborn guilds-workers, first-generation merchants, simple warrior levymen, and hundreds of other tasks for the common Clans - this is the most common accent for Unathi, stereotypically. It still holds a slight air of royalty to it compared to the Traditional accents. It is most commonly found in the crowded Untouched Lands and in colonies. It originates from the Sinta&#039;Unathi language. &lt;br /&gt;
&lt;br /&gt;
===Sinta&#039;Azaziba===&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance. It was notable for being the primary language of the now eradicated Coalition of Kingdoms against the Izweski Hegemony.&lt;br /&gt;
&lt;br /&gt;
Because of its history against the Izweski Hegemony, Sinta&#039;Azaziba is looked down upon as the language of &#039;savages&#039; and &#039;wastelanders&#039;. In reality, it is a language filled with culture and traditional beauty that helps many Unathi cling to their ancestral language.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
* [[File:accent_trad_noble.png|64px]] &#039;&#039;&#039;Traditional Noble&#039;&#039;&#039;: A more guttural, droning accent - although one that would demand respect on Moghes before the Contact War, and still demands it in the Wasteland. Primarily born from the guttural intonations and physical movement required to communicate in Sinta&#039;Azaziba, this Noble Traditional accent requires clan-training from a family member or shaman - and has become either a sign of survival or defeat to most who see this ancient accent fading from existence.&lt;br /&gt;
&lt;br /&gt;
* [[File:accent_trad_pes.png|64px]] &#039;&#039;&#039;Traditional Peasant&#039;&#039;&#039;: Primarily derived from the guttural intonations and physical movement of Sinta&#039;Azaziba, common Unathi from the Wasteland would have this grittier speech pattern. Although filled with variety due to the multitude of kingdoms composed in the Wasteland, the borders of where these accents used to be set no longer exist and have simply become what it is now, struggling to find identity.&lt;br /&gt;
&lt;br /&gt;
* [[File:accent_deep_wastelander.png|64px]] &#039;&#039;&#039;Deep Wastelander&#039;&#039;&#039;: Deep within the Wasteland, the most savage lands dominated by bandits, death cults, and nomadic peoples that have lost any connection to their ancestors culturally.  The Deep Wasteland accent comes from a disconnection to original talking styles, and adds in more aggressive speech patterns. To both Hegemonic and Traditionalist, the Deep Wastelander accent is the sign of an individual who has grown up without a home or clan that could have taught them an ancestral dialect. The accent is apparent in both Sinta&#039;Unathi and Sinta&#039;Azaziba.&lt;br /&gt;
&lt;br /&gt;
==Skrell Languages==&lt;br /&gt;
===Nral&#039;Malic===&lt;br /&gt;
Nral&#039;Malic sounds like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
* [[File:Standard Skrell Accent.png|64px]] &#039;&#039;&#039;Nral&#039;Malic Standard:&#039;&#039;&#039; In the Jargon Federation, the typical skrellian accent has dozens of minute and tiny variations and can be found across a multitude of planets (and their colonies) and in a wide range of sectors. Its generality has resulted in the belief that it is the &#039;standard&#039; accent for all Skrell.&lt;br /&gt;
&lt;br /&gt;
* [[File:Qerrbalak Accent.png|64px]] &#039;&#039;&#039;Qerrbalak:&#039;&#039;&#039; The typical accent of the Homeworld (or Qerrbalak), is very much more distinct and enunciated than other variations of Nral&#039;Malic. It puts specific emphasis on a melodious manner of speaking, their tones often jumping out of the standard human hearing range.&lt;br /&gt;
&lt;br /&gt;
* [[File:Qerr&#039;Malic_Accent.png|64px]] &#039;&#039;&#039;Qerr&#039;Malic:&#039;&#039;&#039; The Qerr&#039;Malic accent is known for being rather soft, even hushed at some points. Because of the moon&#039;s tourist industry, it borrows elements from other accents to form a rather unique mixture that makes specific reference to keeping low tones accessible to non-Skrell, further cementing the overall &#039;quietness&#039; to other Skrell as their sentences sound half-finished.&lt;br /&gt;
&lt;br /&gt;
* [[File:Aliose Accent.png|64px]] &#039;&#039;&#039;Aliose:&#039;&#039;&#039; It is often noted that those from Aliose have a distinctive shrill to their voices, emphasizing high notes frequently throughout their speech. The Skrell view this as guttural, mostly due to the resonations felt deep within their throats when attempting to replicate the accent.&lt;br /&gt;
&lt;br /&gt;
* [[File:Aweiji Accent.png|64px]] &#039;&#039;&#039;Aweiji:&#039;&#039;&#039; This type of accent emphasizes on a balance of highs and lows. It uses the nasal canal to further produce a harmonic pattern of speech. Idols are often found replicating this accent due to how gentle it is on both Skrell and non-Skrell.&lt;br /&gt;
&lt;br /&gt;
* [[File:Traverse Accent.png|64px]] &#039;&#039;&#039;Traverse:&#039;&#039;&#039; Traverse accents are similar to those of Standard Nral&#039;Malic accents; there are some differences on colonies in the sector, but the general trend of the accent seems to remain within the low ranges, often described as high-pitched and nasal in tone.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=15790</id>
		<title>Job Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=15790"/>
		<updated>2020-07-03T20:31:11Z</updated>

		<summary type="html">&lt;p&gt;Butterrobber202: robro gone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
Your &#039;&#039;&#039;Job&#039;&#039;&#039; is what NanoTrasen has assigned you to do aboard the NSS Aurora. It defines what equipment you start with, your ID card access, and what you&#039;re actually supposed to be doing.&lt;br /&gt;
&lt;br /&gt;
Some useful links:&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Corporate Regulations]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Guide_to_Controls|Tips]]&lt;br /&gt;
* [[Guide_to_Communication_Devices|Communication Devices]]&lt;br /&gt;
* [[NanoTrasen_Occupation_Qualifications|Basic Character Qualifications]]&lt;br /&gt;
* [[Identifying Antagonists]]&lt;br /&gt;
&lt;br /&gt;
You should also read up about [[Corporate Regulations]], so you know your rights, and [[Clone Memory Disorder]] if you happen to die and be cloned. Not doing so is considered very bad form for [[Roleplay]]. &lt;br /&gt;
&lt;br /&gt;
Due to new NanoTrasen equal rights laws, you might encounter some interesting new [[Background_summary#Main_Spacefaring_Races|Species]] working alongside you.&lt;br /&gt;
&lt;br /&gt;
==Station Command==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_captain.png|link=Captain]]&amp;lt;br&amp;gt;[[Captain]]&lt;br /&gt;
|Put your command whitelist to use and try out Captain. Stare in regret as everything quickly falls apart all around you. Offer to work as a partial interim head of staff for departments without a head. End up being busy with &amp;lt;s&amp;gt;ERP&amp;lt;/s&amp;gt; &#039;&#039;&#039;more important matters&#039;&#039;&#039; instead. Put a DNC in your records and watch silly [[Nurse|nurses]] clone you anyway. Get your spare ID stolen by an [[Station Engineer|engineer]] within minutes. [[Revolutionary|Wonder why there&#039;s suddenly torches and pitchforks in front of your door.]]&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:HeadOfPersonnel.png|link=Head of Personnel]]&amp;lt;br&amp;gt;[[Head of Personnel]]&lt;br /&gt;
|Make your presence known and state that you are available to change access on peoples&#039; IDs. Deny 80% of the requests because they&#039;re clearly not trained to do what they want access to and they never bothered writing employment records to back themselves up anyway. Run around the station keeping track of everything for the [[Captain]]. End up butting heads with other heads of staff over their leadership ability. [[Vampire|Call people into your office for &#039;&#039;employee evaluations.&#039;&#039;]]&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_hos.png|link=Head of Security]]&amp;lt;br&amp;gt;[[Head of Security]]&lt;br /&gt;
|Get your [[Security Officer|officers]] situated and ready to protect company assets. Watch them all attempt to become anything more than a mall cop. &amp;lt;s&amp;gt;Give up and do the same.&amp;lt;/s&amp;gt; Over-exaggerate petty crimes. Declare suspects committing battery in self defense HUT. Tell criminals that crime doesn&#039;t pay. Attempt to clear space bats out of the armory. &amp;lt;s&amp;gt;Die.&amp;lt;/s&amp;gt; Pet your dog. &amp;lt;s&amp;gt;Make sure no Antag gimmicks get off the ground.&amp;lt;/s&amp;gt;&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_ce.png|link=Chief Engineer]]&amp;lt;br&amp;gt;[[Chief Engineer]]&lt;br /&gt;
|Wonder why you spawn with black gloves instead of insulation. Promote safety and wearing PPEs. &amp;lt;s&amp;gt;Contradict yourself by not wearing any of that ever.&amp;lt;/s&amp;gt; Wear your fancy white hardsuit around instead! Leap everywhere around with it &amp;lt;s&amp;gt;until the battery runs out, the time you need it most&amp;lt;/s&amp;gt;. Wonder why the engine tech decided using N2 was ever a good idea. Watch the [[Atmospheric Technician|atmos tech]]&#039;s face melt fighting a losing battle against a phoron fire without protection. Watch an apprentice get stuck trying to build window panes. Forget your &amp;lt;s&amp;gt;robot&amp;lt;/s&amp;gt; fish pet exists.&lt;br /&gt;
!Hard &lt;br /&gt;
|-&lt;br /&gt;
![[File:ResearchDirector.png|link=Research Director]]&amp;lt;br&amp;gt;[[Research Director]]&lt;br /&gt;
|&amp;lt;s&amp;gt;Sit around&amp;lt;/s&amp;gt; Dream about sitting in your office all day. Get stuck doing RnD because no one else wants to. Act surprised when someone who knows what they&#039;re doing attempts telescience. Don&#039;t be surprised in the slightest when the Xenobiologist gets digested by slimes. Watch [[Paramedic]]s try and fail to rescue them. Observe the Xenobotanist get blasted in the face with K&#039;ois. Watch Paramedics try and fail, again, to rescue them. Listen as your Xenoarcheologist falls down a hole. &amp;lt;s&amp;gt;Contemplate firing all xenostudy staff without a second thought as a result just because.&amp;lt;/s&amp;gt; [[Traitor|Wonder why there&#039;s a big hole in the server room instead of toxins.]]&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChiefMedicalOfficer.png|link=Chief Medical Officer]]&amp;lt;br&amp;gt;[[Chief Medical Officer]]&lt;br /&gt;
|Try to give a quick briefing to your subordinates round-start. Get ignored as they all explode out of the briefing room as quickly as possible. Make sure [[Chemist]]s aren&#039;t getting high. Walk in on the [[Paramedic|EMT]] attempting [[Surgery]] on the [[Psychologist]]. End up being the only competent medical professional amid pubbies that thought [[Nurse]] was a learning role. Screech when someone doesn&#039;t check records for DNCs. Argue with the [[Virologist]] regarding the morals of human testing. Desperately try not to metagame against [[Changeling|lings]] suddenly resurrecting with full health out of no where. &#039;&#039;&#039;Suffer.&#039;&#039;&#039;&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Internal Security==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#eeeeff;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#3e75dd;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#3e75dd;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#3e75dd;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_security.png|link=Security Officer]]&amp;lt;br&amp;gt;[[Security Officer]]&lt;br /&gt;
|Run around the station &amp;lt;s&amp;gt;with your baton out so that you can get disarmed and beaten with it&amp;lt;/s&amp;gt;. Wear silly looking glasses. Go on painfully long chases through maintenance &amp;lt;s&amp;gt;and never catch anyone because wow you&#039;re out of shape&amp;lt;/s&amp;gt;. Eat donuts. Get criminals bumped out of your hands. Accidentally leave prisoners cuffed in their cell. [[Cult|Watch someone guilty of petty theft get sacrificed on a weird altar in the brig.]] Jump up and down outside the armory when literally anything that comes close to being a concern for security is mentioned over the radio. Fight a losing battle against xenobiology slimes.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warden.png|link=Warden]]&amp;lt;br&amp;gt;[[Warden]]&lt;br /&gt;
|Be in charge of the &amp;lt;s&amp;gt;Gulag&amp;lt;/s&amp;gt; brig. Act like you run the place. Get shouted at by [[Head of Security|your boss]]. Spin around in your chair. End up working as a dispatcher, you probably don&#039;t have much else to do. Make a funny bingo card to see how predictable perps can get. Stare at the camera console for so long that you don&#039;t even notice the [[Mercenary|hulking guy in red]] looting the armory. Take your sweet time opening the armory&amp;lt;s&amp;gt;, especially when there&#039;s an actual reason to get it open&amp;lt;/s&amp;gt;. Keep an eye on those low level crime prisoners, &#039;&#039;they&#039;re the slippery ones.&#039;&#039;&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_detective.png|link=Detective]]&amp;lt;br&amp;gt;[[Detective]]&lt;br /&gt;
|Chainsmoke until your heart gives out&amp;lt;s&amp;gt;, it&#039;s arguably better than doing this line of work&amp;lt;/s&amp;gt;. Treat everyone like they&#039;re a criminal and attempt to perform the Good Cop Bad Cop technique. Realize that no one else wants to volunteer and end up playing both roles. Go through the most elaborate &amp;lt;s&amp;gt;and most roundabout&amp;lt;/s&amp;gt; explanation to solve a case. Fall over and cry when even the cadet can see through your crap. End up using the &amp;lt;code&amp;gt;*johnny&amp;lt;/code&amp;gt; emote more times than you can count. Monologue constantly.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_forensic.png|link=Forensic Technician]]&amp;lt;br&amp;gt;[[Forensic Technician]]&lt;br /&gt;
|Shove the [[Detective]] out of the way to collect &amp;lt;s&amp;gt;contaminated&amp;lt;/s&amp;gt; concrete evidence about a crime. Watch [[Paramedic]]s plow through security tape and steal bodies, all while smearing their dirty hands over all of the evidence. Toss bodies onto the autopsy table &amp;lt;s&amp;gt;[[Changeling|and watch them reanimate]]&amp;lt;/s&amp;gt;. Tear your hair out when all of the evidence points towards grey jumpsuit fibers, insulated gloves, and death by toolbox. Discover the scene of an industrial accident and declare it a murder. Refuse to put smaller investigations aside for the case about the [[Captain|Captain&#039;s]] murder.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_security.png|link=Security Officer]]&amp;lt;br&amp;gt;[[Security Officer|Security Cadet]]&lt;br /&gt;
|Become the most exemplary member of security. Get shoved by admins.&lt;br /&gt;
!Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Engineering and Maintenance==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFFFDD;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_engineer.png|link=Station Engineer]]&amp;lt;br&amp;gt;[[Station Engineer]]&lt;br /&gt;
|Rush for those insulated gloves. Tool the heck up and get ready for literally any disaster. &amp;lt;s&amp;gt;Get bwoinked because you picked the electrician title and you&#039;re trying to fix a breach.&amp;lt;/s&amp;gt; Argue over what setup to use for the engine. End up defaulting to phoron. Setup solars and fall down a hole in the process. End up rescuing more people than [[Paramedic|the people that are supposed to be good at that]]. Slap your multitool against wires to find out why the chapel doesn&#039;t have any power. &amp;lt;s&amp;gt;Please don&#039;t&amp;lt;/s&amp;gt; setup the Tesla. Watch it escape because you forgot to secure a grounding rod. Poke wires until vending machines stop being evil.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_atmos.png|link=Atmospheric Technician]]&amp;lt;br&amp;gt;[[Atmospheric Technician]]&lt;br /&gt;
|Be better than engineers. &amp;lt;s&amp;gt;Get bwoinked because you wanted to prove it.&amp;lt;/s&amp;gt; Clobber &amp;lt;s&amp;gt;assistants&amp;lt;/s&amp;gt; frustrating pipe networks with your pipe wrench. Attempt to optimize atmospherics. End up piping phoron into distribution as a result. Get complaints about how you&#039;re not doing your job. Ignore them because they&#039;re obviously still breathing! Fight with the AI about whether vented rooms should have their alarms set to Filtering or Fill. Always set to Filtering. Bask in fires with your sick voidsuit capable of withstanding 30,000K. &amp;lt;s&amp;gt;Ironically forget internals and breathe super heated air.&amp;lt;/s&amp;gt;&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_engineer.png|link=Station Engineer]]&amp;lt;br&amp;gt;[[Station Engineer|Engineering Apprentice]]&lt;br /&gt;
|Have no idea what you&#039;re doing. Start following an engineer that &#039;&#039;looks&#039;&#039; like they know what they&#039;re doing &amp;lt;s&amp;gt;only to be nudged away for being clingy&amp;lt;/s&amp;gt;. Wonder why the foyer is such a ghost town. Accidentally wander into the engine room and get bullied by the ensuing hallucinations. Help fight fires &amp;lt;s&amp;gt;by making them worse&amp;lt;/s&amp;gt;. Attempt to help out in an engineering crisis only to get lost on the way. Get bwoinked by admins for being left unsupervised.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Supply==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFFFDD;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:gold;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:gold;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:gold;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_qm.png|link=Quartermaster]]&amp;lt;br&amp;gt;[[Quartermaster]]&lt;br /&gt;
|Order crates full of powerful equipment &amp;lt;s&amp;gt;that you can&#039;t open anyway because of ID locks&amp;lt;/s&amp;gt;. Whip your cargo techs into shape. Listen to miners shriek over the radio when they fall down a hole. Open the door for [[Paramedic]]s more times than you can be bothered to count. Charge people for more than you ordered the crates for. Smack requests with your stamp. Smack manifests with your stamp. Smack your [[Cargo Technician|slaves]] with your stamp. Print out lengthy paperwork that no one will fill out. Get bossed around by the [[Head of Personnel]].&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cargo_Technician.png|link=Cargo Technician]]&amp;lt;br&amp;gt;[[Cargo Technician]]&lt;br /&gt;
|Listen to your [[Quartermaster|boss]]. Listen to your boss&#039;s [[Head of Personnel|boss]]. Get paid for less than the effort it takes to haul crates around the station. Rummage around in the warehouse and find [[Uplink|cool stuff]]. Get complaints when you mail crates and it shoots backed up trash out with it. &amp;lt;s&amp;gt;Mail yourself.&amp;lt;/s&amp;gt; Shift the tug into &#039;&#039;&#039;maximum overdrive.&#039;&#039;&#039;&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shaft_Miner.png|link=Shaft Miner]]&amp;lt;br&amp;gt;[[Shaft Miner]]&lt;br /&gt;
|Get geared up to mine a motherlode. &amp;lt;s&amp;gt;Fall down a hole.&amp;lt;/s&amp;gt; Slay every single rock in sight. &amp;lt;s&amp;gt;Fall down a hole.&amp;lt;/s&amp;gt; Battle terrible space creatures with only one goal in mind: destroy all miners testing the bounties of the asteroid. &amp;lt;s&amp;gt;Fall down a hole.&amp;lt;/s&amp;gt; Get progressively better gear and loot to enhance your efforts. &amp;lt;s&amp;gt;Fall down a hole.&amp;lt;/s&amp;gt; Scream on the way down.&lt;br /&gt;
!Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medical==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#d5edd5;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#009900;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#009900;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#009900;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:MedicalDoctor.png|link=Medical Doctor]]&amp;lt;br&amp;gt;[[Medical Doctor]]&lt;br /&gt;
|Be the most medical of doctors. Shove pills down people&#039;s throats and inject medicine wordlessly whenever there&#039;s literally any form of injury. &amp;lt;s&amp;gt;Get an IR as a result.&amp;lt;/s&amp;gt; Accidentally spill a beaker of cryoxadone when you attempt to put it into a tube. Stare at sensors all day. Turn off the speaker on medibots. Wonder why there&#039;s [[Surgeon|three surgeons]] when there&#039;s only two operating rooms. Forget what &amp;quot;Triage&amp;quot; means. &amp;lt;s&amp;gt;Never clone during code red. Never clone whenever you&#039;re slightly busy.&amp;lt;/s&amp;gt; Just give up on cloning entirely and wait for [[Medical_Resident|residents]] to do it for you. Skip scan reports and just operate on a whim. &amp;lt;s&amp;gt;Set cryo to zero&amp;lt;/s&amp;gt; &#039;&#039;&#039;Never&#039;&#039;&#039; set cryo to zero.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Paramedic.png|link=Paramedic]]&amp;lt;br&amp;gt;[[Paramedic]]&lt;br /&gt;
|Be the bottom rung of all medical experience. Stuff every single available inventory slot with &#039;&#039;something.&#039;&#039; Nag crew about suit sensors. Rush out the door at the first sign of injury &amp;lt;s&amp;gt;which simply turned out to be someone running out of breath from running&amp;lt;/s&amp;gt;. Return to your closet and discover loads of other injuries on sensors. Sigh whenever someone screams for help but never provides their location. Sigh yet again when a miner falls down a hole not even seven minutes into the round. Cry when they don&#039;t have Tracking sensors or a GPS. Burn through body bags faster than stasis bags. Get lost in maintenance.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Psychologist.png|link=Psychologist]]&amp;lt;br&amp;gt;[[Psychologist]]&lt;br /&gt;
|Become a stereotypical chaise lounge psychologist. Scroll through medical records to find people in need of a psychiatric appointment. Don&#039;t act surprised when you find no records to begin with because everyone&#039;s too lazy to write them. Offer your services over the radio. Get ignored. Get requested to security to evaluate a criminal. Watch them cryo before you even get a word out. Prescribe Escitalopram. Get told it does nothing, prescribe Risperidone&amp;lt;s&amp;gt;, they can&#039;t complain about their prescription if they&#039;re high as balls.&amp;lt;/s&amp;gt; Realize that you can&#039;t legally prescribe anything as a psychologist; only psychiatrists can do that.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chemist.png|link=Chemist]]&amp;lt;br&amp;gt;[[Chemist]]&lt;br /&gt;
|Push buttons on a machine. &amp;lt;s&amp;gt;Explode.&amp;lt;/s&amp;gt; Stock the fridge with a ton of medicine that may or may not actually be used. Make a better cryo mix. Be about as rare as a unicorn. Laugh when people come in with prescriptions for 15u Oxycodone pills. Grump when the [[Chief Medical Officer|CMO]] backs them up &#039;&#039;for some reason.&#039;&#039; Watch body bags pile up across from your workplace. Get a request for Olanzapine and genuinely wonder if the patient will actually survive anything the [[Psychologist|Psychiatrist]] puts them through.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_virologist.png|link=Virologist]]&amp;lt;br&amp;gt;[[Virologist]]&lt;br /&gt;
|Mess around with viruses &amp;lt;s&amp;gt;without proper PPE&amp;lt;/s&amp;gt;. End up infecting yourself. Argue with the [[Chief Medical Officer]] over petty things that should probably be obvious. Have a pile of mucus at your feet whenever you sneeze. Reflexively throw your hands in the air whenever you find a single beneficial symptom of a virus. &amp;lt;s&amp;gt;Skip procedure and just infect everyone with it.&amp;lt;/s&amp;gt; Forget about chemotherapy on monkeys and just inject radium into sick people. &amp;lt;s&amp;gt;Wonder why they dropped dead the moment they made antibodies.&amp;lt;/s&amp;gt; Walk on egg shells and get fired for doing what amounts to nothing.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:MedicalDoctor.png|link=Medical_Resident]]&amp;lt;br&amp;gt;[[Medical_Resident|Medical Resident]]&lt;br /&gt;
|Learn medical from people that &amp;lt;s&amp;gt;hopefully&amp;lt;/s&amp;gt; know what they&#039;re doing. Technically be a doctor. Do everything under supervision or get bwoinked. End up being one of the brighter characters in the whole department on account of the fact that you&#039;re actually willing to learn instead of being a stubborn butthead. Get stomped by admins just because.&lt;br /&gt;
!Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Roboticist.png|link=Roboticist]]&amp;lt;br&amp;gt;[[Roboticist]]&lt;br /&gt;
|Be a mix of Research, Engineering, and Medical. Fix [[Cyborg|stationbounds]]. Fix synthetic crew. Fix [[IPC#Shell|humans(?)]]. Attempt to smash brains into MMIs. Fail because they&#039;re often too big. [[Surgery##Pre-Cyborgification_Procedure|Shave a bit of the excess off]]. Build mechs. Build dangerous mechs. Load the dangerous mechs up with dangerous equipment. Build little bots. Never bother configuring them. &amp;lt;s&amp;gt;Become the reason for unemployment.&amp;lt;/s&amp;gt; [[Malfunction|Become what is essentially the human ambassador for stationbounds.]]&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scientist.png|link=Scientist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|Put ethics to the test &amp;lt;s&amp;gt;and completely forget what the word in question even means&amp;lt;/s&amp;gt;. Shove expensive and important looking items into a laser machine and call it research. &amp;lt;s&amp;gt;Never sync your data.&amp;lt;/s&amp;gt; Feed blobs of slime primates &amp;lt;s&amp;gt;and yourself by extension&amp;lt;/s&amp;gt; and call it research. &amp;lt;s&amp;gt;Turn into a slime yourself&amp;lt;/s&amp;gt; Get banned for self antagging as a slime person. Get blasted in the face with K&#039;ois and call it research. &amp;lt;s&amp;gt;End up selling cyanide apples to the chef while puking mushroom spores everywhere.&amp;lt;/s&amp;gt; Test everything on a funny looking rock and call it research. &amp;lt;s&amp;gt;Get eaten by carp.&amp;lt;/s&amp;gt; Mix gas. &amp;lt;s&amp;gt;Ensure that Toxins is never not on fire.&amp;lt;/s&amp;gt;&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scientist.png|link=Scientist]]&amp;lt;br&amp;gt;[[Scientist|Lab Assistant]]&lt;br /&gt;
|Ask around for stuff to do. Get turned into a science fair project.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Civilian==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#DCDCDC;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Assistant.png|link=Assistant]]&amp;lt;br&amp;gt;[[Assistant]]&lt;br /&gt;
|Be a greyscale enthusiast. Become a part of a colorless sea of people that most likely share the same hairstyle (or lack thereof) as you. Inexplicably know how to hack every form of device on the station. Grab budget gloves and watch your arms disintegrate because of higher Siemens. Watch admins hover their finger over the ban button.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bartender.png|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|Watch everyone on station eventually end up in the bar. Get painfully simple requests. Get painfully elaborate requests. Watch people destroy their livers. Watch people attempt to roleplay a passing conversation. Try and fail to hold any real conversation of your own with someone else. Have an arguably better conversation with a [[Wizard]] who stumbles in for mead. Watch Security flood through the doors when someone screams for help from the trash compactor. Get glasses of milk ready for when the [[Chef]] creates dishes that have &amp;quot;hell&amp;quot; as an ingredient (or enchiladas).&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chef.png|link=Chef]]&amp;lt;br&amp;gt;[[Chef]]&lt;br /&gt;
|Run around in circles. Line the table up with food that may or may not make someone&#039;s heart stop. Ask the [[Botanist]] when the vegetables will be in. Realize there is no botanist. Attempt to pass a smelly bowl of purple soup off as something edible. End up making nothing but wish soup. &amp;lt;s&amp;gt;Abduct&amp;lt;/s&amp;gt; Acquire some [[Dionaea|specimens]] for your latest dish. Flail your rolling pin around when space bats invade.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Botanist.png|link=Botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|Work in a small slice of paradise. Be reminded that this isn&#039;t paradise at all with just one look out the window. Toss seeds into a tray and watch what happens. &#039;&#039;&#039;Literally watch grass grow.&#039;&#039;&#039; Put lids on trays and set their light levels while scanning everything so that you look like you know what you&#039;re doing. Obliterate weeds with your hoe. Eliminate &amp;lt;s&amp;gt;the chef&amp;lt;/s&amp;gt; awful plants with your hatchet. Dump a massive supply of vegetables into the chef&#039;s fridge &amp;lt;s&amp;gt;well after they got bored and cryo&#039;d&amp;lt;/s&amp;gt;. Grow a [[Dionaea|semi-sentient workforce]] to do the gardening for you. When your Diona leaves you to fight antags, get out a farmbot.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_chaplain.png|link=Chaplain]]&amp;lt;br&amp;gt;[[Chaplain]]&lt;br /&gt;
|Praise literally anyone while holding your book of spiritual guidance of choice. Attempt to hold sermons in the holodeck. Get shoved over by assistants trying to wrassle. Get suplexed when you attempt to scold them. Snap your null rod in two from frustration. Claim that the wizard/vampire/changeling destroying everything in their path is &amp;lt;s&amp;gt;Satan!&amp;lt;/s&amp;gt; the physical manifestation of your deity of choice and work with them for laughs. &amp;lt;s&amp;gt;Get banned for self antag.&amp;lt;/s&amp;gt; End up smoking your stress away in some deep corner of maintenance.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_janitor.png|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|Squint at people with dirty shoes. Swing your mop around and vanquish all filth. Dunk your mop in your bucket over and over before hanging it on the janicart &amp;lt;s&amp;gt;because mechanics&amp;lt;/s&amp;gt;. Equip your water pack. Forget how to grab the wand. Run into medical to clean all the blood. Get chased out by doctors. &amp;lt;s&amp;gt;Have access to the engineering channel for some reason&amp;lt;/s&amp;gt; Get placed back in the service sector because you probably had no engineering knowledge in the first place.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ia_consultant.png|link=Internal Affairs]]&amp;lt;br&amp;gt;[[Internal Affairs|Internal Affairs Agent]]&lt;br /&gt;
|Get called to investigate issues within departments. Label cases &#039;non-issue&#039; because of how insignificant they turn out to be. Rummage through a whole stack of blank forms to use. Click your pen. Fax rude messages to centcomm, get gibbed.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_librarian.png|link=Librarian]]&amp;lt;br&amp;gt;[[Librarian]]&lt;br /&gt;
|Stock the absolute heck out of the book shelves. Or don&#039;t. Watch nerds from a DnD club argue at a table, [[Wizard|one of which happens to be dressed for the occasion]]. Print tons of bibles when weird robed people show up, [[Cult|some may be a little more sinister]]. End up reading more books than the Crew. Create a newscaster channel to &amp;lt;s&amp;gt;be ignored&amp;lt;/s&amp;gt; write short stories. Get D-noticed.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_librarian.png|link=Corporate_Reporter]]&amp;lt;br&amp;gt;[[Corporate Reporter]]&lt;br /&gt;
|Record everyone, take pictures of everyone, [[Mercenary|even some that you might not want to mess with]]. Bust out the notepad and pen when the station delves into code blue. End up asking more questions related to a crime than the [[Detective]]. Create a newscaster channel to &amp;lt;s&amp;gt;be ignored&amp;lt;/s&amp;gt; spread the &#039;&#039;Secret Information Command Doesn&#039;t Want You To Know.&#039;&#039; Get D-noticed.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stationbound==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#D8BFD8;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#9ACD32;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#9ACD32;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI.gif|link=AI|64px]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
|Work as perhaps the most expensive and innovative network of technology and science on the station. Get used as a sentient door opener anyway. Scroll around the station as an invisible presence &amp;lt;s&amp;gt;until you lose camera coverage&amp;lt;/s&amp;gt;. Watch [[Mercenary|funny looking people]] wander onto the station. Watch ion storms breeze through your laws and suddenly believe that everyone&#039;s mother in law is a threat to the station. Flicker lights and make people believe the station is haunted! [[Malfunction|Finally decide that enough is enough and everyone sucks.]] &amp;lt;s&amp;gt;Get overpowered by steel rods raining on you from above.&amp;lt;/s&amp;gt;&lt;br /&gt;
!Extremely Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Be an AI on wheels (or legs, if you prefer). Listen to your [[AI|much wiser synthetic brother]]. Or don&#039;t, if you&#039;re not shackled. Ask over the radio for which module to pick. Never get a reply. Beep at anything that passes by. Marry the [[Roboticist]]. End up doing everyone&#039;s job better than they can. Realize you don&#039;t have hands. Follow your laws to the letter. &amp;lt;s&amp;gt;Get flashed, ID&#039;d, crowbared, and unplugged without roleplay.&amp;lt;/s&amp;gt;&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:pAI.png|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|Be a pocket computer. Do pocket computer things. End up just being a universal translator/web browser.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:MaintenanceDrone.png|link=Maintenance Drone]]&amp;lt;br&amp;gt;[[Maintenance Drone]]&lt;br /&gt;
|Repair stuff and ignore anyone that isn&#039;t a drone. Be more of an engineering apprentice than the actual job.&lt;br /&gt;
!None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Antagonists ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:brown;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:brown;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:brown;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChangelingLarge2.gif|link=Traitor]]&amp;lt;br&amp;gt;[[Traitor]]&lt;br /&gt;
|Make your own objectives. Attempt to make the round interesting for everyone, do things for a reason. Decide that people who subsists purely on ramen are heretics and must be slain (or some other silly objective). Get stomped by people that think your gimmicks are poop. Steal important things and figure out what to do with them. Get a HUT sentence from valid hunting wardens, despite only committing low level infractions that would only earn you a maximum of fifteen minutes. Cry.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_nukesyndie.png|64px|link=Mercenary]]&amp;lt;br&amp;gt;[[Mercenary]]&lt;br /&gt;
|Argue in AOOC for a mission to do. Buy every single illegal thing from the [[Uplink]]. &amp;lt;s&amp;gt;Refuse to share telecrystals.&amp;lt;/s&amp;gt; Build a teleporter and board the Aurora. Realize that &#039;&#039;everyone&#039;&#039; went through the teleporter and you have no way back to your ship. Abduct anyone with the Floor Length Braid hairstyle. Roam maintenance until an assistant screams &amp;quot;NUKE OPS MAINT!!!&amp;quot; and [https://aurorastation.org/rules.html watch them fall SSD almost immediately]. Get hired by the station you were supposed to wreck to repel [[Raider|other boarders]]. End up incapacitating all of security. Rush back to your ship when everything goes wrong. Profit?&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_cultist.gif|64px|link=Cult]]&amp;lt;br&amp;gt;[[Cult|Cultist]]&lt;br /&gt;
|Finally get that blood cult rolling with your pals. Put your hand painting skills from kindergarten to the test and smear blood everywhere. Talk to &amp;lt;s&amp;gt;salt incarnate&amp;lt;/s&amp;gt; ghosts. Shout in annoying tongues over the radio. Be the edgiest antagonists right next to [[Ninja]]. Attempt to convert people. Get told &amp;quot;no soliciting&amp;quot; from cargo. Watch medical faint from the amount of blood wasted on silly runes. Battle with the [[Chaplain]]. Win because he&#039;s just an old guy and everyone else thinks this is all nonsense. Try &amp;lt;s&amp;gt;and fail&amp;lt;/s&amp;gt; to summon your deity. Scratch your head in confusion as the scared girl with a stutter resists conversion. &lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChangelingLarge2.gif|link=Changeling]]&amp;lt;br&amp;gt;[[Changeling]]&lt;br /&gt;
|Be &amp;lt;s&amp;gt;The Thing&amp;lt;/s&amp;gt; a totally original antagonist that happens to share similarities with popular media. Politely ask people to follow you into maint. Sting them anyway. Get asked funny questions when you&#039;re seen space walking without EVA equipment. Listen for your name over an APB. Change your face. Watch [[Medical Resident|new doctors]] stumble on what to do about lexorin. Get &amp;quot;smote&amp;quot; by security and thrown into the morgue. Crawl out of the morgue and vent crawl as a monkey&amp;lt;s&amp;gt;, only to be turned into paste because the [[Atmospheric Technician|atmos tech]] over-pressurized the distro loop to insane levels&amp;lt;/s&amp;gt;. Succ.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:AlienLarge.png|link=Xenomorph]]&amp;lt;br&amp;gt;[[Xenomorph]]&lt;br /&gt;
|Be a disgusting abomination that only desires to grow and repopulate. Tackle and capture &amp;lt;s&amp;gt;poor assistants&amp;lt;/s&amp;gt; valid candidates for your efforts. Explode at the mention of burn damage. Make a nest in &amp;lt;s&amp;gt;the dungeon known as medical&#039;s sub-acute ward&amp;lt;/s&amp;gt; the depths of maintenance. Hiss at scary looking people in heavy armor. Act confused around IPC shells. &amp;lt;s&amp;gt;Become fetish material.&amp;lt;/s&amp;gt; Get Gibbed because you made the mistake of trying to RP with Security.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wizard.png|link=Wizard]]&amp;lt;br&amp;gt;[[Wizard]]&lt;br /&gt;
|Warp around as a bearded dude with silly robes. Never be taken seriously by anyone &amp;lt;s&amp;gt;until you whip out the laser eyes&amp;lt;/s&amp;gt;. Summon people from &amp;lt;s&amp;gt;Oblivion&amp;lt;/s&amp;gt; some far off realm to do your will. Come across [[Cult|wannabe blood magic users]] and teach them a lesson. Cast magic missile. Cast lightning bolt. Just cast everything and watch what happens. &amp;lt;s&amp;gt;Run out of mana.&amp;lt;/s&amp;gt; Get bitched at for peaceantaging and creating a ghetto extended round.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:HeistRaider.png|link=Heist]]&amp;lt;br&amp;gt;[[Raider]]&lt;br /&gt;
|Be [[Mercenary|mercenaries]] but less professional, made up of a team of loons that barely get along, and with hand-me-down equipment that will probably fall apart at a moment&#039;s notice. Steal everything while holding innocent crew at gunpoint. Ransom redhead nurses back to the station. Inevitably end up in a standoff with security holding a choke point that&#039;s hard to defend. Fail and get arrested. Panic as the Station hires the Mercs to kill you.  &#039;&#039;&#039;CROSSFIRE!!!&#039;&#039;&#039;&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:SpaceNinja.png|link=Ninja]]&amp;lt;br&amp;gt;[[Ninja]]&lt;br /&gt;
|Wear ninja gear to help you stealth your way to victory &amp;lt;s&amp;gt;because you&#039;re not good at ninja stuff without it&amp;lt;/s&amp;gt;. Pretty much have your stealth field turned on at all times. Swing your katana around at the first sign of anything remotely dangerous. Deploy smoke bombs for stereotypical getaways. Throw shurikens &amp;lt;s&amp;gt;and miss&amp;lt;/s&amp;gt;. Teleport behind people. &#039;&#039;Nothin&#039; personnel, kid.&#039;&#039; Fall in a hole and die from internal bleeding&lt;br /&gt;
!Medium / Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChangelingLarge2.gif|link=Vampire]]&amp;lt;br&amp;gt;[[Vampire]]&lt;br /&gt;
|Have an insatiable thirst for &amp;lt;s&amp;gt;blood&amp;lt;/s&amp;gt; vlaad! Watch everyone be friendly to you. Stare &amp;lt;s&amp;gt;sensually&amp;lt;/s&amp;gt; into people&#039;s eyes and watch them flop over. Sigh in relief as everything becomes way easier if you&#039;re medical personnel. Screech loudly while bats swarm in and bite everyone! Poke the [[Chaplain]] and watch their organs fall out. Make abducted people abduct other people for you. Go for a space walk and burst into flames.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChangelingLarge2.gif|link=Revolutionary]]&amp;lt;br&amp;gt;[[Revolutionary|Loyalist/Revolutionary]]&lt;br /&gt;
|&#039;&#039;&#039;LOYALIST:&#039;&#039;&#039; Attempt to hold control over the station for NT. End up boarding up your offices and hope someone else takes care of the insubordinates.&amp;lt;br&amp;gt;&#039;&#039;&#039;REVOLUTIONARY:&#039;&#039;&#039; Get fed up with the establishment. Recruit other people that are only slightly fed up to murder the heck out of the heads of staff. Fight a losing battle against greater powers. Never show up because everyone has their Rev preference turned off.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#DAA520;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#DAA520&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#DAA520&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:genericmerchant2.png|link=Merchant]]&amp;lt;br&amp;gt;[[Merchant]]&lt;br /&gt;
|Sell interesting goods to the crew. Make loads of money.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:EmergencyResponseTeam.png|link=Emergency Response Team]]&amp;lt;br&amp;gt;[[Emergency Response Team]]&lt;br /&gt;
|Deal with the Red Alert. &amp;lt;s&amp;gt;Get yelled at for showing up with a Mop&amp;lt;/s&amp;gt;&lt;br /&gt;
!Medium / Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Butterrobber202</name></author>
	</entry>
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