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		<id>https://wiki.aurorastation.org/index.php?title=Biesel&amp;diff=3266</id>
		<title>Biesel</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Biesel&amp;diff=3266"/>
		<updated>2016-02-02T08:54:39Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign = Gollee}}&lt;br /&gt;
Biesel was one of the first habitable exoplanets to be discovered by early extrastellar exploration. It was first colonized 2147, seventeen years after the development of the Warp Drive. Since it’s colonization, Biesel has been among the largest of the colonies, and most importantly, the richest and most influential. The Federal Republic of Biesel and the Tau Ceti System was formed as a semi-independent state within the Sol Alliance, roughly one hundred and fifty years after it’s colonization, alongside similar states around other major garden worlds; such as the Eridani Federation, containing Akhet and Isis. It is run by the Tau Ceti Assembly and State Senate in Mendell City, with the combined congress containing 286 representatives. 2 Representatives from the 120 Districts on Biesel, 20 Districts on New Gibson, and a single representative for each of the three Habitation-Stations with permanent populations over 4,000.&lt;br /&gt;
&lt;br /&gt;
Many, if not all super-corporations, such as Nanotrasen have many facilities in Biesel and Tau Ceti, including the Nanotrasen Science Station Aurora, at the edge of the Romanov cloud. Nanotrasen central command orbits Biesel, in a geosynchronous orbit over Mendell city, sharing the space with several other stations, such as the NMV Icarus, and Sol Alliance checkpoint stations.&lt;br /&gt;
&lt;br /&gt;
Mendell City is the capital of Biesel, and is considered the most affluent city in human space, people of all walks of life can find a purpose on Biesel and in Mendell City, and there are many prestigious education institutes that countless people use to push their intellect to new heights, where they are eagerly hired by the corporate giants that dominate the city.&lt;br /&gt;
&lt;br /&gt;
Biesel became independant from the Sol Alliance in 2452, following heavy pressure from Megacorporations such as Nanotrasen.&lt;br /&gt;
[[File:Biesel.png|thumb|right|alt=Alt text|Map of Biesel]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The planet itself holds three major continents, along with a multitude of smaller islands. The continents all display violent geographical features; such as mountain ranges and extinct volcanoes, this is unusual, as Biesel has a very low amount of tectonic activity; the general theory among leading geologists is that the features were caused by a significant asteroidal impact earlier in the life of Biesel, which is likely also the reason for the lack of sentient life on the planet.&lt;br /&gt;
&lt;br /&gt;
Biesel has a population approaching three billion sapients; most of which are human. This population is primarily spread out over the continents; with very little of the population going offshore to the islands. There are a total of seven cities; including the capital, Mendell City; which is situated on the northernmost of the continents, Astraeus; and is the largest city on that continent, while Phoenixport is the largest on the western continent, Eos; and Kasri is the leading city of Selene, the southernmost continent.&lt;br /&gt;
&lt;br /&gt;
Mendell City contains the largest starport ever constructed, second only to the starports of Earth’s more prosperous superstates. This large facility is vital to the survival of the city, many megacorporations and small companies have situated their main offices in the city, taking advantage of the low taxation and cheap transportation. &lt;br /&gt;
&lt;br /&gt;
Phoenixport is well-known across Biesel for it’s wondrous construction projects, replicating man-made wonders from old earth, such as the Leaning Tower of Pisa, or the Taj Mahal.&lt;br /&gt;
&lt;br /&gt;
Where Mendell is the heart of Biesel’s transport industry, Kasri is it’s production centre; skilled workers labour in immense manufactories, churning out luxury goods to be sold across Biesel and beyond.&lt;br /&gt;
&lt;br /&gt;
==Continents==&lt;br /&gt;
&lt;br /&gt;
===Astraeus===&lt;br /&gt;
&lt;br /&gt;
Despite being the smallest of the three continents of Biesel; small being a relative term when applied to landmass of comparable size to terrestrial Asia; Astraeus is the most affluent of Biesel’s continents and is home to the capital, Mendell City.&lt;br /&gt;
&lt;br /&gt;
Astraeus is the northernmost continent and was the first to be inhabited by humans. It is the most heavily populated even four hundred years later; it possesses immense, rich plains that were easily colonised by early stations. These homesteads grew into towns, then cities; leaving Astraeus dotted with countless cities across it’s plains.&lt;br /&gt;
&lt;br /&gt;
===Selene===&lt;br /&gt;
&lt;br /&gt;
Selene is the southernmost continent of Biesel, roughly ten percent larger in land-area than Astraeus.&lt;br /&gt;
&lt;br /&gt;
Selene has the lowest population of the three continents; sitting close to three billion and rising; most of this population reside in large cities along the coast, avoiding the long equatorial desert that crosses the continent.&lt;br /&gt;
&lt;br /&gt;
===Eos===&lt;br /&gt;
Eos is the largest, and westernmost continent, with a population just exceeding three billion; it surpasses Astreus in land area by roughly twenty five percent.&lt;br /&gt;
&lt;br /&gt;
Eos is the most heavily industrialised of the three Bieselian continents; with a large amount of coastal flatlands, supplied by the rugged inlands, rich with minerals and resources of all varieties; it is the industrial centre of Biesel.&lt;br /&gt;
&lt;br /&gt;
==Bodies of Water==&lt;br /&gt;
&lt;br /&gt;
===Oceans===&lt;br /&gt;
&lt;br /&gt;
Much of Biesel’s internal trade is done by immense freight carriers, travelling between the three continents; shifting massive loads of goods and materials from place to place; this is most easily seen in the large central ocean, known as Severson’s Rift; named for the captain of the first landing on Biesel’s surface, Nigel Severson.&lt;br /&gt;
&lt;br /&gt;
The oceans of Biesel are majoritively benign; with the almost non-existant tectonic activity, there is little risk of Tsunamis; tropical storms are also known to form with a similar regularity to Earth, though with the smaller amount of landmass, the tropical storms can be significantly stronger, they are, however, unlikely to harm a super-carrier; the colossal vessels are floating cities in their own right, stretching over dozens of square kilometres, they are impossible to capsize, and can easily weather the storms.&lt;br /&gt;
&lt;br /&gt;
===Lakes===&lt;br /&gt;
&lt;br /&gt;
Biesel has many lakes across it’s surface, ranging in size from just a few hundred metres square, to over seventy five thousand square kilometres.&lt;br /&gt;
&lt;br /&gt;
===Rivers===&lt;br /&gt;
Unusually, for a planet of it’s size, Biesel has few rivers, and only seven that can truly be called major rivers, spread over the three continents; however, it has a large number of smaller rivers and streams, ensuring the land does not turn barren.&lt;br /&gt;
Geologists theorise that the reason these rivers do not combine to form larger flows is due to the prevalent uneven landscape, leaving many ways of reaching the oceans and lakes.&lt;br /&gt;
&lt;br /&gt;
==Geographical Features==&lt;br /&gt;
&lt;br /&gt;
Biesel has a unique series of geographical features, centred in expanding waves around Severson&#039;s Rift; an immense crater formed by an asteroidal impact long on Biesel&#039;s past; the likely reason for the lack of sentient life on the planet.&lt;br /&gt;
&lt;br /&gt;
With Biesel&#039;s low tectonic activity, the impact formations have remained relatively unchanged, apart from erosion by other natural phenomena effects.&lt;br /&gt;
&lt;br /&gt;
It is theorised that originally, Astraeus, Selene and Eos were originally one supercontinent; named Agrenem, that was subsequently shattered by the asteroid impact.&lt;br /&gt;
&lt;br /&gt;
===Mountains===&lt;br /&gt;
&lt;br /&gt;
Biesel has numerous mountain ranges; however, nine stand out as the most prominent, they are listed below by continent.&lt;br /&gt;
&lt;br /&gt;
====Astraeus====&lt;br /&gt;
&lt;br /&gt;
Astraeus possess two major mountain ranges, the Grattle range, across the centre of the continent; and the Uratines along it’s eastern coast. The Grattle range holds the tallest mountain on Biesel, at 8243m, is Mount Turvin. The Grattle range is also well known for it’s numerous snow slopes; leading to a boom of wealth at the start of each ski season; as people the world over book holidays in the more prestigious resorts.&lt;br /&gt;
&lt;br /&gt;
====Selene====&lt;br /&gt;
Selene has four primary mountain ranges, however, they are significantly less hospitable than those on Astraeus; sheer cliffs and crumbling walls are iconic of these ranges, making any sort of climbing an arduous and dangerous affair. The mountain ranges, from east to west, are; the Ridgerun, the Split-range, The Azreks, and the Forepoints.&lt;br /&gt;
&lt;br /&gt;
====Eos====&lt;br /&gt;
Eos has three major mountain ranges, two running vertically, and one singular outcropping. The easternmost mountain range, the Latra range, is the closest to Kasri, has been heavily mined, and much of the land belongs to private mine owners; the northern mountain range, the Sevul range, has suffered significantly less attention, and hosts several winter events, including a planet wide winter sports tournament. The southernmost mountain range, the Rasthins is the smallest and lowest across the planet, has also suffered significant excavation. Deliberate collapses and excavations have brought it’s highest peak down to just 2543m above sea level.&lt;br /&gt;
&lt;br /&gt;
==Cities==&lt;br /&gt;
&lt;br /&gt;
===Mendell City===&lt;br /&gt;
Mendell City is the capital of Biesel, and of Tau Ceti as a whole; stretching over forty thousand square kilometres; it houses a total of seventy eight million people, situated on the south-western coast of the northernmost continent. Due to the low-tax system; many corporations and mega-corporations, such as Nanotrasen and Einstein Engines, have their head offices in the cities business sector. The city itself contains a mix of structures, ranging from kilometre high skyscrapers covering a dozen city blocks to almost serene suburbs, wrapped in the city’s urban sprawl.&lt;br /&gt;
&lt;br /&gt;
Mendell City is the hub of trade throughout the system; trillions of credits flowing through the electronic stock markets in the business sector; whether in private transactions, or on the trade floor itself. It is said that you can buy anything in Mendell city; given enough money and time; however, this is not always true; given that walth attracts crime, the largest part of the city budget goes towards a very well-armed, organised and trained police force; keeping crime well-below acceptable levels. The training is so indepth, that several Paramilitary Companies recruit almost exclusively from the police force; giving them a very lucrative reputation.&lt;br /&gt;
&lt;br /&gt;
Though Mendell City is relatively well-developed; it, like many other cities, has it&#039;s poorer districts, with significantly higher crime rates than the more affluent areas. Though Mendell City&#039;s well funded police force is able to restrict much of the illegal activity to these areas; they are hard-pressed to prevent sporadic outbreaks of gang-related crime in specific areas.&lt;br /&gt;
&lt;br /&gt;
Mendell City attracts vast numbers of tourists, whether for the numerous festivals that the city holds, or for simple sight-seeing; however, after recent heavy riots caused by the far right Apotheosis party; after many high-ranking members were arrested for various criminal charges in 2451; tourism has dropped off in recent years; leading the City council to increase investment in attractions such as festivals, while cracking down on the more extreme political parties.&lt;br /&gt;
&lt;br /&gt;
===Phoenixport===&lt;br /&gt;
Selene’s continental capital is Phoenixport, situated, much like Mendell City, on the inner coast of of it&#039;s continent, adjacent to Severson’s Rift. Over the past few decades, the governing council of Phoenixport, and the Tau Ceti assembly as a whole have constructed replicas of many old-earth architectural wonders; such as the Eiffel Tower, or the Parthenon. This construction scheme has done much to improve the city as a whole, attracting vast swarms of tourists, eager to see these wonders rebuilt away from the population, pollution and decay of Earth.&lt;br /&gt;
&lt;br /&gt;
===Kasri===&lt;br /&gt;
Though Eos is surpassed by New Gibson for sheer bulk production, it produces a great quantity of luxury goods; most of which are transported across the oceans in Biesel’s signature supercarriers; along with other goods, such as livestock and advanced electronics.&lt;br /&gt;
&lt;br /&gt;
It is in Eos&#039; capital, Kasri, where much of this production occurs.&lt;br /&gt;
Kasri is situated on the closest point on Eos to Mendell City, so as to have the shortest route for the frequent voyages between the cities.&lt;br /&gt;
&lt;br /&gt;
Kasri itself is a hive of industrial plants, orbited by satellite dormitory cities and refining facilities. The city itself is surprisingly pollution free, primarily due to strict pollution controls put in place by the Tau Ceti Assembly, determined to prevent another case of severe climate change, as occured on Earth.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tau_Ceti&amp;diff=2410</id>
		<title>Tau Ceti</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tau_Ceti&amp;diff=2410"/>
		<updated>2015-11-27T00:46:54Z</updated>

		<summary type="html">&lt;p&gt;Gollee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
Tau Ceti is a system located in close proximity of Sol, and serves as the main base of operation for the megacorporation [[Nanotrasen Corporation|NanoTrasen]]. First settled in the mid 2100s, it houses three colonized planets, as well as two uninhabited ones.&lt;br /&gt;
&lt;br /&gt;
Tau Ceti is governed by the [[Republic of Biesel]], a young Republic that became independent of the economically troubled Sol Alliance in 2452 due to heavy pressure by Nanotrasen. There is still resentment in the Sol Alliance over the loss of such a wealthy system, while Nanotrasen continues to have a heavy hand in all levels of Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
== Planets ==&lt;br /&gt;
&lt;br /&gt;
=== Biesel ===&lt;br /&gt;
Main articles: [[Biesel]], [http://aurorastation.org/wiki/index.php?title=Biesel#Mendell_City Mendell City]&lt;br /&gt;
[[File:biesel3.jpg|thumb|245px|The cityscape of Mendell City, displaying Biesel&#039;s high level of urban development.]]&lt;br /&gt;
The third closest planet to Tau Ceti&#039;s star, Biesel is an Earth analog which benefits from a temperate climate and breathable atmosphere. Water represents 56% of the planet&#039;s surface.&lt;br /&gt;
&lt;br /&gt;
Biesel is the central population hub for Tau Ceti, with many large cities and a registered surface population approaching 11 billion. All settlements on Biesel were built with a goal of sustainable development in mind, so the threat of impending environmental disaster due to overpopulation or pollution is relatively nonexistent. The landmass of the planet itself is split into three massive continents, Astraeus, Selene and Eos; each hosting a multitude of cities, as well as each having a continental capital. The planetary capital of Biesel is [[Mendell City]], a megalopolis on the southern coast of the northern continent of Astraeus; of which it is also the continental capital of.. In orbit around Biesel, and its moon Valkyrie, are many multipurpose space stations, including orbital defense platforms and shipyards In a high orbit around the planet is Nanotrasen&#039;s Tau Ceti Branch Central Command Platform, the [[NSS Odin]], where [[bluespace]] shuttles depart from and return to as they move personnel between the various Nanotrasen installations around Tau Ceti. The combined population of spacers around Biesel approaches 222 million.&lt;br /&gt;
&lt;br /&gt;
Biesel is primarily a financial and agricultural center, with most of it&#039;s citizens working in it&#039;s service industry or commuting to New Gibson; this is not to say, however, that Biesel is without industrial capacity, it possesses significant industrial facilities, primarily centered on the mineral rich Eos. Tourism is also a major source of income, with visitors being drawn to Biesel&#039;s sprawling shopping centers and national parks alike.&lt;br /&gt;
&lt;br /&gt;
=== New Gibson ===&lt;br /&gt;
Main article: [[New Gibson]]&lt;br /&gt;
[[File:newgibson.jpg|thumb|245px|New Gibson&#039;s capital, the Hengsha Arcology]]&lt;br /&gt;
Considered an ice world due to its location just outside the outer edge of the habitable zone of its parent star, resulting in very cold temperatures, New Gibson is the industrial powerhouse of Tau Ceti. As the atmosphere on New Gibson is too thin to support life, all of its population lives under biodomes.&lt;br /&gt;
&lt;br /&gt;
The planet is a prime location for industrial development, since minimal terraforming is required, and populations of workers can be sustained in biodomes scattered across the barren landscape. Any activity on the planet&#039;s surface requires EVA equipment, but due to its high level of industrial development, the planet is the largest producer of consumer appliances, ship components, space station modules, and other manufactured goods in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
The planetary capital of New Gibson is the [[Hengsha Arcology]], or simply Hengsha, a self-contained complex mimicking the landscape of Biesel, complete with parks, waterfalls and wildlife. While New Gibson has a complex dedicated to virtually all industries, from personal grooming equipment to advanced AI components, it&#039;s major industries are shipbuilding, construction materials, enterprise-scale medical equipment and electronics.&lt;br /&gt;
&lt;br /&gt;
=== Luthien ===&lt;br /&gt;
Main article: [[Luthien]]&lt;br /&gt;
[[File:luthien.jpg|thumb|245px|One of numerous research outposts around the Luthien northern sea.]]&lt;br /&gt;
Placed within the inner reach of Tau Ceti&#039;s habitable zone, Luthien is a desert planet with a thin, unbreathable atmosphere and small amounts of liquid water located around its cooler poles. The small amounts of human habitation are found near the north and south polar seas, and constitute of controlled-environment biodomes and research stations.&lt;br /&gt;
&lt;br /&gt;
Luthien is the site of many testing and research facilities, such as those dedicated to weapons testing, or the development of flora and fauna that are able to adapt to extreme environments.&lt;br /&gt;
&lt;br /&gt;
=== Caprice ===&lt;br /&gt;
The closest planet to Tau Ceti&#039;s star, caprice is a barren world completely devoid of life. The harsh surface conditions prove hostile for all attempts of exploration, and even advanced scientific equipment cannot survive in its extreme environment for long without breaking down.&lt;br /&gt;
&lt;br /&gt;
=== Reade ===&lt;br /&gt;
The furthest of the five planets of Tau Ceti, Reade, is a small planet entirely devoid of atmosphere, water, or useful minerals. Mostly ignored by the rest of the system&#039;s population, it is nevertheless rumored to harbor pirate outposts on the planet surface. Civilian travel is discouraged past this point of the system.&lt;br /&gt;
&lt;br /&gt;
== Other Bodies ==&lt;br /&gt;
&lt;br /&gt;
=== Chandras ===&lt;br /&gt;
Chandras is an icy body in distant orbit of Tau Ceti. Although its surface contains lakes of liquid nitrogen, it is entirely metal-deficient, and possessing no infrastructures to speak of, is uninhabited and of low interest for the system.&lt;br /&gt;
&lt;br /&gt;
=== The Dust Belt ===&lt;br /&gt;
Past Chandras, the Dust Belt is a thick ring of debris encircling Tau Ceti&#039;s solar plane and enclosing its inner planets. Debris vary in size ranging from microscopic dust particles to large asteroids the size of small moons. Contrary to popular belief, travel through the Dust Belt does not pose a major risk to spaceships, although the danger of rogue asteroids has discouraged mining operations from setting up in the area.&lt;br /&gt;
&lt;br /&gt;
=== Dumas ===&lt;br /&gt;
Dumas is an extremely small rocky body that orbits within the far reaches of Tau Ceti - obscured almost entirely by the dust belt, one of its defining features is an almost complete lack of light, resulting in temperatures nearing the absolute zero. It is rumored that smugglers may be using stations in orbit of Dumas to move goods in and out of the Tau Ceti system.&lt;br /&gt;
&lt;br /&gt;
=== The Romanovich Cloud ===&lt;br /&gt;
[[File:4.jpg|thumb|245px|A NanoTrasen probe surveys an asteroid of the Romanovich Cloud, in search of Plasma deposits.]]&lt;br /&gt;
Main article: [[Romanovich Cloud]]&lt;br /&gt;
&lt;br /&gt;
The Romanovich Cloud is a shell of icy, rocky and metallic bodies that orbit very distant Tau Ceti, past even the Dust Belt. Rich in deposits of precious and semi-precious metals as well as radioactive elements, the Romanovich Cloud is the source of nearly all the raw materials used within Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
The cloud is also the only known source of [[Plasma]], a volatile but highly-sought after compound, known for its uses in the biomedical and energy industries. Most of the sources of Plasma within the Romanovich Cloud are under control of [[Nanotrasen Corporation|NanoTrasen]], which has consequently established many high-tech research facilities in the area in the past few years.&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Tiberium_blue.png&amp;diff=2402</id>
		<title>File:Tiberium blue.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Tiberium_blue.png&amp;diff=2402"/>
		<updated>2015-11-27T00:13:14Z</updated>

		<summary type="html">&lt;p&gt;Gollee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Tiberium.png&amp;diff=2399</id>
		<title>File:Tiberium.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Tiberium.png&amp;diff=2399"/>
		<updated>2015-11-27T00:12:09Z</updated>

		<summary type="html">&lt;p&gt;Gollee: Yes, this is Tiberium, no, it is not the inspiration for Teranium.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, this is Tiberium, no, it is not the inspiration for Teranium.&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tau_Ceti&amp;diff=2387</id>
		<title>Tau Ceti</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tau_Ceti&amp;diff=2387"/>
		<updated>2015-11-24T17:55:58Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Biesel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
Tau Ceti is a system located in close proximity of Sol, and serves as the main base of operation for the megacorporation [[Nanotrasen Corporation|NanoTrasen]]. First settled in the mid 2100s, it houses three colonized planets, as well as two uninhabited ones.&lt;br /&gt;
&lt;br /&gt;
Tau Ceti is governed by the [[Republic of Biesel]], a young Republic that became independent of the economically troubled Sol Alliance in 2452 due to heavy pressure by Nanotrasen. There is still resentment in the Sol Alliance over the loss of such a wealthy system, while Nanotrasen continues to have a heavy hand in all levels of Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
== Planets ==&lt;br /&gt;
&lt;br /&gt;
=== Biesel ===&lt;br /&gt;
Main articles: [[Biesel]], [http://aurorastation.org/wiki/index.php?title=Biesel#Mendell_City Mendell City]&lt;br /&gt;
[[File:biesel3.jpg|thumb|245px|The cityscape of Mendell City, displaying Biesel&#039;s high level of urban development.]]&lt;br /&gt;
The third closest planet to Tau Ceti&#039;s star, Biesel is an Earth analog which benefits from a temperate climate and breathable atmosphere. Water represents 56% of the planet&#039;s surface.&lt;br /&gt;
&lt;br /&gt;
Biesel is the central population hub for Tau Ceti, with many large cities and a registered surface population approaching 11 billion. All settlements on Biesel were built with a goal of sustainable development in mind, so the threat of impending environmental disaster due to overpopulation or pollution is relatively nonexistent. The landmass of the planet itself is split into three massive continents, Astraeus, Selene and Eos; each hosting a multitude of cities, as well as each having a continental capital. The planetary capital of Biesel is [[Mendell City]], a megalopolis on the southern coast of the northern continent of Astraeus; of which it is also the continental capital of.. In orbit around Biesel, and its moon Valkyrie, are many multipurpose space stations, including orbital defense platforms and shipyards In a high orbit around the planet is Nanotrasen&#039;s Tau Ceti Branch Central Command Platform, the [[NSS Odin]], where [[bluespace]] shuttles depart from and return to as they move personnel between the various Nanotrasen installations around Tau Ceti. The combined population of spacers around Biesel approaches 222 million.&lt;br /&gt;
&lt;br /&gt;
Biesel is primarily a financial and agricultural center, with most of it&#039;s citizens working in it&#039;s service industry or commuting to New Gibson; this is not to say, however, that Biesel is without industrial capacity, it possesses significant industrial facilities, primarily centered on the mineral rich Eos. Tourism is also a major source of income, with visitors being drawn to Biesel&#039;s sprawling shopping centers and national parks alike.&lt;br /&gt;
&lt;br /&gt;
=== New Gibson ===&lt;br /&gt;
Main article: [[New Gibson]]&lt;br /&gt;
[[File:newgibson.jpg|thumb|245px|New Gibson&#039;s capital, the Hengsha Arcology]]&lt;br /&gt;
Considered an ice world due to its location just outside the outer edge of the habitable zone of its parent star, resulting in very cold temperatures, New Gibson is the industrial powerhouse of Tau Ceti. As the atmosphere on New Gibson is too thin to support life, all of its population lives under biodomes.&lt;br /&gt;
&lt;br /&gt;
The planet is a prime location for industrial development, since minimal terraforming is required, and populations of workers can be sustained in biodomes scattered across the barren landscape. Any activity on the planet&#039;s surface requires EVA equipment, but due to its high level of industrial development, the planet is the largest producer of consumer appliances, ship components, space station modules, and other manufactured goods in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
The planetary capital of New Gibson is the [[Hengsha Arcology]], or simply Hengsha, a self-contained complex mimicking the landscape of Biesel, complete with parks, waterfalls and wildlife. While New Gibson has a complex dedicated to virtually all industries, from personal grooming equipment to advanced AI components, it&#039;s major industries are shipbuilding, construction materials, enterprise-scale medical equipment and electronics.&lt;br /&gt;
&lt;br /&gt;
=== Luthien ===&lt;br /&gt;
Main article: [[Luthien]]&lt;br /&gt;
[[File:luthien.jpg|thumb|245px|One of numerous research outposts around the Luthien northern sea.]]&lt;br /&gt;
Placed within the inner reach of Tau Ceti&#039;s habitable zone, Luthien is a desert planet with a thin, unbreathable atmosphere and small amounts of liquid water located around its cooler poles. The small amounts of human habitation are found near the north and south polar seas, and constitute of controlled-environment biodomes and research stations.&lt;br /&gt;
&lt;br /&gt;
Luthien is the site of many testing and research facilities, such as those dedicated to weapons testing, or the development of flora and fauna that are able to adapt to extreme environments.&lt;br /&gt;
&lt;br /&gt;
=== Caprice ===&lt;br /&gt;
The closest planet to Tau Ceti&#039;s star, caprice is a barren world completely devoid of life. The harsh surface conditions prove hostile for all attempts of exploration, and even advanced scientific equipment cannot survive in its extreme environment for long without breaking down.&lt;br /&gt;
&lt;br /&gt;
=== Reade ===&lt;br /&gt;
The furthest of the five planets of Tau Ceti, Reade, is a small planet entirely devoid of atmosphere, water, or useful minerals. Mostly ignored by the rest of the system&#039;s population, it is nevertheless rumored to harbor pirate outposts on the planet surface. Civilian travel is discouraged past this point of the system.&lt;br /&gt;
&lt;br /&gt;
== Other Bodies ==&lt;br /&gt;
&lt;br /&gt;
=== Chandras ===&lt;br /&gt;
Chandras is an icy body in distant orbit of Tau Ceti. Although its surface contains lakes of liquid nitrogen, it is entirely metal-deficient, and possessing no infrastructures to speak of, is uninhabited and of low interest for the system.&lt;br /&gt;
&lt;br /&gt;
=== The Dust Belt ===&lt;br /&gt;
Past Chandras, the Dust Belt is a thick ring of debris encircling Tau Ceti&#039;s solar plane and enclosing its inner planets. Debris vary in size ranging from microscopic dust particles to large asteroids the size of small moons. Contrary to popular belief, travel through the Dust Belt does not pose a major risk to spaceships, although the danger of rogue asteroids has discouraged mining operations from setting up in the area.&lt;br /&gt;
&lt;br /&gt;
=== Dumas ===&lt;br /&gt;
Dumas is an extremely small rocky body that orbits within the far reaches of Tau Ceti - obscured almost entirely by the dust belt, one of its defining features is an almost complete lack of light, resulting in temperatures nearing the absolute zero. It is rumored that smugglers may be using stations in orbit of Dumas to move goods in and out of the Tau Ceti system.&lt;br /&gt;
&lt;br /&gt;
=== The Romanovich Cloud ===&lt;br /&gt;
[[File:4.jpg|thumb|245px|A NanoTrasen probe surveys an asteroid of the Romanovich Cloud, in search of Plasma deposits.]]&lt;br /&gt;
Main article: [[Romanovich Cloud]]&lt;br /&gt;
&lt;br /&gt;
The Romanovich Cloud is a shell of icy, rocky and metallic bodies that orbit very distant Tau Ceti, past even the Dust Belt. Rich in deposits of precious and semi-precious metals as well as radioactive elements, the Romanovich Cloud is the source of nearly all the raw materials used within Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
The cloud is also the only known source of [[Plasma]], a volatile but highly-sought after compound, known for its uses in the biomedical and energy industries. Most of the sources of Plasma within the Romanovich Cloud are under control of [[Nanotrasen Corporation|NanoTrasen]], which has consequently established many high-tech research facilities in the area in the past few years.&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tau_Ceti&amp;diff=2386</id>
		<title>Tau Ceti</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tau_Ceti&amp;diff=2386"/>
		<updated>2015-11-24T17:55:13Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Biesel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
Tau Ceti is a system located in close proximity of Sol, and serves as the main base of operation for the megacorporation [[Nanotrasen Corporation|NanoTrasen]]. First settled in the mid 2100s, it houses three colonized planets, as well as two uninhabited ones.&lt;br /&gt;
&lt;br /&gt;
Tau Ceti is governed by the [[Republic of Biesel]], a young Republic that became independent of the economically troubled Sol Alliance in 2452 due to heavy pressure by Nanotrasen. There is still resentment in the Sol Alliance over the loss of such a wealthy system, while Nanotrasen continues to have a heavy hand in all levels of Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
== Planets ==&lt;br /&gt;
&lt;br /&gt;
=== Biesel ===&lt;br /&gt;
Main articles: [[Biesel]], [[http://aurorastation.org/wiki/index.php?title=Biesel#Mendell_City |Mendell City]]&lt;br /&gt;
[[File:biesel3.jpg|thumb|245px|The cityscape of Mendell City, displaying Biesel&#039;s high level of urban development.]]&lt;br /&gt;
The third closest planet to Tau Ceti&#039;s star, Biesel is an Earth analog which benefits from a temperate climate and breathable atmosphere. Water represents 56% of the planet&#039;s surface.&lt;br /&gt;
&lt;br /&gt;
Biesel is the central population hub for Tau Ceti, with many large cities and a registered surface population approaching 11 billion. All settlements on Biesel were built with a goal of sustainable development in mind, so the threat of impending environmental disaster due to overpopulation or pollution is relatively nonexistent. The landmass of the planet itself is split into three massive continents, Astraeus, Selene and Eos; each hosting a multitude of cities, as well as each having a continental capital. The planetary capital of Biesel is [[Mendell City]], a megalopolis on the southern coast of the northern continent of Astraeus; of which it is also the continental capital of.. In orbit around Biesel, and its moon Valkyrie, are many multipurpose space stations, including orbital defense platforms and shipyards In a high orbit around the planet is Nanotrasen&#039;s Tau Ceti Branch Central Command Platform, the [[NSS Odin]], where [[bluespace]] shuttles depart from and return to as they move personnel between the various Nanotrasen installations around Tau Ceti. The combined population of spacers around Biesel approaches 222 million.&lt;br /&gt;
&lt;br /&gt;
Biesel is primarily a financial and agricultural center, with most of it&#039;s citizens working in it&#039;s service industry or commuting to New Gibson; this is not to say, however, that Biesel is without industrial capacity, it possesses significant industrial facilities, primarily centered on the mineral rich Eos. Tourism is also a major source of income, with visitors being drawn to Biesel&#039;s sprawling shopping centers and national parks alike.&lt;br /&gt;
&lt;br /&gt;
=== New Gibson ===&lt;br /&gt;
Main article: [[New Gibson]]&lt;br /&gt;
[[File:newgibson.jpg|thumb|245px|New Gibson&#039;s capital, the Hengsha Arcology]]&lt;br /&gt;
Considered an ice world due to its location just outside the outer edge of the habitable zone of its parent star, resulting in very cold temperatures, New Gibson is the industrial powerhouse of Tau Ceti. As the atmosphere on New Gibson is too thin to support life, all of its population lives under biodomes.&lt;br /&gt;
&lt;br /&gt;
The planet is a prime location for industrial development, since minimal terraforming is required, and populations of workers can be sustained in biodomes scattered across the barren landscape. Any activity on the planet&#039;s surface requires EVA equipment, but due to its high level of industrial development, the planet is the largest producer of consumer appliances, ship components, space station modules, and other manufactured goods in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
The planetary capital of New Gibson is the [[Hengsha Arcology]], or simply Hengsha, a self-contained complex mimicking the landscape of Biesel, complete with parks, waterfalls and wildlife. While New Gibson has a complex dedicated to virtually all industries, from personal grooming equipment to advanced AI components, it&#039;s major industries are shipbuilding, construction materials, enterprise-scale medical equipment and electronics.&lt;br /&gt;
&lt;br /&gt;
=== Luthien ===&lt;br /&gt;
Main article: [[Luthien]]&lt;br /&gt;
[[File:luthien.jpg|thumb|245px|One of numerous research outposts around the Luthien northern sea.]]&lt;br /&gt;
Placed within the inner reach of Tau Ceti&#039;s habitable zone, Luthien is a desert planet with a thin, unbreathable atmosphere and small amounts of liquid water located around its cooler poles. The small amounts of human habitation are found near the north and south polar seas, and constitute of controlled-environment biodomes and research stations.&lt;br /&gt;
&lt;br /&gt;
Luthien is the site of many testing and research facilities, such as those dedicated to weapons testing, or the development of flora and fauna that are able to adapt to extreme environments.&lt;br /&gt;
&lt;br /&gt;
=== Caprice ===&lt;br /&gt;
The closest planet to Tau Ceti&#039;s star, caprice is a barren world completely devoid of life. The harsh surface conditions prove hostile for all attempts of exploration, and even advanced scientific equipment cannot survive in its extreme environment for long without breaking down.&lt;br /&gt;
&lt;br /&gt;
=== Reade ===&lt;br /&gt;
The furthest of the five planets of Tau Ceti, Reade, is a small planet entirely devoid of atmosphere, water, or useful minerals. Mostly ignored by the rest of the system&#039;s population, it is nevertheless rumored to harbor pirate outposts on the planet surface. Civilian travel is discouraged past this point of the system.&lt;br /&gt;
&lt;br /&gt;
== Other Bodies ==&lt;br /&gt;
&lt;br /&gt;
=== Chandras ===&lt;br /&gt;
Chandras is an icy body in distant orbit of Tau Ceti. Although its surface contains lakes of liquid nitrogen, it is entirely metal-deficient, and possessing no infrastructures to speak of, is uninhabited and of low interest for the system.&lt;br /&gt;
&lt;br /&gt;
=== The Dust Belt ===&lt;br /&gt;
Past Chandras, the Dust Belt is a thick ring of debris encircling Tau Ceti&#039;s solar plane and enclosing its inner planets. Debris vary in size ranging from microscopic dust particles to large asteroids the size of small moons. Contrary to popular belief, travel through the Dust Belt does not pose a major risk to spaceships, although the danger of rogue asteroids has discouraged mining operations from setting up in the area.&lt;br /&gt;
&lt;br /&gt;
=== Dumas ===&lt;br /&gt;
Dumas is an extremely small rocky body that orbits within the far reaches of Tau Ceti - obscured almost entirely by the dust belt, one of its defining features is an almost complete lack of light, resulting in temperatures nearing the absolute zero. It is rumored that smugglers may be using stations in orbit of Dumas to move goods in and out of the Tau Ceti system.&lt;br /&gt;
&lt;br /&gt;
=== The Romanovich Cloud ===&lt;br /&gt;
[[File:4.jpg|thumb|245px|A NanoTrasen probe surveys an asteroid of the Romanovich Cloud, in search of Plasma deposits.]]&lt;br /&gt;
Main article: [[Romanovich Cloud]]&lt;br /&gt;
&lt;br /&gt;
The Romanovich Cloud is a shell of icy, rocky and metallic bodies that orbit very distant Tau Ceti, past even the Dust Belt. Rich in deposits of precious and semi-precious metals as well as radioactive elements, the Romanovich Cloud is the source of nearly all the raw materials used within Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
The cloud is also the only known source of [[Plasma]], a volatile but highly-sought after compound, known for its uses in the biomedical and energy industries. Most of the sources of Plasma within the Romanovich Cloud are under control of [[Nanotrasen Corporation|NanoTrasen]], which has consequently established many high-tech research facilities in the area in the past few years.&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tau_Ceti&amp;diff=2385</id>
		<title>Tau Ceti</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tau_Ceti&amp;diff=2385"/>
		<updated>2015-11-24T17:51:12Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* New Gibson */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
Tau Ceti is a system located in close proximity of Sol, and serves as the main base of operation for the megacorporation [[Nanotrasen Corporation|NanoTrasen]]. First settled in the mid 2100s, it houses three colonized planets, as well as two uninhabited ones.&lt;br /&gt;
&lt;br /&gt;
Tau Ceti is governed by the [[Republic of Biesel]], a young Republic that became independent of the economically troubled Sol Alliance in 2452 due to heavy pressure by Nanotrasen. There is still resentment in the Sol Alliance over the loss of such a wealthy system, while Nanotrasen continues to have a heavy hand in all levels of Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
== Planets ==&lt;br /&gt;
&lt;br /&gt;
=== Biesel ===&lt;br /&gt;
Main articles: [[Biesel]], [[Mendell City]]&lt;br /&gt;
[[File:biesel3.jpg|thumb|245px|The cityscape of Mendell City, displaying Biesel&#039;s high level of urban development.]]&lt;br /&gt;
The third closest planet to Tau Ceti&#039;s star, Biesel is an Earth analog which benefits from a temperate climate and breathable atmosphere. Water represents 56% of the planet&#039;s surface.&lt;br /&gt;
&lt;br /&gt;
Biesel is the central population hub for Tau Ceti, with many large cities and a registered surface population approaching 11 billion. All settlements on Biesel were built with a goal of sustainable development in mind, so the threat of impending environmental disaster due to overpopulation or pollution is relatively nonexistent. The landmass of the planet itself is split into three massive continents, Astraeus, Selene and Eos; each hosting a multitude of cities, as well as each having a continental capital. The planetary capital of Biesel is [[Mendell City]], a megalopolis on the southern coast of the northern continent of Astraeus; of which it is also the continental capital of.. In orbit around Biesel, and its moon Valkyrie, are many multipurpose space stations, including orbital defense platforms and shipyards In a high orbit around the planet is Nanotrasen&#039;s Tau Ceti Branch Central Command Platform, the [[NSS Odin]], where [[bluespace]] shuttles depart from and return to as they move personnel between the various Nanotrasen installations around Tau Ceti. The combined population of spacers around Biesel approaches 222 million.&lt;br /&gt;
&lt;br /&gt;
Biesel is primarily a financial and agricultural center, with most of it&#039;s citizens working in it&#039;s service industry or commuting to New Gibson; this is not to say, however, that Biesel is without industrial capacity, it possesses significant industrial facilities, primarily centered on the mineral rich Eos. Tourism is also a major source of income, with visitors being drawn to Biesel&#039;s sprawling shopping centers and national parks alike.&lt;br /&gt;
&lt;br /&gt;
=== New Gibson ===&lt;br /&gt;
Main article: [[New Gibson]]&lt;br /&gt;
[[File:newgibson.jpg|thumb|245px|New Gibson&#039;s capital, the Hengsha Arcology]]&lt;br /&gt;
Considered an ice world due to its location just outside the outer edge of the habitable zone of its parent star, resulting in very cold temperatures, New Gibson is the industrial powerhouse of Tau Ceti. As the atmosphere on New Gibson is too thin to support life, all of its population lives under biodomes.&lt;br /&gt;
&lt;br /&gt;
The planet is a prime location for industrial development, since minimal terraforming is required, and populations of workers can be sustained in biodomes scattered across the barren landscape. Any activity on the planet&#039;s surface requires EVA equipment, but due to its high level of industrial development, the planet is the largest producer of consumer appliances, ship components, space station modules, and other manufactured goods in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
The planetary capital of New Gibson is the [[Hengsha Arcology]], or simply Hengsha, a self-contained complex mimicking the landscape of Biesel, complete with parks, waterfalls and wildlife. While New Gibson has a complex dedicated to virtually all industries, from personal grooming equipment to advanced AI components, it&#039;s major industries are shipbuilding, construction materials, enterprise-scale medical equipment and electronics.&lt;br /&gt;
&lt;br /&gt;
=== Luthien ===&lt;br /&gt;
Main article: [[Luthien]]&lt;br /&gt;
[[File:luthien.jpg|thumb|245px|One of numerous research outposts around the Luthien northern sea.]]&lt;br /&gt;
Placed within the inner reach of Tau Ceti&#039;s habitable zone, Luthien is a desert planet with a thin, unbreathable atmosphere and small amounts of liquid water located around its cooler poles. The small amounts of human habitation are found near the north and south polar seas, and constitute of controlled-environment biodomes and research stations.&lt;br /&gt;
&lt;br /&gt;
Luthien is the site of many testing and research facilities, such as those dedicated to weapons testing, or the development of flora and fauna that are able to adapt to extreme environments.&lt;br /&gt;
&lt;br /&gt;
=== Caprice ===&lt;br /&gt;
The closest planet to Tau Ceti&#039;s star, caprice is a barren world completely devoid of life. The harsh surface conditions prove hostile for all attempts of exploration, and even advanced scientific equipment cannot survive in its extreme environment for long without breaking down.&lt;br /&gt;
&lt;br /&gt;
=== Reade ===&lt;br /&gt;
The furthest of the five planets of Tau Ceti, Reade, is a small planet entirely devoid of atmosphere, water, or useful minerals. Mostly ignored by the rest of the system&#039;s population, it is nevertheless rumored to harbor pirate outposts on the planet surface. Civilian travel is discouraged past this point of the system.&lt;br /&gt;
&lt;br /&gt;
== Other Bodies ==&lt;br /&gt;
&lt;br /&gt;
=== Chandras ===&lt;br /&gt;
Chandras is an icy body in distant orbit of Tau Ceti. Although its surface contains lakes of liquid nitrogen, it is entirely metal-deficient, and possessing no infrastructures to speak of, is uninhabited and of low interest for the system.&lt;br /&gt;
&lt;br /&gt;
=== The Dust Belt ===&lt;br /&gt;
Past Chandras, the Dust Belt is a thick ring of debris encircling Tau Ceti&#039;s solar plane and enclosing its inner planets. Debris vary in size ranging from microscopic dust particles to large asteroids the size of small moons. Contrary to popular belief, travel through the Dust Belt does not pose a major risk to spaceships, although the danger of rogue asteroids has discouraged mining operations from setting up in the area.&lt;br /&gt;
&lt;br /&gt;
=== Dumas ===&lt;br /&gt;
Dumas is an extremely small rocky body that orbits within the far reaches of Tau Ceti - obscured almost entirely by the dust belt, one of its defining features is an almost complete lack of light, resulting in temperatures nearing the absolute zero. It is rumored that smugglers may be using stations in orbit of Dumas to move goods in and out of the Tau Ceti system.&lt;br /&gt;
&lt;br /&gt;
=== The Romanovich Cloud ===&lt;br /&gt;
[[File:4.jpg|thumb|245px|A NanoTrasen probe surveys an asteroid of the Romanovich Cloud, in search of Plasma deposits.]]&lt;br /&gt;
Main article: [[Romanovich Cloud]]&lt;br /&gt;
&lt;br /&gt;
The Romanovich Cloud is a shell of icy, rocky and metallic bodies that orbit very distant Tau Ceti, past even the Dust Belt. Rich in deposits of precious and semi-precious metals as well as radioactive elements, the Romanovich Cloud is the source of nearly all the raw materials used within Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
The cloud is also the only known source of [[Plasma]], a volatile but highly-sought after compound, known for its uses in the biomedical and energy industries. Most of the sources of Plasma within the Romanovich Cloud are under control of [[Nanotrasen Corporation|NanoTrasen]], which has consequently established many high-tech research facilities in the area in the past few years.&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tau_Ceti&amp;diff=2384</id>
		<title>Tau Ceti</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tau_Ceti&amp;diff=2384"/>
		<updated>2015-11-24T17:21:10Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Biesel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
Tau Ceti is a system located in close proximity of Sol, and serves as the main base of operation for the megacorporation [[Nanotrasen Corporation|NanoTrasen]]. First settled in the mid 2100s, it houses three colonized planets, as well as two uninhabited ones.&lt;br /&gt;
&lt;br /&gt;
Tau Ceti is governed by the [[Republic of Biesel]], a young Republic that became independent of the economically troubled Sol Alliance in 2452 due to heavy pressure by Nanotrasen. There is still resentment in the Sol Alliance over the loss of such a wealthy system, while Nanotrasen continues to have a heavy hand in all levels of Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
== Planets ==&lt;br /&gt;
&lt;br /&gt;
=== Biesel ===&lt;br /&gt;
Main articles: [[Biesel]], [[Mendell City]]&lt;br /&gt;
[[File:biesel3.jpg|thumb|245px|The cityscape of Mendell City, displaying Biesel&#039;s high level of urban development.]]&lt;br /&gt;
The third closest planet to Tau Ceti&#039;s star, Biesel is an Earth analog which benefits from a temperate climate and breathable atmosphere. Water represents 56% of the planet&#039;s surface.&lt;br /&gt;
&lt;br /&gt;
Biesel is the central population hub for Tau Ceti, with many large cities and a registered surface population approaching 11 billion. All settlements on Biesel were built with a goal of sustainable development in mind, so the threat of impending environmental disaster due to overpopulation or pollution is relatively nonexistent. The landmass of the planet itself is split into three massive continents, Astraeus, Selene and Eos; each hosting a multitude of cities, as well as each having a continental capital. The planetary capital of Biesel is [[Mendell City]], a megalopolis on the southern coast of the northern continent of Astraeus; of which it is also the continental capital of.. In orbit around Biesel, and its moon Valkyrie, are many multipurpose space stations, including orbital defense platforms and shipyards In a high orbit around the planet is Nanotrasen&#039;s Tau Ceti Branch Central Command Platform, the [[NSS Odin]], where [[bluespace]] shuttles depart from and return to as they move personnel between the various Nanotrasen installations around Tau Ceti. The combined population of spacers around Biesel approaches 222 million.&lt;br /&gt;
&lt;br /&gt;
Biesel is primarily a financial and agricultural center, with most of it&#039;s citizens working in it&#039;s service industry or commuting to New Gibson; this is not to say, however, that Biesel is without industrial capacity, it possesses significant industrial facilities, primarily centered on the mineral rich Eos. Tourism is also a major source of income, with visitors being drawn to Biesel&#039;s sprawling shopping centers and national parks alike.&lt;br /&gt;
&lt;br /&gt;
=== New Gibson ===&lt;br /&gt;
Main article: [[New Gibson]]&lt;br /&gt;
[[File:newgibson.jpg|thumb|245px|New Gibson&#039;s capital, the Hengsha Arcology]]&lt;br /&gt;
Considered an ice world due to its location just outside the outer edge of the habitable zone of its parent star, producing very cold temperatures, New Gibson is the industrial powerhouse of Tau Ceti. As the atmosphere on New Gibson is too thin to support life, all of its population lives under biodomes.&lt;br /&gt;
&lt;br /&gt;
The planet is a prime location for industrial development, since minimal terraforming is required, and populations of workers can be sustained in biodomes scattered across the barren landscape. Any activity on the planet&#039;s surface requires EVA equipment, but due to its high level of industrial development, the planet is the largest producer of consumer appliances, ship components, space station modules, and other manufactured goods in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
The planetary capital of New Gibson is the [[Hengsha Arcology]], or simply Hengsha, a self-contained complex mimicking the landscape of Biesel, complete with parks, waterfalls and wildlife. While New Gibson has a complex dedicated to virtually all industries, from personal grooming equipment to advanced AI components, it&#039;s major industries are shipbuilding, construction materials, enterprise-scale medical equipment and electronics.&lt;br /&gt;
&lt;br /&gt;
=== Luthien ===&lt;br /&gt;
Main article: [[Luthien]]&lt;br /&gt;
[[File:luthien.jpg|thumb|245px|One of numerous research outposts around the Luthien northern sea.]]&lt;br /&gt;
Placed within the inner reach of Tau Ceti&#039;s habitable zone, Luthien is a desert planet with a thin, unbreathable atmosphere and small amounts of liquid water located around its cooler poles. The small amounts of human habitation are found near the north and south polar seas, and constitute of controlled-environment biodomes and research stations.&lt;br /&gt;
&lt;br /&gt;
Luthien is the site of many testing and research facilities, such as those dedicated to weapons testing, or the development of flora and fauna that are able to adapt to extreme environments.&lt;br /&gt;
&lt;br /&gt;
=== Caprice ===&lt;br /&gt;
The closest planet to Tau Ceti&#039;s star, caprice is a barren world completely devoid of life. The harsh surface conditions prove hostile for all attempts of exploration, and even advanced scientific equipment cannot survive in its extreme environment for long without breaking down.&lt;br /&gt;
&lt;br /&gt;
=== Reade ===&lt;br /&gt;
The furthest of the five planets of Tau Ceti, Reade, is a small planet entirely devoid of atmosphere, water, or useful minerals. Mostly ignored by the rest of the system&#039;s population, it is nevertheless rumored to harbor pirate outposts on the planet surface. Civilian travel is discouraged past this point of the system.&lt;br /&gt;
&lt;br /&gt;
== Other Bodies ==&lt;br /&gt;
&lt;br /&gt;
=== Chandras ===&lt;br /&gt;
Chandras is an icy body in distant orbit of Tau Ceti. Although its surface contains lakes of liquid nitrogen, it is entirely metal-deficient, and possessing no infrastructures to speak of, is uninhabited and of low interest for the system.&lt;br /&gt;
&lt;br /&gt;
=== The Dust Belt ===&lt;br /&gt;
Past Chandras, the Dust Belt is a thick ring of debris encircling Tau Ceti&#039;s solar plane and enclosing its inner planets. Debris vary in size ranging from microscopic dust particles to large asteroids the size of small moons. Contrary to popular belief, travel through the Dust Belt does not pose a major risk to spaceships, although the danger of rogue asteroids has discouraged mining operations from setting up in the area.&lt;br /&gt;
&lt;br /&gt;
=== Dumas ===&lt;br /&gt;
Dumas is an extremely small rocky body that orbits within the far reaches of Tau Ceti - obscured almost entirely by the dust belt, one of its defining features is an almost complete lack of light, resulting in temperatures nearing the absolute zero. It is rumored that smugglers may be using stations in orbit of Dumas to move goods in and out of the Tau Ceti system.&lt;br /&gt;
&lt;br /&gt;
=== The Romanovich Cloud ===&lt;br /&gt;
[[File:4.jpg|thumb|245px|A NanoTrasen probe surveys an asteroid of the Romanovich Cloud, in search of Plasma deposits.]]&lt;br /&gt;
Main article: [[Romanovich Cloud]]&lt;br /&gt;
&lt;br /&gt;
The Romanovich Cloud is a shell of icy, rocky and metallic bodies that orbit very distant Tau Ceti, past even the Dust Belt. Rich in deposits of precious and semi-precious metals as well as radioactive elements, the Romanovich Cloud is the source of nearly all the raw materials used within Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
The cloud is also the only known source of [[Plasma]], a volatile but highly-sought after compound, known for its uses in the biomedical and energy industries. Most of the sources of Plasma within the Romanovich Cloud are under control of [[Nanotrasen Corporation|NanoTrasen]], which has consequently established many high-tech research facilities in the area in the past few years.&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Biesel&amp;diff=2383</id>
		<title>Biesel</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Biesel&amp;diff=2383"/>
		<updated>2015-11-24T17:16:04Z</updated>

		<summary type="html">&lt;p&gt;Gollee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign = Gollee}}&lt;br /&gt;
Biesel was one of the first habitable exoplanets to be discovered by early extrastellar exploration. It was first colonised 2147, seventeen years after the development of the Warp Drive. Since it’s colonisation, Biesel has been among the largest of the colonies, and most importantly, the richest and most influential. The Federal Republic of Biesel and the Tau Ceti System was formed as a semi-independent state within the Sol Alliance, roughly one hundred and fifty years after it’s colonisation, alongside similar states around other major garden worlds; such as the Eridani Federation, containing Akhet and Isis. It is run by the Tau Ceti Assembly and State Senate in Mendell City.&lt;br /&gt;
&lt;br /&gt;
Many, if not all super-corporations, such as Nanotrasen have many facilties in Biesel and Tau Ceti, including the Nanotrasen Science Station Aurora, at the edge of the Romanov cloud. Nanotrasen central command orbits Biesel, in a geosynchronous orbit over Mendell city, sharing the space with several other stations, such as the NMV Icarus, and Sol Alliance checkpoint stations.&lt;br /&gt;
&lt;br /&gt;
Mendell City is the capital of Biesel, and is considered the most affluent city in human space, people of all walks of life can find a purpose on Biesel and in Mendell City, and there are many prestigious education institutes that countless people use to push their intellect to new heights, where they are eagerly hired by the corporate giants that dominate the city.&lt;br /&gt;
&lt;br /&gt;
Biesel became independant from the Sol Alliance in 2452, following heavy pressure from Megacorporations such as Nanotrasen.&lt;br /&gt;
[[File:Biesel.png|thumb|right|alt=Alt text|Map of Biesel]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The planet itself holds three major continents, along with a multitude of smaller islands. The continents all display violent geographical features; such as mountain ranges and extinct volcanoes, this is unusual, as Biesel has a very low amount of tectonic activity; the general theory among leading geologists is that the features were caused by a significant asteroidal impact earlier in the life of Biesel, which is likely also the reason for the lack of sentient life on the planet.&lt;br /&gt;
&lt;br /&gt;
Biesel has a population approaching three billion sapients; most of which are human. This population is primarily spread out over the continents; with very little of the population going offshore to the islands. There are a total of seven cities; including the capital, Mendell City; which is situated on the northernmost of the continents, Bisten; and is the largest city on that continent, while Phoenixport is the largest on the western continent, Glavir; and Kasri is the leading city of Quensi, the southernmost continent.&lt;br /&gt;
&lt;br /&gt;
Mendell City contains the largest starport ever constructed, second only to the starports of Earth’s more prosperous superstates. This large facility is vital to the survival of the city, many megacorporations and small companies have situated their main offices in the city, taking advantage of the low taxation and cheap transportation. &lt;br /&gt;
&lt;br /&gt;
Phoenixport is well-known across Biesel for it’s wondrous construction projects, replicating man-made wonders from old earth, such as the Leaning Tower of Pisa, or the Taj Mahal.&lt;br /&gt;
&lt;br /&gt;
Where Mendell is the heart of Biesel’s transport industry, Kasri is it’s production centre; skilled workers labour in immense manufactories, churning out luxury goods to be sold across Biesel and beyond.&lt;br /&gt;
&lt;br /&gt;
==Continents==&lt;br /&gt;
&lt;br /&gt;
===Astraeus===&lt;br /&gt;
&lt;br /&gt;
Despite being the smallest of the three continents of Biesel; small being a relative term when applied to landmass of comparable size to terrestrial Asia; Astraeus is the most affluent of Biesel’s continents and is home to the capital, Mendell City.&lt;br /&gt;
&lt;br /&gt;
Astraeus is the northernmost continent and was the first to be inhabited by humans. It is the most heavily populated even four hundred years later; it possesses immense, rich plains that were easily colonised by early stations. These homesteads grew into towns, then cities; leaving Astraeus dotted with countless cities across it’s plains.&lt;br /&gt;
&lt;br /&gt;
===Selene===&lt;br /&gt;
&lt;br /&gt;
Selene is the southernmost continent of Biesel, roughly ten percent larger in land-area than Astraeus.&lt;br /&gt;
&lt;br /&gt;
Selene has the lowest population of the three continents; sitting close to three billion and rising; most of this population reside in large cities along the coast, avoiding the long equatorial desert that crosses the continent.&lt;br /&gt;
&lt;br /&gt;
===Eos===&lt;br /&gt;
Eos is the largest, and westernmost continent, with a population just exceeding three billion; it surpasses Astreus in land area by roughly twenty five percent.&lt;br /&gt;
&lt;br /&gt;
Eos is the most heavily industrialised of the three Bieselian continents; with a large amount of coastal flatlands, supplied by the rugged inlands, rich with minerals and resources of all varieties; it is the industrial centre of Biesel.&lt;br /&gt;
&lt;br /&gt;
==Bodies of Water==&lt;br /&gt;
&lt;br /&gt;
===Oceans===&lt;br /&gt;
&lt;br /&gt;
Much of Biesel’s internal trade is done by immense freight carriers, travelling between the three continents; shifting massive loads of goods and materials from place to place; this is most easily seen in the large central ocean, known as Severson’s Rift; named for the captain of the first landing on Biesel’s surface, Nigel Severson.&lt;br /&gt;
&lt;br /&gt;
The oceans of Biesel are majoritively benign; with the almost non-existant tectonic activity, there is little risk of Tsunamis; tropical storms are also known to form with a similar regularity to Earth, though with the smaller amount of landmass, the tropical storms can be significantly stronger, they are, however, unlikely to harm a super-carrier; the colossal vessels are floating cities in their own right, stretching over dozens of square kilometres, they are impossible to capsize, and can easily weather the storms.&lt;br /&gt;
&lt;br /&gt;
===Lakes===&lt;br /&gt;
&lt;br /&gt;
Biesel has many lakes across it’s surface, ranging in size from just a few hundred metres square, to over seventy five thousand square kilometres.&lt;br /&gt;
&lt;br /&gt;
===Rivers===&lt;br /&gt;
Unusually, for a planet of it’s size, Biesel has few rivers, and only seven that can truly be called major rivers, spread over the three continents; however, it has a large number of smaller rivers and streams, ensuring the land does not turn barren.&lt;br /&gt;
Geologists theorise that the reason these rivers do not combine to form larger flows is due to the prevalent uneven landscape, leaving many ways of reaching the oceans and lakes.&lt;br /&gt;
&lt;br /&gt;
==Geographical Features==&lt;br /&gt;
&lt;br /&gt;
Biesel has a unique series of geographical features, centred in expanding waves around Severson&#039;s Rift; an immense crater formed by an asteroidal impact long on Biesel&#039;s past; the likely reason for the lack of sentient life on the planet.&lt;br /&gt;
&lt;br /&gt;
With Biesel&#039;s low tectonic activity, the impact formations have remained relatively unchanged, apart from erosion by other natural phenomena effects.&lt;br /&gt;
&lt;br /&gt;
It is theorised that originally, Astraeus, Selene and Eos were originally one supercontinent; named Agrenem, that was subsequently shattered by the asteroid impact.&lt;br /&gt;
&lt;br /&gt;
===Mountains===&lt;br /&gt;
&lt;br /&gt;
Biesel has numerous mountain ranges; however, nine stand out as the most prominent, they are listed below by continent.&lt;br /&gt;
&lt;br /&gt;
====Astraeus====&lt;br /&gt;
&lt;br /&gt;
Astraeus possess two major mountain ranges, the Grattle range, across the centre of the continent; and the Uratines along it’s eastern coast. The Grattle range holds the tallest mountain on Biesel, at 8243m, is Mount Turvin. The Grattle range is also well known for it’s numerous snow slopes; leading to a boom of wealth at the start of each ski season; as people the world over book holidays in the more prestigious resorts.&lt;br /&gt;
&lt;br /&gt;
====Selene====&lt;br /&gt;
Selene has four primary mountain ranges, however, they are significantly less hospitable than those on Astraeus; sheer cliffs and crumbling walls are iconic of these ranges, making any sort of climbing an arduous and dangerous affair. The mountain ranges, from east to west, are; the Ridgerun, the Split-range, The Azreks, and the Forepoints.&lt;br /&gt;
&lt;br /&gt;
====Eos====&lt;br /&gt;
Eos has three major mountain ranges, two running vertically, and one singular outcropping. The easternmost mountain range, the Latra range, is the closest to Kasri, has been heavily mined, and much of the land belongs to private mine owners; the northern mountain range, the Sevul range, has suffered significantly less attention, and hosts several winter events, including a planet wide winter sports tournament. The southernmost mountain range, the Rasthins is the smallest and lowest across the planet, has also suffered significant excavation. Deliberate collapses and excavations have brought it’s highest peak down to just 2543m above sea level.&lt;br /&gt;
&lt;br /&gt;
==Cities==&lt;br /&gt;
&lt;br /&gt;
===Mendell City===&lt;br /&gt;
Mendell City is the capital of Biesel, and of Tau Ceti as a whole; stretching over forty thousand square kilometres; it houses a total of seventy eight million people, situated on the south-western coast of the northernmost continent. Due to the low-tax system; many corporations and mega-corporations, such as Nanotrasen and Einstein Engines, have their head offices in the cities business sector. The city itself contains a mix of structures, ranging from kilometre high skyscrapers covering a dozen city blocks to almost serene suburbs, wrapped in the city’s urban sprawl.&lt;br /&gt;
&lt;br /&gt;
Mendell City is the hub of trade throughout the system; trillions of credits flowing through the electronic stock markets in the business sector; whether in private transactions, or on the trade floor itself. It is said that you can buy anything in Mendell city; given enough money and time; however, this is not always true; given that walth attracts crime, the largest part of the city budget goes towards a very well-armed, organised and trained police force; keeping crime well-below acceptable levels. The training is so indepth, that several Paramilitary Companies recruit almost exclusively from the police force; giving them a very lucrative reputation.&lt;br /&gt;
&lt;br /&gt;
Though Mendell City is relatively well-developed; it, like many other cities, has it&#039;s poorer districts, with significantly higher crime rates than the more affluent areas. Though Mendell City&#039;s well funded police force is able to restrict much of the illegal activity to these areas; they are hard-pressed to prevent sporadic outbreaks of gang-related crime in specific areas.&lt;br /&gt;
&lt;br /&gt;
Mendell City attracts vast numbers of tourists, whether for the numerous festivals that the city holds, or for simple sight-seeing; however, after recent heavy riots caused by the far right Apotheosis party; after many high-ranking members were arrested for various criminal charges in 2451; tourism has dropped off in recent years; leading the City council to increase investment in attractions such as festivals, while cracking down on the more extreme political parties.&lt;br /&gt;
&lt;br /&gt;
===Phoenixport===&lt;br /&gt;
Selene’s continental capital is Phoenixport, situated, much like Mendell City, on the inner coast of of it&#039;s continent, adjacent to Severson’s Rift. Over the past few decades, the governing council of Phoenixport, and the Tau Ceti assembly as a whole have constructed replicas of many old-earth architectural wonders; such as the Eiffel Tower, or the Parthenon. This construction scheme has done much to improve the city as a whole, attracting vast swarms of tourists, eager to see these wonders rebuilt away from the population, pollution and decay of Earth.&lt;br /&gt;
&lt;br /&gt;
===Kasri===&lt;br /&gt;
Though Eos is surpassed by New Gibson for sheer bulk production, it produces a great quantity of luxury goods; most of which are transported across the oceans in Biesel’s signature supercarriers; along with other goods, such as livestock and advanced electronics.&lt;br /&gt;
&lt;br /&gt;
It is in Eos&#039; capital, Kasri, where much of this production occurs.&lt;br /&gt;
Kasri is situated on the closest point on Eos to Mendell City, so as to have the shortest route for the frequent voyages between the cities.&lt;br /&gt;
&lt;br /&gt;
Kasri itself is a hive of industrial plants, orbited by satellite dormitory cities and refining facilities. The city itself is surprisingly pollution free, primarily due to strict pollution controls put in place by the Tau Ceti Assembly, determined to prevent another case of severe climate change, as occured on Earth.&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tau_Ceti&amp;diff=2382</id>
		<title>Tau Ceti</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tau_Ceti&amp;diff=2382"/>
		<updated>2015-11-24T17:13:33Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Biesel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
Tau Ceti is a system located in close proximity of Sol, and serves as the main base of operation for the megacorporation [[Nanotrasen Corporation|NanoTrasen]]. First settled in the mid 2100s, it houses three colonized planets, as well as two uninhabited ones.&lt;br /&gt;
&lt;br /&gt;
Tau Ceti is governed by the [[Republic of Biesel]], a young Republic that became independent of the economically troubled Sol Alliance in 2452 due to heavy pressure by Nanotrasen. There is still resentment in the Sol Alliance over the loss of such a wealthy system, while Nanotrasen continues to have a heavy hand in all levels of Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
== Planets ==&lt;br /&gt;
&lt;br /&gt;
=== Biesel ===&lt;br /&gt;
Main articles: [[Biesel]], [[Mendell City]]&lt;br /&gt;
[[File:biesel3.jpg|thumb|245px|The cityscape of Mendell City, displaying Biesel&#039;s high level of urban development.]]&lt;br /&gt;
The third closest planet to Tau Ceti&#039;s star, Biesel is an Earth analog which benefits from a temperate climate and breathable atmosphere. Water represents 56% of the planet&#039;s surface.&lt;br /&gt;
&lt;br /&gt;
Biesel is the central population hub for Tau Ceti, with many large cities and a registered surface population approaching 11 billion. All settlements on Biesel were built with a goal of sustainable development in mind, so the threat of impending environmental disaster due to overpopulation or pollution is relatively nonexistent. Most of the equator of Biesel has been set aside for agricultural purposes, given the mild climate. The planetary capital of Biesel is [[Mendell City]], a megalopolis in the southeastern quadrant of the planet. In orbit around Biesel, and its moon Valkyrie, are many multipurpose space stations, including orbital defense platforms and shipyards In a high orbit around the planet is Nanotrasen&#039;s Tau Ceti Branch Central Command Platform, the [[NSS Odin]], where [[bluespace]] shuttles depart from and return to as they move personnel between the various Nanotrasen installations around Tau Ceti. The combined population of spacers around Biesel approaches 222 million.&lt;br /&gt;
&lt;br /&gt;
Biesel is primarily a financial and agricultural center, with most of it&#039;s citizens working in it&#039;s service industry or commuting to New Gibson. Tourism is a major source of income, with visitors being drawn to Biesel&#039;s sprawling shopping centers and national parks alike.&lt;br /&gt;
&lt;br /&gt;
=== New Gibson ===&lt;br /&gt;
Main article: [[New Gibson]]&lt;br /&gt;
[[File:newgibson.jpg|thumb|245px|New Gibson&#039;s capital, the Hengsha Arcology]]&lt;br /&gt;
Considered an ice world due to its location just outside the outer edge of the habitable zone of its parent star, producing very cold temperatures, New Gibson is the industrial powerhouse of Tau Ceti. As the atmosphere on New Gibson is too thin to support life, all of its population lives under biodomes.&lt;br /&gt;
&lt;br /&gt;
The planet is a prime location for industrial development, since minimal terraforming is required, and populations of workers can be sustained in biodomes scattered across the barren landscape. Any activity on the planet&#039;s surface requires EVA equipment, but due to its high level of industrial development, the planet is the largest producer of consumer appliances, ship components, space station modules, and other manufactured goods in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
The planetary capital of New Gibson is the [[Hengsha Arcology]], or simply Hengsha, a self-contained complex mimicking the landscape of Biesel, complete with parks, waterfalls and wildlife. While New Gibson has a complex dedicated to virtually all industries, from personal grooming equipment to advanced AI components, it&#039;s major industries are shipbuilding, construction materials, enterprise-scale medical equipment and electronics.&lt;br /&gt;
&lt;br /&gt;
=== Luthien ===&lt;br /&gt;
Main article: [[Luthien]]&lt;br /&gt;
[[File:luthien.jpg|thumb|245px|One of numerous research outposts around the Luthien northern sea.]]&lt;br /&gt;
Placed within the inner reach of Tau Ceti&#039;s habitable zone, Luthien is a desert planet with a thin, unbreathable atmosphere and small amounts of liquid water located around its cooler poles. The small amounts of human habitation are found near the north and south polar seas, and constitute of controlled-environment biodomes and research stations.&lt;br /&gt;
&lt;br /&gt;
Luthien is the site of many testing and research facilities, such as those dedicated to weapons testing, or the development of flora and fauna that are able to adapt to extreme environments.&lt;br /&gt;
&lt;br /&gt;
=== Caprice ===&lt;br /&gt;
The closest planet to Tau Ceti&#039;s star, caprice is a barren world completely devoid of life. The harsh surface conditions prove hostile for all attempts of exploration, and even advanced scientific equipment cannot survive in its extreme environment for long without breaking down.&lt;br /&gt;
&lt;br /&gt;
=== Reade ===&lt;br /&gt;
The furthest of the five planets of Tau Ceti, Reade, is a small planet entirely devoid of atmosphere, water, or useful minerals. Mostly ignored by the rest of the system&#039;s population, it is nevertheless rumored to harbor pirate outposts on the planet surface. Civilian travel is discouraged past this point of the system.&lt;br /&gt;
&lt;br /&gt;
== Other Bodies ==&lt;br /&gt;
&lt;br /&gt;
=== Chandras ===&lt;br /&gt;
Chandras is an icy body in distant orbit of Tau Ceti. Although its surface contains lakes of liquid nitrogen, it is entirely metal-deficient, and possessing no infrastructures to speak of, is uninhabited and of low interest for the system.&lt;br /&gt;
&lt;br /&gt;
=== The Dust Belt ===&lt;br /&gt;
Past Chandras, the Dust Belt is a thick ring of debris encircling Tau Ceti&#039;s solar plane and enclosing its inner planets. Debris vary in size ranging from microscopic dust particles to large asteroids the size of small moons. Contrary to popular belief, travel through the Dust Belt does not pose a major risk to spaceships, although the danger of rogue asteroids has discouraged mining operations from setting up in the area.&lt;br /&gt;
&lt;br /&gt;
=== Dumas ===&lt;br /&gt;
Dumas is an extremely small rocky body that orbits within the far reaches of Tau Ceti - obscured almost entirely by the dust belt, one of its defining features is an almost complete lack of light, resulting in temperatures nearing the absolute zero. It is rumored that smugglers may be using stations in orbit of Dumas to move goods in and out of the Tau Ceti system.&lt;br /&gt;
&lt;br /&gt;
=== The Romanovich Cloud ===&lt;br /&gt;
[[File:4.jpg|thumb|245px|A NanoTrasen probe surveys an asteroid of the Romanovich Cloud, in search of Plasma deposits.]]&lt;br /&gt;
Main article: [[Romanovich Cloud]]&lt;br /&gt;
&lt;br /&gt;
The Romanovich Cloud is a shell of icy, rocky and metallic bodies that orbit very distant Tau Ceti, past even the Dust Belt. Rich in deposits of precious and semi-precious metals as well as radioactive elements, the Romanovich Cloud is the source of nearly all the raw materials used within Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
The cloud is also the only known source of [[Plasma]], a volatile but highly-sought after compound, known for its uses in the biomedical and energy industries. Most of the sources of Plasma within the Romanovich Cloud are under control of [[Nanotrasen Corporation|NanoTrasen]], which has consequently established many high-tech research facilities in the area in the past few years.&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Scroll.png&amp;diff=2217</id>
		<title>File:Scroll.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Scroll.png&amp;diff=2217"/>
		<updated>2015-10-24T12:11:33Z</updated>

		<summary type="html">&lt;p&gt;Gollee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Soul.png&amp;diff=2196</id>
		<title>File:Soul.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Soul.png&amp;diff=2196"/>
		<updated>2015-10-12T14:14:00Z</updated>

		<summary type="html">&lt;p&gt;Gollee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Horsehead.png&amp;diff=2191</id>
		<title>File:Horsehead.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Horsehead.png&amp;diff=2191"/>
		<updated>2015-10-12T13:59:07Z</updated>

		<summary type="html">&lt;p&gt;Gollee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Forcewall.png&amp;diff=2190</id>
		<title>File:Forcewall.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Forcewall.png&amp;diff=2190"/>
		<updated>2015-10-12T13:58:30Z</updated>

		<summary type="html">&lt;p&gt;Gollee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Smoke.png&amp;diff=2188</id>
		<title>File:Smoke.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Smoke.png&amp;diff=2188"/>
		<updated>2015-10-12T13:54:30Z</updated>

		<summary type="html">&lt;p&gt;Gollee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:EMP.png&amp;diff=2187</id>
		<title>File:EMP.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:EMP.png&amp;diff=2187"/>
		<updated>2015-10-12T13:37:31Z</updated>

		<summary type="html">&lt;p&gt;Gollee: Wizard EMP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wizard EMP&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Fireball.png&amp;diff=2186</id>
		<title>File:Fireball.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Fireball.png&amp;diff=2186"/>
		<updated>2015-10-12T13:33:00Z</updated>

		<summary type="html">&lt;p&gt;Gollee: See above.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See above.&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Missile.png&amp;diff=2185</id>
		<title>File:Missile.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Missile.png&amp;diff=2185"/>
		<updated>2015-10-12T12:54:08Z</updated>

		<summary type="html">&lt;p&gt;Gollee: Magic Missile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic Missile&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Spellbook2.png&amp;diff=2184</id>
		<title>File:Spellbook2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Spellbook2.png&amp;diff=2184"/>
		<updated>2015-10-12T12:15:13Z</updated>

		<summary type="html">&lt;p&gt;Gollee: Spellbook sprite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spellbook sprite&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Spellbook.png&amp;diff=2183</id>
		<title>File:Spellbook.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Spellbook.png&amp;diff=2183"/>
		<updated>2015-10-12T12:14:10Z</updated>

		<summary type="html">&lt;p&gt;Gollee: Wizard spellbook&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wizard spellbook&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Sanctum.png&amp;diff=2182</id>
		<title>File:Sanctum.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Sanctum.png&amp;diff=2182"/>
		<updated>2015-10-12T12:10:10Z</updated>

		<summary type="html">&lt;p&gt;Gollee: Wizard&amp;#039;s Sanctum&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wizard&#039;s Sanctum&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Einstein_Engines&amp;diff=2166</id>
		<title>Einstein Engines</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Einstein_Engines&amp;diff=2166"/>
		<updated>2015-08-11T07:25:02Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Departments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign=Gollee}}&lt;br /&gt;
== Brief Summary ==&lt;br /&gt;
Einstein Engines is the first Interstellar Corporation to have formed on the advent of interstellar travel. Einstein Engines originated as a conglomerate of various aerospace companies who shared a joint research project for extrastellar travel. This project would have immense consequences for the human race, as the project came to fruition.&lt;br /&gt;
In the year 2130, a sustained, stable warp interface was formed. This development served to catapult the conglomerate to be a dominating economic power throughout the world; their warp technology revolutionizing space travel and manufacture as micro-gee orbital industrial stations began to be constructed around the equator.&lt;br /&gt;
&lt;br /&gt;
This expansion in industrial capabilities lead to the great expansion of humanity across space, as warp-enabled probes traveled to nearby systems, finding habitable worlds scattered across space.&lt;br /&gt;
&lt;br /&gt;
The power of Einstein Engines continued to grow throughout the following centuries, eclipsing the other Interstellar Corporations; however, this expansion was not to last.&lt;br /&gt;
&lt;br /&gt;
In the year 2417, only four short years after the discovery of the Skrell, a relatively young Interstellar Corporation, Nanotrasen, discovered a previously unknown chemical, dubbed Plasma. Plasma was discovered to have an incredible energy density, far beyond that of conventional fusion or fission. This energy source, along with the Skrell&#039;s experimental Bluespace drives, far superior to the aged Warp technology pioneered by Einstein Engines, burst the unending growth bubble of Einstein Engines.&lt;br /&gt;
&lt;br /&gt;
As Nanotrasen grew into it&#039;s present day super-power, Einstein Engines collapsed inwards, filing bankruptcy and undergoing massive restructuring into it&#039;s modern form.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
In the present day, Einstein Engines still holds a significant powerbase, despite it&#039;s losses in the first half of the 25th century. Continuing to serve it&#039;s market, Einstein Engines produces many important spaceship components, and continues to contend with Nanotrasen over the efficiency of their different marques of Bluespace engine. The two giants awkwardly co-exist in human space, despite multiple copyright and trademark lawsuits bouncing between them on a monthly basis.&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Propulsion&lt;br /&gt;
*Power generation&lt;br /&gt;
**Fusion&lt;br /&gt;
**Plasma&lt;br /&gt;
*Blue space&lt;br /&gt;
*Research and Developmet&lt;br /&gt;
*Repairs and Overhaul&lt;br /&gt;
*Trade Fleet&lt;br /&gt;
*Security Force&lt;br /&gt;
&lt;br /&gt;
=== Executives/Board of Governors===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Owner and Chairman of the Board: Conrad Martin &amp;lt;br /&amp;gt;&lt;br /&gt;
*Chief Executive Officer: Jeffery Byran &amp;lt;br /&amp;gt;&lt;br /&gt;
*Chief Financial Officer: Lloyd Griffin &amp;lt;br /&amp;gt;&lt;br /&gt;
*Chief Operations Officer: Shannon Singleton &amp;lt;br /&amp;gt;&lt;br /&gt;
*Chief Risk Officer: Melinda Bishop &amp;lt;br /&amp;gt;&lt;br /&gt;
*Chief Technology/Information Officer: Carrie Lambert &amp;lt;br /&amp;gt;&lt;br /&gt;
*Chief Security Officer: Terrance Reed &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Departments ===&lt;br /&gt;
&lt;br /&gt;
*Asset Protection&lt;br /&gt;
*Information Technology (IT)&lt;br /&gt;
*Management&lt;br /&gt;
*Finance and Treasury&lt;br /&gt;
*Extra-planetary operations&lt;br /&gt;
*Research and Development&lt;br /&gt;
*Marketing&lt;br /&gt;
*Production&lt;br /&gt;
[[Category:Corporations]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Einstein_Engines&amp;diff=2165</id>
		<title>Einstein Engines</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Einstein_Engines&amp;diff=2165"/>
		<updated>2015-08-11T07:24:29Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Executives/Board of Governors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign=Gollee}}&lt;br /&gt;
== Brief Summary ==&lt;br /&gt;
Einstein Engines is the first Interstellar Corporation to have formed on the advent of interstellar travel. Einstein Engines originated as a conglomerate of various aerospace companies who shared a joint research project for extrastellar travel. This project would have immense consequences for the human race, as the project came to fruition.&lt;br /&gt;
In the year 2130, a sustained, stable warp interface was formed. This development served to catapult the conglomerate to be a dominating economic power throughout the world; their warp technology revolutionizing space travel and manufacture as micro-gee orbital industrial stations began to be constructed around the equator.&lt;br /&gt;
&lt;br /&gt;
This expansion in industrial capabilities lead to the great expansion of humanity across space, as warp-enabled probes traveled to nearby systems, finding habitable worlds scattered across space.&lt;br /&gt;
&lt;br /&gt;
The power of Einstein Engines continued to grow throughout the following centuries, eclipsing the other Interstellar Corporations; however, this expansion was not to last.&lt;br /&gt;
&lt;br /&gt;
In the year 2417, only four short years after the discovery of the Skrell, a relatively young Interstellar Corporation, Nanotrasen, discovered a previously unknown chemical, dubbed Plasma. Plasma was discovered to have an incredible energy density, far beyond that of conventional fusion or fission. This energy source, along with the Skrell&#039;s experimental Bluespace drives, far superior to the aged Warp technology pioneered by Einstein Engines, burst the unending growth bubble of Einstein Engines.&lt;br /&gt;
&lt;br /&gt;
As Nanotrasen grew into it&#039;s present day super-power, Einstein Engines collapsed inwards, filing bankruptcy and undergoing massive restructuring into it&#039;s modern form.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
In the present day, Einstein Engines still holds a significant powerbase, despite it&#039;s losses in the first half of the 25th century. Continuing to serve it&#039;s market, Einstein Engines produces many important spaceship components, and continues to contend with Nanotrasen over the efficiency of their different marques of Bluespace engine. The two giants awkwardly co-exist in human space, despite multiple copyright and trademark lawsuits bouncing between them on a monthly basis.&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Propulsion&lt;br /&gt;
*Power generation&lt;br /&gt;
**Fusion&lt;br /&gt;
**Plasma&lt;br /&gt;
*Blue space&lt;br /&gt;
*Research and Developmet&lt;br /&gt;
*Repairs and Overhaul&lt;br /&gt;
*Trade Fleet&lt;br /&gt;
*Security Force&lt;br /&gt;
&lt;br /&gt;
=== Executives/Board of Governors===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Owner and Chairman of the Board: Conrad Martin &amp;lt;br /&amp;gt;&lt;br /&gt;
*Chief Executive Officer: Jeffery Byran &amp;lt;br /&amp;gt;&lt;br /&gt;
*Chief Financial Officer: Lloyd Griffin &amp;lt;br /&amp;gt;&lt;br /&gt;
*Chief Operations Officer: Shannon Singleton &amp;lt;br /&amp;gt;&lt;br /&gt;
*Chief Risk Officer: Melinda Bishop &amp;lt;br /&amp;gt;&lt;br /&gt;
*Chief Technology/Information Officer: Carrie Lambert &amp;lt;br /&amp;gt;&lt;br /&gt;
*Chief Security Officer: Terrance Reed &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Departments ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Asset Protection&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Information Technology (IT)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Management&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Finance and Treasury&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Extra-planetary operations&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Research and Development&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Marketing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Production&#039;&#039;&#039;&lt;br /&gt;
[[Category:Corporations]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Einstein_Engines&amp;diff=2164</id>
		<title>Einstein Engines</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Einstein_Engines&amp;diff=2164"/>
		<updated>2015-08-11T07:23:43Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Departments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign=Gollee}}&lt;br /&gt;
== Brief Summary ==&lt;br /&gt;
Einstein Engines is the first Interstellar Corporation to have formed on the advent of interstellar travel. Einstein Engines originated as a conglomerate of various aerospace companies who shared a joint research project for extrastellar travel. This project would have immense consequences for the human race, as the project came to fruition.&lt;br /&gt;
In the year 2130, a sustained, stable warp interface was formed. This development served to catapult the conglomerate to be a dominating economic power throughout the world; their warp technology revolutionizing space travel and manufacture as micro-gee orbital industrial stations began to be constructed around the equator.&lt;br /&gt;
&lt;br /&gt;
This expansion in industrial capabilities lead to the great expansion of humanity across space, as warp-enabled probes traveled to nearby systems, finding habitable worlds scattered across space.&lt;br /&gt;
&lt;br /&gt;
The power of Einstein Engines continued to grow throughout the following centuries, eclipsing the other Interstellar Corporations; however, this expansion was not to last.&lt;br /&gt;
&lt;br /&gt;
In the year 2417, only four short years after the discovery of the Skrell, a relatively young Interstellar Corporation, Nanotrasen, discovered a previously unknown chemical, dubbed Plasma. Plasma was discovered to have an incredible energy density, far beyond that of conventional fusion or fission. This energy source, along with the Skrell&#039;s experimental Bluespace drives, far superior to the aged Warp technology pioneered by Einstein Engines, burst the unending growth bubble of Einstein Engines.&lt;br /&gt;
&lt;br /&gt;
As Nanotrasen grew into it&#039;s present day super-power, Einstein Engines collapsed inwards, filing bankruptcy and undergoing massive restructuring into it&#039;s modern form.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
In the present day, Einstein Engines still holds a significant powerbase, despite it&#039;s losses in the first half of the 25th century. Continuing to serve it&#039;s market, Einstein Engines produces many important spaceship components, and continues to contend with Nanotrasen over the efficiency of their different marques of Bluespace engine. The two giants awkwardly co-exist in human space, despite multiple copyright and trademark lawsuits bouncing between them on a monthly basis.&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Propulsion&lt;br /&gt;
*Power generation&lt;br /&gt;
**Fusion&lt;br /&gt;
**Plasma&lt;br /&gt;
*Blue space&lt;br /&gt;
*Research and Developmet&lt;br /&gt;
*Repairs and Overhaul&lt;br /&gt;
*Trade Fleet&lt;br /&gt;
*Security Force&lt;br /&gt;
&lt;br /&gt;
=== Executives/Board of Governors===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Owner and Chairman of the Board: Conrad Martin&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chief Executive Officer: Jeffery Byran&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chief Financial Officer: Lloyd Griffin&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chief Operations Officer: Shannon Singleton&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chief Risk Officer: Melinda Bishop&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chief Technology/Information Officer: Carrie Lambert&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chief Security Officer: Terrance Reed&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Departments ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Asset Protection&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Information Technology (IT)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Management&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Finance and Treasury&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Extra-planetary operations&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Research and Development&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Marketing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Production&#039;&#039;&#039;&lt;br /&gt;
[[Category:Corporations]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Einstein_Engines&amp;diff=2163</id>
		<title>Einstein Engines</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Einstein_Engines&amp;diff=2163"/>
		<updated>2015-08-11T07:21:40Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Executives/Board of Governors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign=Gollee}}&lt;br /&gt;
== Brief Summary ==&lt;br /&gt;
Einstein Engines is the first Interstellar Corporation to have formed on the advent of interstellar travel. Einstein Engines originated as a conglomerate of various aerospace companies who shared a joint research project for extrastellar travel. This project would have immense consequences for the human race, as the project came to fruition.&lt;br /&gt;
In the year 2130, a sustained, stable warp interface was formed. This development served to catapult the conglomerate to be a dominating economic power throughout the world; their warp technology revolutionizing space travel and manufacture as micro-gee orbital industrial stations began to be constructed around the equator.&lt;br /&gt;
&lt;br /&gt;
This expansion in industrial capabilities lead to the great expansion of humanity across space, as warp-enabled probes traveled to nearby systems, finding habitable worlds scattered across space.&lt;br /&gt;
&lt;br /&gt;
The power of Einstein Engines continued to grow throughout the following centuries, eclipsing the other Interstellar Corporations; however, this expansion was not to last.&lt;br /&gt;
&lt;br /&gt;
In the year 2417, only four short years after the discovery of the Skrell, a relatively young Interstellar Corporation, Nanotrasen, discovered a previously unknown chemical, dubbed Plasma. Plasma was discovered to have an incredible energy density, far beyond that of conventional fusion or fission. This energy source, along with the Skrell&#039;s experimental Bluespace drives, far superior to the aged Warp technology pioneered by Einstein Engines, burst the unending growth bubble of Einstein Engines.&lt;br /&gt;
&lt;br /&gt;
As Nanotrasen grew into it&#039;s present day super-power, Einstein Engines collapsed inwards, filing bankruptcy and undergoing massive restructuring into it&#039;s modern form.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
In the present day, Einstein Engines still holds a significant powerbase, despite it&#039;s losses in the first half of the 25th century. Continuing to serve it&#039;s market, Einstein Engines produces many important spaceship components, and continues to contend with Nanotrasen over the efficiency of their different marques of Bluespace engine. The two giants awkwardly co-exist in human space, despite multiple copyright and trademark lawsuits bouncing between them on a monthly basis.&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Propulsion&lt;br /&gt;
*Power generation&lt;br /&gt;
**Fusion&lt;br /&gt;
**Plasma&lt;br /&gt;
*Blue space&lt;br /&gt;
*Research and Developmet&lt;br /&gt;
*Repairs and Overhaul&lt;br /&gt;
*Trade Fleet&lt;br /&gt;
*Security Force&lt;br /&gt;
&lt;br /&gt;
=== Executives/Board of Governors===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Owner and Chairman of the Board: Conrad Martin&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chief Executive Officer: Jeffery Byran&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chief Financial Officer: Lloyd Griffin&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chief Operations Officer: Shannon Singleton&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chief Risk Officer: Melinda Bishop&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chief Technology/Information Officer: Carrie Lambert&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chief Security Officer: Terrance Reed&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Departments ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asset Protection-&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Information Technology (IT)-&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Management-&#039;&#039;&#039; &amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finance and Treasury-&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Corporations]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Einstein_Engines&amp;diff=2162</id>
		<title>Einstein Engines</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Einstein_Engines&amp;diff=2162"/>
		<updated>2015-08-11T07:18:38Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Branches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign=Gollee}}&lt;br /&gt;
== Brief Summary ==&lt;br /&gt;
Einstein Engines is the first Interstellar Corporation to have formed on the advent of interstellar travel. Einstein Engines originated as a conglomerate of various aerospace companies who shared a joint research project for extrastellar travel. This project would have immense consequences for the human race, as the project came to fruition.&lt;br /&gt;
In the year 2130, a sustained, stable warp interface was formed. This development served to catapult the conglomerate to be a dominating economic power throughout the world; their warp technology revolutionizing space travel and manufacture as micro-gee orbital industrial stations began to be constructed around the equator.&lt;br /&gt;
&lt;br /&gt;
This expansion in industrial capabilities lead to the great expansion of humanity across space, as warp-enabled probes traveled to nearby systems, finding habitable worlds scattered across space.&lt;br /&gt;
&lt;br /&gt;
The power of Einstein Engines continued to grow throughout the following centuries, eclipsing the other Interstellar Corporations; however, this expansion was not to last.&lt;br /&gt;
&lt;br /&gt;
In the year 2417, only four short years after the discovery of the Skrell, a relatively young Interstellar Corporation, Nanotrasen, discovered a previously unknown chemical, dubbed Plasma. Plasma was discovered to have an incredible energy density, far beyond that of conventional fusion or fission. This energy source, along with the Skrell&#039;s experimental Bluespace drives, far superior to the aged Warp technology pioneered by Einstein Engines, burst the unending growth bubble of Einstein Engines.&lt;br /&gt;
&lt;br /&gt;
As Nanotrasen grew into it&#039;s present day super-power, Einstein Engines collapsed inwards, filing bankruptcy and undergoing massive restructuring into it&#039;s modern form.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
In the present day, Einstein Engines still holds a significant powerbase, despite it&#039;s losses in the first half of the 25th century. Continuing to serve it&#039;s market, Einstein Engines produces many important spaceship components, and continues to contend with Nanotrasen over the efficiency of their different marques of Bluespace engine. The two giants awkwardly co-exist in human space, despite multiple copyright and trademark lawsuits bouncing between them on a monthly basis.&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Propulsion&lt;br /&gt;
*Power generation&lt;br /&gt;
**Fusion&lt;br /&gt;
**Plasma&lt;br /&gt;
*Blue space&lt;br /&gt;
*Research and Developmet&lt;br /&gt;
*Repairs and Overhaul&lt;br /&gt;
*Trade Fleet&lt;br /&gt;
*Security Force&lt;br /&gt;
&lt;br /&gt;
=== Executives/Board of Governors===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner and Chairman of the Board:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Operations Officer:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Technology/Information Officer:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Departments ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asset Protection-&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Information Technology (IT)-&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Management-&#039;&#039;&#039; &amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finance and Treasury-&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Corporations]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Einstein_Engines&amp;diff=2150</id>
		<title>Einstein Engines</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Einstein_Engines&amp;diff=2150"/>
		<updated>2015-07-16T20:26:51Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Brief Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign=Gollee}}&lt;br /&gt;
== Brief Summary ==&lt;br /&gt;
Einstein Engines is the first Interstellar Corporation to have formed on the advent of interstellar travel. Einstein Engines originated as a conglomerate of various aerospace companies who shared a joint research project for extrastellar travel. This project would have immense consequences for the human race, as the project came to fruition.&lt;br /&gt;
In the year 2130, a sustained, stable warp interface was formed. This development served to catapult the conglomerate to be a dominating economic power throughout the world; their warp technology revolutionizing space travel and manufacture as micro-gee orbital industrial stations began to be constructed around the equator.&lt;br /&gt;
&lt;br /&gt;
This expansion in industrial capabilities lead to the great expansion of humanity across space, as warp-enabled probes traveled to nearby systems, finding habitable worlds scattered across space.&lt;br /&gt;
&lt;br /&gt;
The power of Einstein Engines continued to grow throughout the following centuries, eclipsing the other Interstellar Corporations; however, this expansion was not to last.&lt;br /&gt;
&lt;br /&gt;
In the year 2417, only four short years after the discovery of the Skrell, a relatively young Interstellar Corporation, Nanotrasen, discovered a previously unknown chemical, dubbed Plasma. Plasma was discovered to have an incredible energy density, far beyond that of conventional fusion or fission. This energy source, along with the Skrell&#039;s experimental Bluespace drives, far superior to the aged Warp technology pioneered by Einstein Engines, burst the unending growth bubble of Einstein Engines.&lt;br /&gt;
&lt;br /&gt;
As Nanotrasen grew into it&#039;s present day super-power, Einstein Engines collapsed inwards, filing bankruptcy and undergoing massive restructuring into it&#039;s modern form.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
In the present day, Einstein Engines still holds a significant powerbase, despite it&#039;s losses in the first half of the 25th century. Continuing to serve it&#039;s market, Einstein Engines produces many important spaceship components, and continues to contend with Nanotrasen over the efficiency of their different marques of Bluespace engine. The two giants awkwardly co-exist in human space, despite multiple copyright and trademark lawsuits bouncing between them on a monthly basis.&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Propulsion&lt;br /&gt;
Power generation&lt;br /&gt;
-Fusion&lt;br /&gt;
Blue space&lt;br /&gt;
Research and Developmet&lt;br /&gt;
Repairs and Overhaul&lt;br /&gt;
&lt;br /&gt;
=== Executives/Board of Governors===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner and Chairman of the Board:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Operations Officer:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Technology/Information Officer:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Departments ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asset Protection-&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Information Technology (IT)-&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Management-&#039;&#039;&#039; &amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finance and Treasury-&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Corporations]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Einstein_Engines&amp;diff=2149</id>
		<title>Einstein Engines</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Einstein_Engines&amp;diff=2149"/>
		<updated>2015-07-16T19:47:34Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Brief Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign=Gollee}}&lt;br /&gt;
== Brief Summary ==&lt;br /&gt;
Einstein Engines is the first Interstellar Corporation to have formed on the advent of interstellar travel. Einstein Engines originated as a conglomerate of various aerospace companies who shared a joint research project for extrastellar travel. This project would have immense consequences for the human race, as the project came to fruition.&lt;br /&gt;
In the year 2130, a sustained, stable warp interface was formed. This development served to catapult the conglomerate to be a dominating economic power throughout the world; their warp technology revolutionizing space travel and manufacture as micro-gee orbital industrial stations began to be constructed around the equator.&lt;br /&gt;
&lt;br /&gt;
This expansion in industrial capabilities lead to the great expansion of humanity across space, as warp-enabled probes traveled to nearby systems, finding habitable worlds scattered across space.&lt;br /&gt;
&lt;br /&gt;
The power of Einstein Engines continued to grow throughout the following centuries, eclipsing the other Interstellar Corporations; however, this expansion was not to last.&lt;br /&gt;
&lt;br /&gt;
In the year 2417, only four short years after the discovery of the Skrell, a relatively young Interstellar Corporation, Nanotrasen, discovered a previously unknown chemical, dubbed Plasma. Plasma was discovered to have an incredible energy density, far beyond that of conventional fusion or fission. This energy source, along with the Skrell&#039;s experimental Bluespace drives, far superior to the aged Warp technology pioneered by Einstein Engines, burst the unending growth bubble of Einstein Engines.&lt;br /&gt;
&lt;br /&gt;
As Nanotrasen grew into it&#039;s present day super-power, Einstein Engines collapsed inwards, filing bankruptcy and undergoing massive restructuring into it&#039;s modern form.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
In the present day, Einstein Engines still holds a significant powerbase, despite it&#039;s losses in the first half of the 25th century. Continuing to serve it&#039;s market, Einstein Engines produces many important spaceship components, and continues to contend with Nanotrasen over the efficiency of their different marques of Bluespace engine. The two giants awkwardly co-exist in human space, despite multiple copyright and trademark lawsuits bouncing between them on a monthly basis.&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Executives/Board of Governors===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner and Chairman of the Board:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Operations Officer:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Technology/Information Officer:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Departments ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asset Protection-&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Information Technology (IT)-&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Management-&#039;&#039;&#039; &amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finance and Treasury-&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Corporations]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Einstein_Engines&amp;diff=2148</id>
		<title>Einstein Engines</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Einstein_Engines&amp;diff=2148"/>
		<updated>2015-07-16T18:16:25Z</updated>

		<summary type="html">&lt;p&gt;Gollee: Created page with &amp;quot;{{wip|assign=Gollee}} == Brief Summary ==   === Present Day ===   === Branches ===   === Executives/Board of Governors===   &amp;#039;&amp;#039;&amp;#039;Owner and Chairman of the Board:&amp;#039;&amp;#039;&amp;#039; &amp;lt;br /&amp;gt; &amp;#039;&amp;#039;&amp;#039;Ch...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign=Gollee}}&lt;br /&gt;
== Brief Summary ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Executives/Board of Governors===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner and Chairman of the Board:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Operations Officer:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Technology/Information Officer:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Departments ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asset Protection-&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Information Technology (IT)-&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Management-&#039;&#039;&#039; &amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finance and Treasury-&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Corporations]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2141</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2141"/>
		<updated>2015-07-05T07:59:56Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Evolution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced 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 vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong federation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums and this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Due to their herbivore nature, the Skrell cannot process meat correctly. &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. However, Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious. But due to lacking game mechanics this won&#039;t be tested, although it can be role played.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen, their similarities to humans and their larger brains mean they can fill any role aboard the station.&lt;br /&gt;
*Skrell lack articulate tongues and as such they have trouble pronouncing words in Tau Ceti Basic, the words often become slurred.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Skrell have an average height that ranges from 4’5”-5’1” for males, and 4’5”-5’5” for females. Skrellian skin looks gelatinous but in fact has a second layer of a less translucent flesh under the surface, their skin secretes a slightly sticky mucus when frightened or in a dangerous situation, similar to the human adrenal boost, only it helps soothe the Skrell and prepare for death, rather than attempting to fight or flee. This does not mean however, that Skrell will not fight, but it does mean they can be at peace if they choose not to, this is likely a leftover function from the many years the Skrell were prey on their home planet. The mucus itself is dangerous to ingest, even in small quantities, meaning that if a group of ancient Skrell were caught by a predator, the first to be eaten, would ensure the survival of the others, or at least give them a chance; however it is not deadly and only causes nausea and digestive issues that wear off a few hours after ingestion.&lt;br /&gt;
&lt;br /&gt;
The colour of the Skrellian skin often depends on a lot of variables, including ancestry and environment, usually those with ancestors originating from the colder places on Aliose are greens and blues though they tend to be lighter shades of the respective colours. Whereas those living in hotter places on Jargon IV (Qerrbalak), tend to have pink, yellow or orange skin. &lt;br /&gt;
&lt;br /&gt;
Skrell faces are quite plain and their eyes are completely black, leaving it incredibly difficult to tell how a Skrell feels and what emotions are present. The eyes however, allow them to see much more clearly underwater, and while they do have lungs to breathe oxygen they spend most of their childhood underwater, as they are amphibious. The hands and feet of the Skrell are very similar to that of humans except they lack nails and have strong webbing in between each finger and toe. Due to their herbivorous nature the Skrell lack any real teeth and instead have hardened gum lines for the consumption of their food, because of this, Skrell have a hard time consuming meat. What a human might call a nose is actually just two slits in the middle of a Skrell’s face used for retrieving the smell of things. Soup and blended foodstuffs are a Skrell’s favorite, although others will suffice. It is notable that due to the semi-porous nature of Skrell skin, finely-blended nutrients can be absorbed through any part of the skin, entering into their internal fluids and being slowly broken down normally. However, most Skrell tend to use their ‘mouths’ simply to avoid offending other species.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
It is theorized that the Skrell evolved from something similar to the Earth-born salamander, but the Skrell bear tentacles. These tentacles have no real muscle tissue in them and cannot be controlled, instead they hang down over a Skrell’s shoulders. These tentacles to keep the skin close to the neck damp for the incubating of eggs. However, Nanotrasen discourages this practice aboard it’s vessels, and says that any Skrell eggs should be kept in a bucket of water. The tentacles&#039; only other real use is for show, they are often adorned with jewels, cloths, chains, plates; anything that can be used to make a statement about the Skrell’s personal wealth.&lt;br /&gt;
Due to a lack of sexual organs, the Skrell do not procreate as many other species do, and instead the eggs are laid by the female and fertilized by the male. The females can lay anywhere between 5-50 eggs and this has caused the Skrell to seek out other planets with similar features to their homeworld Jargon IV (Qerrbalak), as warm and humid environments are the habitats Skrell eggs are best raised in. Skrell scientists decided that the overpopulation was becoming a massive problem, this led to the Skrell coming up with a serum that made it impossible for a Skrell mother to give birth to more than one batch of eggs during her entire life. Though this is a quick fix and is leading to many concerns in how the Skrell population has diminished over the years.&lt;br /&gt;
&lt;br /&gt;
===Skrell brains and neural devices===&lt;br /&gt;
The Skrell brain was not compatible with Nanotrasen neural devices when Skrell started to work aboard Nanotrasen installations. To rectify this Nanotrasen started a project that took five years to complete, editing their neural tech to fit almost all brain types, although the project set Nanotrasen back nearly five billion credits for research and production.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
The most confusing thing other species tend to find with Skrell is gender, it is extremely difficult to tell the difference between male and female. And the only way, for someone who cannot speak the Skrell language, is the length of their tentacles, female tentacles are longer than male. Although Skrell do not care for gender other than for the purpose of reproduction.&lt;br /&gt;
A healthy Skrell can live up to two hundred years, but with current medicine and technology, it is possible for one to live for an extra fifty years.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
The Skrell language can be best described as a series of hums, warbles, or croaks, while they would not make sense to other species it can display a wide variety of emotion and meaning that Tau Ceti Basic cannot. When learning other languages, Skrell tend to quickly assimilate grammatical structure and written form, but take much longer in learning enunciation. Their lack of teeth and articulate tongues leaves them with great difficulty in creating inflections typical of other races, while accents are completely out of the question for them.  Though a mainly scientific species, Skrell have interest in other forms of culture. Artists are fairly prevalent, as well unique fighting styles from the more physical. Skrellian arts often (but not always) focus on the mind. A recent movement focuses on how the mind interacts with the world around them. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe the Skrell are heartless and have no emotions, it is actually quite the contrary, the Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
But due to Humans limited audial receptors, the many tones a Skrell can project are lost to all those who are not Skrell, and thus Skrell have a very difficult time expressing emotion to Non-Skrell, though when matched with another of their kind the other Skrell is able to almost tell what the other is thinking, just because of the multitude of vocal tones. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Salamander”, ‘Squid head”, “water boy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not because they do not care, but because Skrell are often prideful and would prefer not to lose face with a confrontation, this kind of emotional reaction is quite common in Skrell, and they have earned a reputation for it, most Skrell would not engage in a fight or a challenge that they could not win, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy. However not all Skrell are like this, it just depends on where they are raised and how. &lt;br /&gt;
Skrell come from the same planet of the average slime, this has led to a common Skrellian insult being; &amp;quot;Slime-kin&amp;quot;. Often what A Skrell will call another Skrell instead of traitor or coward.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Political===&lt;br /&gt;
By the time Skrell had discovered interstellar travel(2016) the population was peaking at around 30,000,000,000 on Jargon IV(Qerrbalak) and as such they were looking to find other planets to sustain their growth rate, so their first expedition was to the solar system of Epsilon Ursae Minoris. And to the explorers luck they found a planet that was highly vegetated and fit the habitat margin, EUAIII, the explorers were ecstatic and boarded their ship to take the 3 year journey back to Jargon IV(Qerrbalak). But much to the explorers dismay they had noticed a giant plant life had attached itself to their bluespace drive in just the few hours they had been gone. As they tried to remove the plant it started showing signs of being sentient, and in within just a few days, it was confirmed, the Captain of the ship was called Weriu Tup, and is remembered as a hero of both the Diona and Skrell, he decided to stay on the planet, knowing he would not be able to return to his home for nine years at the quickest, but he wanted to learn more about the Dionae, the ship left but when it returned in five years, Weriu Tup was dead, killed by poisonous vegetation, but his heroism is remembered even now four hundred years after, the Diona revere him more than the Skrell do, but both Skrell and Diona children are often given the name Tup as a way to give the child strength. Many Skrell have an almost reverence for the Diona and see it as an honour to meet one.&lt;br /&gt;
The Skrell were the first sentient race to come into contact with the humans and just under fifty years ago, the Jargon Federation However does not trade with all Humans, only members of the Union of Sol and the Nanotrasen corporation, as they prefer to do business with people they consider trustworthy. Their mistrust of humanity is due to the rise of xenophobia in the Union which has caused many incidents such as the bombing of the Skrell embassy in Alpha centauri-b by the ‘Humanitarian sector’, an  anti-alien human group.&lt;br /&gt;
The Skrell also trade in minor proportions with the Tajara, the Unathi however have had a trade embargo since their first interactions with the Skrell. &lt;br /&gt;
The Skrell were about two hundred years ahead, technology wise when they first encountered humans, but since sharing their technology, their research is only one-hundred and fifty years ahead.&lt;br /&gt;
The Skrell seemed to skip the feudalistic political state that many of the sentient species have experienced and instead formed small councils even in early Skrell history. While some claim otherwise, the Skrell have never had a true monarchy.  The Current Skrell government is the Jargon Federation, a wide reaching republic that encompasses both Skrell and Dionae space with Dionae being official citizens. Over the years the Jargon Federarion has moved past individual representatives for both races and instead the races have become as important as eye-color in the world of politics. The Current Grand Councillor of the Jargon Federation is Stars Of The Tup, a Dionae diplomat who was the previous minor Councillor of the City Weiru. The &lt;br /&gt;
&lt;br /&gt;
Jargon Federation hierarchy is as such:&lt;br /&gt;
*Minor-Councillors States&lt;br /&gt;
*Councillors Govern Countries &lt;br /&gt;
*High Councillors Govern Planets&lt;br /&gt;
*Great Councillors Govern Solar Systems &lt;br /&gt;
*The Grand Councillor Governs The Federation&lt;br /&gt;
All Councillors from High to Grand must attend the annual Council of Jargon to discuss the Federation&#039;s important affairs. The Grand Councillor has the authority to call an Emergency Council of Jargon if it&#039;s needed. The Jargon Federation&#039;s slow but careful methods are usually why it&#039;s so rarely get&#039;s into conflict, but also the reason it took so long for Human&#039;s to earn the Federation&#039;s trust.&lt;br /&gt;
===Religion===&lt;br /&gt;
The Skrell religions are too vast and numerous to name them all, but the most notable are-&lt;br /&gt;
&lt;br /&gt;
====Altariser====&lt;br /&gt;
The Altariser are the most prominent religious faction in Skrell space due to the less mystic views that they have. The Altariser religion is considered a way to better oneself as their main goal is to reach a higher state of being where they can learn the secrets of the universe. They believe the way to reach this state is through physical and mental improvement, humans have compared the religion to Buddhism but the religion is far more selfish than the ancient oriental religion that it’s compared to.&lt;br /&gt;
The Altariser makes up for 47% of all of Skrell and even has been taken up by the other sentient races. Many people have theorized that the religion was invented to push Skrell to be the best, or give them comfort near death. The argument to this is that just because we don’t see the Skrell ‘evolve’ doesn&#039;t mean they don’t, the people that argue this point also state that it is possible that there are certain rules for an evolved one, such as no sharing the knowledge and power with lesser beings, although again this is all theory as no scientist from any race has been able to prove or disprove this religion. This religion has been around since Skrell history was recorded and as such is considered one of the oldest religions in the known Galaxy.&lt;br /&gt;
&lt;br /&gt;
====Dienabi====&lt;br /&gt;
The Dienabi are best described as Diona worshipers, their religion bases itself around the idea that the Diona are gods, every last one of them and that all the good fortune the Skrell have had since discovering them has come as a reward for the Skrell treatment of the Dionae. The religion teaches that Weiru Tup, the Captain of the famous Epsilon mission did not infact die due to poisonous vegetation but instead was transformed into a mystical Diona as a reward for his kindness to the strange species and he is often referred to as the first Dienabi(In the Skrell language Dienabi means ‘Tree child’) and is revered as the savior of the Skrell species. The only beings that the Dienabi revere more than Weiru Tup are the Dionae themselves, the members of the religion are often fanatic about their protection of the species and it is not too much of a stretch that they would die for the ones they consider gods, hoping that in turn they will be granted a place of immortality beside them as The First Dienabi was. This religion is one of the youngest Skrell religions and has only been around for about three centuries  it only encompasses a minor amount of Skrell 6% in total.&lt;br /&gt;
&lt;br /&gt;
====Eloish====&lt;br /&gt;
Eloish is the most controversial of religions in Skrellian space and by many Skrell it is considered a black stain on the Skrell history  and is often used to wound many proud Skrell. The religion was first founded by it’s namesake Elois Guf a general in the Qerrballak Yuer(A proud country that followed the lead of one man ,Yuer Iu,) Army and is considered one of the greatest warriors to ever walk the Skrell homeworld. Elois Guf was a powerful general and due to the Qerrballak Yuer’s war with the Skrellian Tumpat(The Tumpat was a coalition of independent city states that formed due to increasing tension from Yuer),  Elois was leading many attacks on the independent city states which was quite common for him as he had a reputation as a very blood thirsty man, but all the killing changed him and led to him seeing himself as a god, mainly due to the men following him seeing him as such. &lt;br /&gt;
After twenty years of bloody war the Yuer decided to sign a treaty with the Tumpat which enraged Elois, he had fought and bled for his people and he felt like they had in turn betrayed him, he considered the Yuer a coward and declared a one man war against both the Tumpat and the Yuer. It wasn’t long before his one man raids and battles inspired men to join him and before long he had thousands behind him, he started taking villages, both Tumpat and Yuer. And recruited their people into his army, he made it a point to have his soldiers burn anyone that didn’t see him as their true god and so, many millions of Skrell died. After four years Elois was finally closing into the Yuer capital, Warufsh, and planned to take it, he had the manpower and the drive. But as the battle commenced unexpectedly the Tumpat had sent aid in the way of General Rinoi Laush, he commanded fifty thousand men into battle against Elois and it is said that General Laush was forced to fight Elois with an energy axe,  removing his head from his body.&lt;br /&gt;
Today all that remains of this religion are remnants and it is a religion mainly followed by old warriors and descendants of Elois’ troops.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
While the Skrell seem less mercantile than the other races of the Milky way, they in fact consider themselves some of the best tradesmen in the galaxy, but of course this isn’t always true. Before first contact with humans the Skrell Confederation used Butya, small square pieces of silver embellished with notable Skrell on them. The ‘notable Skrell’ are Skrell who have made true contributions to the Skrellian species, among their ranks are Weriu Tup the captain of the Epsilon mission(Diona First Contact), Chulash Yue the pioneer scientist of Bluespace drives, Rinoi Laush the brave Skrell general that defended Yuerbelak(The Largest continent on Jargon IV(Qerrbalak)) against the Eridish Regime in 1782, and many others. Following the first contact with Humans, Credits were accepted as a legitimate currency in the Skrell Confederation and in less than twenty years it was the primary currency used in Skrell space.&lt;br /&gt;
The Skrell are most well known for their confectionery, medicines and implants. The most famous Skrell confectionery is Yewerie a sweet cake coated in a sugary icing that is laced with minute amounts of Riehsi, this being because the Skrell carry a natural partial-immunity to the mushroom and just see it as a flavoring rather than a recreational drug, this cake has been banned from numerous worlds in the Union and Sol, and is more openly accepted on the frontier worlds due to the lack of true law. &lt;br /&gt;
Skrell medicines and implants are some of the most expensive and sought after pieces of medical technology in the civilised galaxy the human suited  implants include: Regeneration implants that force the cells of a human body to overclock regenerate at incredible speed rates, these implants are priced at just 40,000 Union of Sol credits, although many side effects have been uncovered including impotence and internal bleeding due to cells overcompensating and regenerating internal organs that aren&#039;t needed. Adrenal implants that trigger when the user wishes, giving increased strength and physical ability to the user, these implants have been abused in the past causing brain hemorrhages and cardiac arrests these implants are only priced at 2,500 credits and can be purchased and implanted at many clinics in Union of Sol space.&lt;br /&gt;
The Skrell have been highly sexualized in Human culture due to strange sexual fetishes, this has led to many Skrell, male and female, turning to small roles in Human erotic movies and posters. The most successful part of the Skrell sex industry is ‘wetskrell.net’ &lt;br /&gt;
WetSkrell.nt is neither as perverse or indecent as one would seem, and simply depicts Skrell of various ages and colours in sexually suggestive positions. The Skrell’s lax attitude towards sexuality and the  lack of sexual organs  has led to many Skrell agreeing to such a deal, both male and female,without hesitation.&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
The Majority of the planets in Skrell space have been terraformed to suit their nature, the typical planets are covered in swamps and jungles and occasionally large bodies of water. Though on planets where this kind of extreme terraformation is not possible, the Skrell construct large bio-domes and habitat structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
Skrell cities are often considered less ornate than human ones, usually consisting of tall white skyscrapers that stand from the swamps, although it should be said that these buildings are usually covered in moss and other vegetation due to their building environments, the Skrell have never enjoyed living underground and as such there is a distinct lack of underground buildings when Skrell outposts are concerned. The Skrell are famous for their underwater cities, that can span huge areas under water and that are majorly constructed from glass, the secret to these cities however is not super strong glass but instead, immensely powerful shields that are powered by multiple super matter engines somewhere inside the city. The largest underwater city constructed by the Skrell is on Laush V(Laush is the second closest star system to the Skrellian home system Jargon) the city on Laush V known only as Eriuyish has an area of 17822 miles and requires seven super matter engines to power the 420 shield emitters located around the city.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent, however the opposite is true. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrell&#039;s incredible technological advances mean their military is the most effective in the known galaxy. See; &amp;quot;Combat technology&amp;quot; for information. Their careful ways and refusal to fight a losing battle has given them the reputation of the most efficient fighting force in the galaxy even if it&#039;s only because of logic. &lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2136</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2136"/>
		<updated>2015-07-04T10:04:04Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Evolution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced 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 vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong federation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums and this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Due to their herbivore nature, the Skrell cannot process meat correctly. &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. However, Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious. But due to lacking game mechanics this won&#039;t be tested, although it can be role played.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen, their similarities to humans and their larger brains mean they can fill any role aboard the station.&lt;br /&gt;
*Skrell lack articulate tongues and as such they have trouble pronouncing words in Tau Ceti Basic, the words often become slurred.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Skrell have an average height that ranges from 4’5”-5’1” for males, and 4’5”-5’5” for females. Skrellian skin looks gelatinous but in fact has a second layer of a less translucent flesh under the surface, their skin secretes a slightly sticky mucus when frightened or in a dangerous situation, similar to the human adrenal boost, only it helps soothe the Skrell and prepare for death, rather than attempting to fight or flee. This does not mean however, that Skrell will not fight, but it does mean they can be at peace if they choose not to, this is likely a leftover function from the many years the Skrell were prey on their home planet. The mucus itself is dangerous to ingest, even in small quantities, meaning that if a group of ancient Skrell were caught by a predator, the first to be eaten, would ensure the survival of the others, or at least give them a chance; however it is not deadly and only causes nausea and digestive issues that wear off a few hours after ingestion.&lt;br /&gt;
&lt;br /&gt;
The colour of the Skrellian skin often depends on a lot of variables, including ancestry and environment, usually those with ancestors originating from the colder places on Aliose are greens and blues though they tend to be lighter shades of the respective colours. Whereas those living in hotter places on Jargon IV (Qerrbalak), tend to have pink, yellow or orange skin. &lt;br /&gt;
&lt;br /&gt;
Skrell faces are quite plain and their eyes are completely black, leaving it incredibly difficult to tell how a Skrell feels and what emotions are present. The eyes however, allow them to see much more clearly underwater, and while they do have lungs to breathe oxygen they spend most of their childhood underwater, as they are amphibious. The hands and feet of the Skrell are very similar to that of humans except they lack nails and have strong webbing in between each finger and toe. Due to their herbivorous nature the Skrell lack any real teeth and instead have hardened gum lines for the consumption of their food, because of this, Skrell have a hard time consuming meat. What a human might call a nose is actually just two slits in the middle of a Skrell’s face used for retrieving the smell of things. Soup and blended foodstuffs are a Skrell’s favorite, although others will suffice. It is notable that due to the semi-porous nature of Skrell skin, finely-blended nutrients can be absorbed through any part of the skin, entering into their internal fluids and being slowly broken down normally. However, most Skrell tend to use their ‘mouths’ simply to avoid offending other species.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
It is theorized that the Skrell evolved from something similar to the Earth-born salamander, but the Skrell bear tentacles. These tentacles have no real muscle tissue in them and cannot be controlled, instead they hang down over a Skrell’s shoulders. These tentacles to keep the skin close to the neck damp for the incubating of eggs. However, Nanotrasen discourages this practice aboard it’s vessels, and says that any Skrell eggs should be kept in a bucket of water. The tentacles only other real use is for show, they are often adorned with jewels, cloths, chains, plates; anything that can be used to make a statement about the Skrell’s personal wealth.&lt;br /&gt;
Due to a lack of sexual organs, the Skrell do not procreate as many other species do, and instead the eggs are laid by the female and fertilized by the male. The females can lay anywhere between 5-50 eggs and this has caused the Skrell to seek out other planets with similar features to their homeworld Jargon IV (Qerrbalak), as warm and humid environments are the habitats Skrell eggs are best raised in. Skrell scientists decided that the overpopulation was becoming a massive problem, this led to the Skrell coming up with a serum that made it impossible for a Skrell mother to give birth to more than one batch of eggs during her entire life. Though this is a quick fix and is leading to many concerns in how the Skrell population has diminished over the years.&lt;br /&gt;
&lt;br /&gt;
===Skrell brains and neural devices===&lt;br /&gt;
The Skrell brain was not compatible with Nanotrasen neural devices when Skrell started to work aboard Nanotrasen installations. To rectify this Nanotrasen started a project that took five years to complete, editing their neural tech to fit almost all brain types, although the project set Nanotrasen back nearly five billion credits for research and production.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
The most confusing thing other species tend to find with Skrell is gender, it is extremely difficult to tell the difference between male and female. And the only way, for someone who cannot speak the Skrell language, is the length of their tentacles, female tentacles are longer than male. Although Skrell do not care for gender other than for the purpose of reproduction.&lt;br /&gt;
A healthy Skrell can live up to two hundred years, but with current medicine and technology, it is possible for one to live for an extra fifty years.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
The Skrell language can be best described as a series of hums, warbles, or croaks, while they would not make sense to other species it can display a wide variety of emotion and meaning that Tau Ceti Basic cannot. When learning other languages, Skrell tend to quickly assimilate grammatical structure and written form, but take much longer in learning enunciation. Their lack of teeth and articulate tongues leaves them with great difficulty in creating inflections typical of other races, while accents are completely out of the question for them.  Though a mainly scientific species, Skrell have interest in other forms of culture. Artists are fairly prevalent, as well unique fighting styles from the more physical. Skrellian arts often (but not always) focus on the mind. A recent movement focuses on how the mind interacts with the world around them. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe the Skrell are heartless and have no emotions, it is actually quite the contrary, the Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
But due to Humans limited audial receptors, the many tones a Skrell can project are lost to all those who are not Skrell, and thus Skrell have a very difficult time expressing emotion to Non-Skrell, though when matched with another of their kind the other Skrell is able to almost tell what the other is thinking, just because of the multitude of vocal tones. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Salamander”, ‘Squid head”, “water boy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not because they do not care, but because Skrell are often prideful and would prefer not to lose face with a confrontation, this kind of emotional reaction is quite common in Skrell, and they have earned a reputation for it, most Skrell would not engage in a fight or a challenge that they could not win, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy. However not all Skrell are like this, it just depends on where they are raised and how. &lt;br /&gt;
Skrell come from the same planet of the average slime, this has led to a common Skrellian insult being; &amp;quot;Slime-kin&amp;quot;. Often what A Skrell will call another Skrell instead of traitor or coward.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Political===&lt;br /&gt;
By the time Skrell had discovered interstellar travel(2016) the population was peaking at around 30,000,000,000 on Jargon IV(Qerrbalak) and as such they were looking to find other planets to sustain their growth rate, so their first expedition was to the solar system of Epsilon Ursae Minoris. And to the explorers luck they found a planet that was highly vegetated and fit the habitat margin, EUAIII, the explorers were ecstatic and boarded their ship to take the 3 year journey back to Jargon IV(Qerrbalak). But much to the explorers dismay they had noticed a giant plant life had attached itself to their bluespace drive in just the few hours they had been gone. As they tried to remove the plant it started showing signs of being sentient, and in within just a few days, it was confirmed, the Captain of the ship was called Weriu Tup, and is remembered as a hero of both the Diona and Skrell, he decided to stay on the planet, knowing he would not be able to return to his home for nine years at the quickest, but he wanted to learn more about the Dionae, the ship left but when it returned in five years, Weriu Tup was dead, killed by poisonous vegetation, but his heroism is remembered even now four hundred years after, the Diona revere him more than the Skrell do, but both Skrell and Diona children are often given the name Tup as a way to give the child strength. Many Skrell have an almost reverence for the Diona and see it as an honour to meet one.&lt;br /&gt;
The Skrell were the first sentient race to come into contact with the humans and just under fifty years ago, the Jargon Federation However does not trade with all Humans, only members of the Union of Sol and the Nanotrasen corporation, as they prefer to do business with people they consider trustworthy. Their mistrust of humanity is due to the rise of xenophobia in the Union which has caused many incidents such as the bombing of the Skrell embassy in Alpha centauri-b by the ‘Humanitarian sector’, an  anti-alien human group.&lt;br /&gt;
The Skrell also trade in minor proportions with the Tajara, the Unathi however have had a trade embargo since their first interactions with the Skrell. &lt;br /&gt;
The Skrell were about two hundred years ahead, technology wise when they first encountered humans, but since sharing their technology, their research is only one-hundred and fifty years ahead.&lt;br /&gt;
The Skrell seemed to skip the feudalistic political state that many of the sentient species have experienced and instead formed small councils even in early Skrell history. While some claim otherwise, the Skrell have never had a true monarchy.  The Current Skrell government is the Jargon Federation, a wide reaching republic that encompasses both Skrell and Dionae space with Dionae being official citizens. Over the years the Jargon Federarion has moved past individual representatives for both races and instead the races have become as important as eye-color in the world of politics. The Current Grand Councillor of the Jargon Federation is Stars Of The Tup, a Dionae diplomat who was the previous minor Councillor of the City Weiru. The &lt;br /&gt;
&lt;br /&gt;
Jargon Federation hierarchy is as such:&lt;br /&gt;
*Minor-Councillors States&lt;br /&gt;
*Councillors Govern Countries &lt;br /&gt;
*High Councillors Govern Planets&lt;br /&gt;
*Great Councillors Govern Solar Systems &lt;br /&gt;
*The Grand Councillor Governs The Federation&lt;br /&gt;
All Councillors from High to Grand must attend the annual Council of Jargon to discuss the Federation&#039;s important affairs. The Grand Councillor has the authority to call an Emergency Council of Jargon if it&#039;s needed. The Jargon Federation&#039;s slow but careful methods are usually why it&#039;s so rarely get&#039;s into conflict, but also the reason it took so long for Human&#039;s to earn the Federation&#039;s trust.&lt;br /&gt;
===Religion===&lt;br /&gt;
The Skrell religions are too vast and numerous to name them all, but the most notable are-&lt;br /&gt;
&lt;br /&gt;
====Altariser====&lt;br /&gt;
The Altariser are the most prominent religious faction in Skrell space due to the less mystic views that they have. The Altariser religion is considered a way to better oneself as their main goal is to reach a higher state of being where they can learn the secrets of the universe. They believe the way to reach this state is through physical and mental improvement, humans have compared the religion to Buddhism but the religion is far more selfish than the ancient oriental religion that it’s compared to.&lt;br /&gt;
The Altariser makes up for 47% of all of Skrell and even has been taken up by the other sentient races. Many people have theorized that the religion was invented to push Skrell to be the best, or give them comfort near death. The argument to this is that just because we don’t see the Skrell ‘evolve’ doesn&#039;t mean they don’t, the people that argue this point also state that it is possible that there are certain rules for an evolved one, such as no sharing the knowledge and power with lesser beings, although again this is all theory as no scientist from any race has been able to prove or disprove this religion. This religion has been around since Skrell history was recorded and as such is considered one of the oldest religions in the known Galaxy.&lt;br /&gt;
&lt;br /&gt;
====Dienabi====&lt;br /&gt;
The Dienabi are best described as Diona worshipers, their religion bases itself around the idea that the Diona are gods, every last one of them and that all the good fortune the Skrell have had since discovering them has come as a reward for the Skrell treatment of the Dionae. The religion teaches that Weiru Tup, the Captain of the famous Epsilon mission did not infact die due to poisonous vegetation but instead was transformed into a mystical Diona as a reward for his kindness to the strange species and he is often referred to as the first Dienabi(In the Skrell language Dienabi means ‘Tree child’) and is revered as the savior of the Skrell species. The only beings that the Dienabi revere more than Weiru Tup are the Dionae themselves, the members of the religion are often fanatic about their protection of the species and it is not too much of a stretch that they would die for the ones they consider gods, hoping that in turn they will be granted a place of immortality beside them as The First Dienabi was. This religion is one of the youngest Skrell religions and has only been around for about three centuries  it only encompasses a minor amount of Skrell 6% in total.&lt;br /&gt;
&lt;br /&gt;
====Eloish====&lt;br /&gt;
Eloish is the most controversial of religions in Skrellian space and by many Skrell it is considered a black stain on the Skrell history  and is often used to wound many proud Skrell. The religion was first founded by it’s namesake Elois Guf a general in the Qerrballak Yuer(A proud country that followed the lead of one man ,Yuer Iu,) Army and is considered one of the greatest warriors to ever walk the Skrell homeworld. Elois Guf was a powerful general and due to the Qerrballak Yuer’s war with the Skrellian Tumpat(The Tumpat was a coalition of independent city states that formed due to increasing tension from Yuer),  Elois was leading many attacks on the independent city states which was quite common for him as he had a reputation as a very blood thirsty man, but all the killing changed him and led to him seeing himself as a god, mainly due to the men following him seeing him as such. &lt;br /&gt;
After twenty years of bloody war the Yuer decided to sign a treaty with the Tumpat which enraged Elois, he had fought and bled for his people and he felt like they had in turn betrayed him, he considered the Yuer a coward and declared a one man war against both the Tumpat and the Yuer. It wasn’t long before his one man raids and battles inspired men to join him and before long he had thousands behind him, he started taking villages, both Tumpat and Yuer. And recruited their people into his army, he made it a point to have his soldiers burn anyone that didn’t see him as their true god and so, many millions of Skrell died. After four years Elois was finally closing into the Yuer capital, Warufsh, and planned to take it, he had the manpower and the drive. But as the battle commenced unexpectedly the Tumpat had sent aid in the way of General Rinoi Laush, he commanded fifty thousand men into battle against Elois and it is said that General Laush was forced to fight Elois with an energy axe,  removing his head from his body.&lt;br /&gt;
Today all that remains of this religion are remnants and it is a religion mainly followed by old warriors and descendants of Elois’ troops.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
While the Skrell seem less mercantile than the other races of the Milky way, they in fact consider themselves some of the best tradesmen in the galaxy, but of course this isn’t always true. Before first contact with humans the Skrell Confederation used Butya, small square pieces of silver embellished with notable Skrell on them. The ‘notable Skrell’ are Skrell who have made true contributions to the Skrellian species, among their ranks are Weriu Tup the captain of the Epsilon mission(Diona First Contact), Chulash Yue the pioneer scientist of Bluespace drives, Rinoi Laush the brave Skrell general that defended Yuerbelak(The Largest continent on Jargon IV(Qerrbalak)) against the Eridish Regime in 1782, and many others. Following the first contact with Humans, Credits were accepted as a legitimate currency in the Skrell Confederation and in less than twenty years it was the primary currency used in Skrell space.&lt;br /&gt;
The Skrell are most well known for their confectionery, medicines and implants. The most famous Skrell confectionery is Yewerie a sweet cake coated in a sugary icing that is laced with minute amounts of Riehsi, this being because the Skrell carry a natural partial-immunity to the mushroom and just see it as a flavoring rather than a recreational drug, this cake has been banned from numerous worlds in the Union and Sol, and is more openly accepted on the frontier worlds due to the lack of true law. &lt;br /&gt;
Skrell medicines and implants are some of the most expensive and sought after pieces of medical technology in the civilised galaxy the human suited  implants include: Regeneration implants that force the cells of a human body to overclock regenerate at incredible speed rates, these implants are priced at just 40,000 Union of Sol credits, although many side effects have been uncovered including impotence and internal bleeding due to cells overcompensating and regenerating internal organs that aren&#039;t needed. Adrenal implants that trigger when the user wishes, giving increased strength and physical ability to the user, these implants have been abused in the past causing brain hemorrhages and cardiac arrests these implants are only priced at 2,500 credits and can be purchased and implanted at many clinics in Union of Sol space.&lt;br /&gt;
The Skrell have been highly sexualized in Human culture due to strange sexual fetishes, this has led to many Skrell, male and female, turning to small roles in Human erotic movies and posters. The most successful part of the Skrell sex industry is ‘wetskrell.net’ &lt;br /&gt;
WetSkrell.nt is neither as perverse or indecent as one would seem, and simply depicts Skrell of various ages and colours in sexually suggestive positions. The Skrell’s lax attitude towards sexuality and the  lack of sexual organs  has led to many Skrell agreeing to such a deal, both male and female,without hesitation.&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
The Majority of the planets in Skrell space have been terraformed to suit their nature, the typical planets are covered in swamps and jungles and occasionally large bodies of water. Though on planets where this kind of extreme terraformation is not possible, the Skrell construct large bio-domes and habitat structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
Skrell cities are often considered less ornate than human ones, usually consisting of tall white skyscrapers that stand from the swamps, although it should be said that these buildings are usually covered in moss and other vegetation due to their building environments, the Skrell have never enjoyed living underground and as such there is a distinct lack of underground buildings when Skrell outposts are concerned. The Skrell are famous for their underwater cities, that can span huge areas under water and that are majorly constructed from glass, the secret to these cities however is not super strong glass but instead, immensely powerful shields that are powered by multiple super matter engines somewhere inside the city. The largest underwater city constructed by the Skrell is on Laush V(Laush is the second closest star system to the Skrellian home system Jargon) the city on Laush V known only as Eriuyish has an area of 17822 miles and requires seven super matter engines to power the 420 shield emitters located around the city.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent, however the opposite is true. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrell&#039;s incredible technological advances mean their military is the most effective in the known galaxy. See; &amp;quot;Combat technology&amp;quot; for information. Their careful ways and refusal to fight a losing battle has given them the reputation of the most efficient fighting force in the galaxy even if it&#039;s only because of logic. &lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2135</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2135"/>
		<updated>2015-07-04T10:01:12Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Social */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced 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 vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong federation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums and this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Due to their herbivore nature, the Skrell cannot process meat correctly. &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. However, Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious. But due to lacking game mechanics this won&#039;t be tested, although it can be role played.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen, their similarities to humans and their larger brains mean they can fill any role aboard the station.&lt;br /&gt;
*Skrell lack articulate tongues and as such they have trouble pronouncing words in Tau Ceti Basic, the words often become slurred.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Skrell have an average height that ranges from 4’5”-5’1” for males, and 4’5”-5’5” for females. Skrellian skin looks gelatinous but in fact has a second layer of a less translucent flesh under the surface, their skin secretes a slightly sticky mucus when frightened or in a dangerous situation, similar to the human adrenal boost, only it helps soothe the Skrell and prepare for death, rather than attempting to fight or flee. This does not mean however, that Skrell will not fight, but it does mean they can be at peace if they choose not to, this is likely a leftover function from the many years the Skrell were prey on their home planet. The mucus itself is dangerous to ingest, even in small quantities, meaning that if a group of ancient Skrell were caught by a predator, the first to be eaten, would ensure the survival of the others, or at least give them a chance; however it is not deadly and only causes nausea and digestive issues that wear off a few hours after ingestion.&lt;br /&gt;
&lt;br /&gt;
The colour of the Skrellian skin often depends on a lot of variables, including ancestry and environment, usually those with ancestors originating from the colder places on Aliose are greens and blues though they tend to be lighter shades of the respective colours. Whereas those living in hotter places on Jargon IV (Qerrbalak), tend to have pink, yellow or orange skin. &lt;br /&gt;
&lt;br /&gt;
Skrell faces are quite plain and their eyes are completely black, leaving it incredibly difficult to tell how a Skrell feels and what emotions are present. The eyes however, allow them to see much more clearly underwater, and while they do have lungs to breathe oxygen they spend most of their childhood underwater, as they are amphibious. The hands and feet of the Skrell are very similar to that of humans except they lack nails and have strong webbing in between each finger and toe. Due to their herbivorous nature the Skrell lack any real teeth and instead have hardened gum lines for the consumption of their food, because of this, Skrell have a hard time consuming meat. What a human might call a nose is actually just two slits in the middle of a Skrell’s face used for retrieving the smell of things. Soup and blended foodstuffs are a Skrell’s favorite, although others will suffice. It is notable that due to the semi-porous nature of Skrell skin, finely-blended nutrients can be absorbed through any part of the skin, entering into their internal fluids and being slowly broken down normally. However, most Skrell tend to use their ‘mouths’ simply to avoid offending other species.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
It is theorized that the Skrell evolved from something similar to the Earth born salamander, but the Skrell bear tentacles. These tentacles have no real muscle tissue in them and cannot be controlled, instead they hang down over a Skrell’s shoulders. These tentacles to keep the skin close to the neck damp for the incubating of eggs. However, Nanotrasen discourages this practice aboard it’s vessels, and says that any Skrell eggs should be kept in a bucket of water. The tentacles only other real use is for show, they are often adorned with jewels, cloths, chains, plates; anything that can be used to make a statement about the Skrell’s personal wealth.&lt;br /&gt;
Due to a lack of sexual organs, the Skrell do not procreate as many other species do, and instead the eggs are laid by the female and fertilized by the male. The females can lay anywhere between 5-50 eggs and this has caused the Skrell to seek out other planets with similar features to their homeworld Jargon IV (Qerrbalak), as warm and humid environments are the habitats Skrell eggs are best raised in. Skrell scientists decided that the overpopulation was becoming a massive problem, this led to the Skrell coming up with a serum that made it impossible for a Skrell mother to give birth to more than one batch of eggs during her entire life. Though this is a quick fix and is leading to many concerns in how the Skrell population has diminished over the years.&lt;br /&gt;
&lt;br /&gt;
===Skrell brains and neural devices===&lt;br /&gt;
The Skrell brain was not compatible with Nanotrasen neural devices when Skrell started to work aboard Nanotrasen installations. To rectify this Nanotrasen started a project that took five years to complete, editing their neural tech to fit almost all brain types, although the project set Nanotrasen back nearly five billion credits for research and production.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
The most confusing thing other species tend to find with Skrell is gender, it is extremely difficult to tell the difference between male and female. And the only way, for someone who cannot speak the Skrell language, is the length of their tentacles, female tentacles are longer than male. Although Skrell do not care for gender other than for the purpose of reproduction.&lt;br /&gt;
A healthy Skrell can live up to two hundred years, but with current medicine and technology, it is possible for one to live for an extra fifty years.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
The Skrell language can be best described as a series of hums, warbles, or croaks, while they would not make sense to other species it can display a wide variety of emotion and meaning that Tau Ceti Basic cannot. When learning other languages, Skrell tend to quickly assimilate grammatical structure and written form, but take much longer in learning enunciation. Their lack of teeth and articulate tongues leaves them with great difficulty in creating inflections typical of other races, while accents are completely out of the question for them.  Though a mainly scientific species, Skrell have interest in other forms of culture. Artists are fairly prevalent, as well unique fighting styles from the more physical. Skrellian arts often (but not always) focus on the mind. A recent movement focuses on how the mind interacts with the world around them. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe the Skrell are heartless and have no emotions, it is actually quite the contrary, the Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
But due to Humans limited audial receptors, the many tones a Skrell can project are lost to all those who are not Skrell, and thus Skrell have a very difficult time expressing emotion to Non-Skrell, though when matched with another of their kind the other Skrell is able to almost tell what the other is thinking, just because of the multitude of vocal tones. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Salamander”, ‘Squid head”, “water boy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not because they do not care, but because Skrell are often prideful and would prefer not to lose face with a confrontation, this kind of emotional reaction is quite common in Skrell, and they have earned a reputation for it, most Skrell would not engage in a fight or a challenge that they could not win, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy. However not all Skrell are like this, it just depends on where they are raised and how. &lt;br /&gt;
Skrell come from the same planet of the average slime, this has led to a common Skrellian insult being; &amp;quot;Slime-kin&amp;quot;. Often what A Skrell will call another Skrell instead of traitor or coward.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Political===&lt;br /&gt;
By the time Skrell had discovered interstellar travel(2016) the population was peaking at around 30,000,000,000 on Jargon IV(Qerrbalak) and as such they were looking to find other planets to sustain their growth rate, so their first expedition was to the solar system of Epsilon Ursae Minoris. And to the explorers luck they found a planet that was highly vegetated and fit the habitat margin, EUAIII, the explorers were ecstatic and boarded their ship to take the 3 year journey back to Jargon IV(Qerrbalak). But much to the explorers dismay they had noticed a giant plant life had attached itself to their bluespace drive in just the few hours they had been gone. As they tried to remove the plant it started showing signs of being sentient, and in within just a few days, it was confirmed, the Captain of the ship was called Weriu Tup, and is remembered as a hero of both the Diona and Skrell, he decided to stay on the planet, knowing he would not be able to return to his home for nine years at the quickest, but he wanted to learn more about the Dionae, the ship left but when it returned in five years, Weriu Tup was dead, killed by poisonous vegetation, but his heroism is remembered even now four hundred years after, the Diona revere him more than the Skrell do, but both Skrell and Diona children are often given the name Tup as a way to give the child strength. Many Skrell have an almost reverence for the Diona and see it as an honour to meet one.&lt;br /&gt;
The Skrell were the first sentient race to come into contact with the humans and just under fifty years ago, the Jargon Federation However does not trade with all Humans, only members of the Union of Sol and the Nanotrasen corporation, as they prefer to do business with people they consider trustworthy. Their mistrust of humanity is due to the rise of xenophobia in the Union which has caused many incidents such as the bombing of the Skrell embassy in Alpha centauri-b by the ‘Humanitarian sector’, an  anti-alien human group.&lt;br /&gt;
The Skrell also trade in minor proportions with the Tajara, the Unathi however have had a trade embargo since their first interactions with the Skrell. &lt;br /&gt;
The Skrell were about two hundred years ahead, technology wise when they first encountered humans, but since sharing their technology, their research is only one-hundred and fifty years ahead.&lt;br /&gt;
The Skrell seemed to skip the feudalistic political state that many of the sentient species have experienced and instead formed small councils even in early Skrell history. While some claim otherwise, the Skrell have never had a true monarchy.  The Current Skrell government is the Jargon Federation, a wide reaching republic that encompasses both Skrell and Dionae space with Dionae being official citizens. Over the years the Jargon Federarion has moved past individual representatives for both races and instead the races have become as important as eye-color in the world of politics. The Current Grand Councillor of the Jargon Federation is Stars Of The Tup, a Dionae diplomat who was the previous minor Councillor of the City Weiru. The &lt;br /&gt;
&lt;br /&gt;
Jargon Federation hierarchy is as such:&lt;br /&gt;
*Minor-Councillors States&lt;br /&gt;
*Councillors Govern Countries &lt;br /&gt;
*High Councillors Govern Planets&lt;br /&gt;
*Great Councillors Govern Solar Systems &lt;br /&gt;
*The Grand Councillor Governs The Federation&lt;br /&gt;
All Councillors from High to Grand must attend the annual Council of Jargon to discuss the Federation&#039;s important affairs. The Grand Councillor has the authority to call an Emergency Council of Jargon if it&#039;s needed. The Jargon Federation&#039;s slow but careful methods are usually why it&#039;s so rarely get&#039;s into conflict, but also the reason it took so long for Human&#039;s to earn the Federation&#039;s trust.&lt;br /&gt;
===Religion===&lt;br /&gt;
The Skrell religions are too vast and numerous to name them all, but the most notable are-&lt;br /&gt;
&lt;br /&gt;
====Altariser====&lt;br /&gt;
The Altariser are the most prominent religious faction in Skrell space due to the less mystic views that they have. The Altariser religion is considered a way to better oneself as their main goal is to reach a higher state of being where they can learn the secrets of the universe. They believe the way to reach this state is through physical and mental improvement, humans have compared the religion to Buddhism but the religion is far more selfish than the ancient oriental religion that it’s compared to.&lt;br /&gt;
The Altariser makes up for 47% of all of Skrell and even has been taken up by the other sentient races. Many people have theorized that the religion was invented to push Skrell to be the best, or give them comfort near death. The argument to this is that just because we don’t see the Skrell ‘evolve’ doesn&#039;t mean they don’t, the people that argue this point also state that it is possible that there are certain rules for an evolved one, such as no sharing the knowledge and power with lesser beings, although again this is all theory as no scientist from any race has been able to prove or disprove this religion. This religion has been around since Skrell history was recorded and as such is considered one of the oldest religions in the known Galaxy.&lt;br /&gt;
&lt;br /&gt;
====Dienabi====&lt;br /&gt;
The Dienabi are best described as Diona worshipers, their religion bases itself around the idea that the Diona are gods, every last one of them and that all the good fortune the Skrell have had since discovering them has come as a reward for the Skrell treatment of the Dionae. The religion teaches that Weiru Tup, the Captain of the famous Epsilon mission did not infact die due to poisonous vegetation but instead was transformed into a mystical Diona as a reward for his kindness to the strange species and he is often referred to as the first Dienabi(In the Skrell language Dienabi means ‘Tree child’) and is revered as the savior of the Skrell species. The only beings that the Dienabi revere more than Weiru Tup are the Dionae themselves, the members of the religion are often fanatic about their protection of the species and it is not too much of a stretch that they would die for the ones they consider gods, hoping that in turn they will be granted a place of immortality beside them as The First Dienabi was. This religion is one of the youngest Skrell religions and has only been around for about three centuries  it only encompasses a minor amount of Skrell 6% in total.&lt;br /&gt;
&lt;br /&gt;
====Eloish====&lt;br /&gt;
Eloish is the most controversial of religions in Skrellian space and by many Skrell it is considered a black stain on the Skrell history  and is often used to wound many proud Skrell. The religion was first founded by it’s namesake Elois Guf a general in the Qerrballak Yuer(A proud country that followed the lead of one man ,Yuer Iu,) Army and is considered one of the greatest warriors to ever walk the Skrell homeworld. Elois Guf was a powerful general and due to the Qerrballak Yuer’s war with the Skrellian Tumpat(The Tumpat was a coalition of independent city states that formed due to increasing tension from Yuer),  Elois was leading many attacks on the independent city states which was quite common for him as he had a reputation as a very blood thirsty man, but all the killing changed him and led to him seeing himself as a god, mainly due to the men following him seeing him as such. &lt;br /&gt;
After twenty years of bloody war the Yuer decided to sign a treaty with the Tumpat which enraged Elois, he had fought and bled for his people and he felt like they had in turn betrayed him, he considered the Yuer a coward and declared a one man war against both the Tumpat and the Yuer. It wasn’t long before his one man raids and battles inspired men to join him and before long he had thousands behind him, he started taking villages, both Tumpat and Yuer. And recruited their people into his army, he made it a point to have his soldiers burn anyone that didn’t see him as their true god and so, many millions of Skrell died. After four years Elois was finally closing into the Yuer capital, Warufsh, and planned to take it, he had the manpower and the drive. But as the battle commenced unexpectedly the Tumpat had sent aid in the way of General Rinoi Laush, he commanded fifty thousand men into battle against Elois and it is said that General Laush was forced to fight Elois with an energy axe,  removing his head from his body.&lt;br /&gt;
Today all that remains of this religion are remnants and it is a religion mainly followed by old warriors and descendants of Elois’ troops.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
While the Skrell seem less mercantile than the other races of the Milky way, they in fact consider themselves some of the best tradesmen in the galaxy, but of course this isn’t always true. Before first contact with humans the Skrell Confederation used Butya, small square pieces of silver embellished with notable Skrell on them. The ‘notable Skrell’ are Skrell who have made true contributions to the Skrellian species, among their ranks are Weriu Tup the captain of the Epsilon mission(Diona First Contact), Chulash Yue the pioneer scientist of Bluespace drives, Rinoi Laush the brave Skrell general that defended Yuerbelak(The Largest continent on Jargon IV(Qerrbalak)) against the Eridish Regime in 1782, and many others. Following the first contact with Humans, Credits were accepted as a legitimate currency in the Skrell Confederation and in less than twenty years it was the primary currency used in Skrell space.&lt;br /&gt;
The Skrell are most well known for their confectionery, medicines and implants. The most famous Skrell confectionery is Yewerie a sweet cake coated in a sugary icing that is laced with minute amounts of Riehsi, this being because the Skrell carry a natural partial-immunity to the mushroom and just see it as a flavoring rather than a recreational drug, this cake has been banned from numerous worlds in the Union and Sol, and is more openly accepted on the frontier worlds due to the lack of true law. &lt;br /&gt;
Skrell medicines and implants are some of the most expensive and sought after pieces of medical technology in the civilised galaxy the human suited  implants include: Regeneration implants that force the cells of a human body to overclock regenerate at incredible speed rates, these implants are priced at just 40,000 Union of Sol credits, although many side effects have been uncovered including impotence and internal bleeding due to cells overcompensating and regenerating internal organs that aren&#039;t needed. Adrenal implants that trigger when the user wishes, giving increased strength and physical ability to the user, these implants have been abused in the past causing brain hemorrhages and cardiac arrests these implants are only priced at 2,500 credits and can be purchased and implanted at many clinics in Union of Sol space.&lt;br /&gt;
The Skrell have been highly sexualized in Human culture due to strange sexual fetishes, this has led to many Skrell, male and female, turning to small roles in Human erotic movies and posters. The most successful part of the Skrell sex industry is ‘wetskrell.net’ &lt;br /&gt;
WetSkrell.nt is neither as perverse or indecent as one would seem, and simply depicts Skrell of various ages and colours in sexually suggestive positions. The Skrell’s lax attitude towards sexuality and the  lack of sexual organs  has led to many Skrell agreeing to such a deal, both male and female,without hesitation.&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
The Majority of the planets in Skrell space have been terraformed to suit their nature, the typical planets are covered in swamps and jungles and occasionally large bodies of water. Though on planets where this kind of extreme terraformation is not possible, the Skrell construct large bio-domes and habitat structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
Skrell cities are often considered less ornate than human ones, usually consisting of tall white skyscrapers that stand from the swamps, although it should be said that these buildings are usually covered in moss and other vegetation due to their building environments, the Skrell have never enjoyed living underground and as such there is a distinct lack of underground buildings when Skrell outposts are concerned. The Skrell are famous for their underwater cities, that can span huge areas under water and that are majorly constructed from glass, the secret to these cities however is not super strong glass but instead, immensely powerful shields that are powered by multiple super matter engines somewhere inside the city. The largest underwater city constructed by the Skrell is on Laush V(Laush is the second closest star system to the Skrellian home system Jargon) the city on Laush V known only as Eriuyish has an area of 17822 miles and requires seven super matter engines to power the 420 shield emitters located around the city.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent, however the opposite is true. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrell&#039;s incredible technological advances mean their military is the most effective in the known galaxy. See; &amp;quot;Combat technology&amp;quot; for information. Their careful ways and refusal to fight a losing battle has given them the reputation of the most efficient fighting force in the galaxy even if it&#039;s only because of logic. &lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2134</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2134"/>
		<updated>2015-07-04T10:00:51Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Social */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced 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 vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong federation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums and this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Due to their herbivore nature, the Skrell cannot process meat correctly. &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. However, Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious. But due to lacking game mechanics this won&#039;t be tested, although it can be role played.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen, their similarities to humans and their larger brains mean they can fill any role aboard the station.&lt;br /&gt;
*Skrell lack articulate tongues and as such they have trouble pronouncing words in Tau Ceti Basic, the words often become slurred.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Skrell have an average height that ranges from 4’5”-5’1” for males, and 4’5”-5’5” for females. Skrellian skin looks gelatinous but in fact has a second layer of a less translucent flesh under the surface, their skin secretes a slightly sticky mucus when frightened or in a dangerous situation, similar to the human adrenal boost, only it helps soothe the Skrell and prepare for death, rather than attempting to fight or flee. This does not mean however, that Skrell will not fight, but it does mean they can be at peace if they choose not to, this is likely a leftover function from the many years the Skrell were prey on their home planet. The mucus itself is dangerous to ingest, even in small quantities, meaning that if a group of ancient Skrell were caught by a predator, the first to be eaten, would ensure the survival of the others, or at least give them a chance; however it is not deadly and only causes nausea and digestive issues that wear off a few hours after ingestion.&lt;br /&gt;
&lt;br /&gt;
The colour of the Skrellian skin often depends on a lot of variables, including ancestry and environment, usually those with ancestors originating from the colder places on Aliose are greens and blues though they tend to be lighter shades of the respective colours. Whereas those living in hotter places on Jargon IV (Qerrbalak), tend to have pink, yellow or orange skin. &lt;br /&gt;
&lt;br /&gt;
Skrell faces are quite plain and their eyes are completely black, leaving it incredibly difficult to tell how a Skrell feels and what emotions are present. The eyes however, allow them to see much more clearly underwater, and while they do have lungs to breathe oxygen they spend most of their childhood underwater, as they are amphibious. The hands and feet of the Skrell are very similar to that of humans except they lack nails and have strong webbing in between each finger and toe. Due to their herbivorous nature the Skrell lack any real teeth and instead have hardened gum lines for the consumption of their food, because of this, Skrell have a hard time consuming meat. What a human might call a nose is actually just two slits in the middle of a Skrell’s face used for retrieving the smell of things. Soup and blended foodstuffs are a Skrell’s favorite, although others will suffice. It is notable that due to the semi-porous nature of Skrell skin, finely-blended nutrients can be absorbed through any part of the skin, entering into their internal fluids and being slowly broken down normally. However, most Skrell tend to use their ‘mouths’ simply to avoid offending other species.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
It is theorized that the Skrell evolved from something similar to the Earth born salamander, but the Skrell bear tentacles. These tentacles have no real muscle tissue in them and cannot be controlled, instead they hang down over a Skrell’s shoulders. These tentacles to keep the skin close to the neck damp for the incubating of eggs. However, Nanotrasen discourages this practice aboard it’s vessels, and says that any Skrell eggs should be kept in a bucket of water. The tentacles only other real use is for show, they are often adorned with jewels, cloths, chains, plates; anything that can be used to make a statement about the Skrell’s personal wealth.&lt;br /&gt;
Due to a lack of sexual organs, the Skrell do not procreate as many other species do, and instead the eggs are laid by the female and fertilized by the male. The females can lay anywhere between 5-50 eggs and this has caused the Skrell to seek out other planets with similar features to their homeworld Jargon IV (Qerrbalak), as warm and humid environments are the habitats Skrell eggs are best raised in. Skrell scientists decided that the overpopulation was becoming a massive problem, this led to the Skrell coming up with a serum that made it impossible for a Skrell mother to give birth to more than one batch of eggs during her entire life. Though this is a quick fix and is leading to many concerns in how the Skrell population has diminished over the years.&lt;br /&gt;
&lt;br /&gt;
===Skrell brains and neural devices===&lt;br /&gt;
The Skrell brain was not compatible with Nanotrasen neural devices when Skrell started to work aboard Nanotrasen installations. To rectify this Nanotrasen started a project that took five years to complete, editing their neural tech to fit almost all brain types, although the project set Nanotrasen back nearly five billion credits for research and production.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
The most confusing thing other species tend to find with Skrell is gender, it is extremely difficult to tell the difference between male and female. And the only way, for someone who cannot speak the Skrell language, is the length of their tentacles, female tentacles are longer than male. Although Skrell do not care for gender other than for the purpose of reproduction.&lt;br /&gt;
A healthy Skrell can live up to two hundred years, but with current medicine and technology, it is possible for one to live for an extra fifty years.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
The Skrell language can be best described as a series of hums, warbles, or croaks, while they would not make sense to other species it can display a wide variety of emotion and meaning that Tau Ceti Basic cannot. When learning other languages, Skrell tend to quickly assimilate grammatical structure and written form, but take much longer in learning enunciation. Their lack of teeth and articulate tongues leaves them with great difficulty in creating inflections typical of other races, while accents are completely out of the question for them.  Though a mainly scientific species, Skrell have interest in other forms of culture. Artists are fairly prevalent, as well unique fighting styles from the more physical. Skrellian arts often(but not always) focus on the mind. A recent movement focuses on how the mind interacts with the world around them. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe the Skrell are heartless and have no emotions, it is actually quite the contrary, the Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
But due to Humans limited audial receptors, the many tones a Skrell can project are lost to all those who are not Skrell, and thus Skrell have a very difficult time expressing emotion to Non-Skrell, though when matched with another of their kind the other Skrell is able to almost tell what the other is thinking, just because of the multitude of vocal tones. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Salamander”, ‘Squid head”, “water boy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not because they do not care, but because Skrell are often prideful and would prefer not to lose face with a confrontation, this kind of emotional reaction is quite common in Skrell, and they have earned a reputation for it, most Skrell would not engage in a fight or a challenge that they could not win, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy. However not all Skrell are like this, it just depends on where they are raised and how. &lt;br /&gt;
Skrell come from the same planet of the average slime, this has led to a common Skrellian insult being; &amp;quot;Slime-kin&amp;quot;. Often what A Skrell will call another Skrell instead of traitor or coward.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Political===&lt;br /&gt;
By the time Skrell had discovered interstellar travel(2016) the population was peaking at around 30,000,000,000 on Jargon IV(Qerrbalak) and as such they were looking to find other planets to sustain their growth rate, so their first expedition was to the solar system of Epsilon Ursae Minoris. And to the explorers luck they found a planet that was highly vegetated and fit the habitat margin, EUAIII, the explorers were ecstatic and boarded their ship to take the 3 year journey back to Jargon IV(Qerrbalak). But much to the explorers dismay they had noticed a giant plant life had attached itself to their bluespace drive in just the few hours they had been gone. As they tried to remove the plant it started showing signs of being sentient, and in within just a few days, it was confirmed, the Captain of the ship was called Weriu Tup, and is remembered as a hero of both the Diona and Skrell, he decided to stay on the planet, knowing he would not be able to return to his home for nine years at the quickest, but he wanted to learn more about the Dionae, the ship left but when it returned in five years, Weriu Tup was dead, killed by poisonous vegetation, but his heroism is remembered even now four hundred years after, the Diona revere him more than the Skrell do, but both Skrell and Diona children are often given the name Tup as a way to give the child strength. Many Skrell have an almost reverence for the Diona and see it as an honour to meet one.&lt;br /&gt;
The Skrell were the first sentient race to come into contact with the humans and just under fifty years ago, the Jargon Federation However does not trade with all Humans, only members of the Union of Sol and the Nanotrasen corporation, as they prefer to do business with people they consider trustworthy. Their mistrust of humanity is due to the rise of xenophobia in the Union which has caused many incidents such as the bombing of the Skrell embassy in Alpha centauri-b by the ‘Humanitarian sector’, an  anti-alien human group.&lt;br /&gt;
The Skrell also trade in minor proportions with the Tajara, the Unathi however have had a trade embargo since their first interactions with the Skrell. &lt;br /&gt;
The Skrell were about two hundred years ahead, technology wise when they first encountered humans, but since sharing their technology, their research is only one-hundred and fifty years ahead.&lt;br /&gt;
The Skrell seemed to skip the feudalistic political state that many of the sentient species have experienced and instead formed small councils even in early Skrell history. While some claim otherwise, the Skrell have never had a true monarchy.  The Current Skrell government is the Jargon Federation, a wide reaching republic that encompasses both Skrell and Dionae space with Dionae being official citizens. Over the years the Jargon Federarion has moved past individual representatives for both races and instead the races have become as important as eye-color in the world of politics. The Current Grand Councillor of the Jargon Federation is Stars Of The Tup, a Dionae diplomat who was the previous minor Councillor of the City Weiru. The &lt;br /&gt;
&lt;br /&gt;
Jargon Federation hierarchy is as such:&lt;br /&gt;
*Minor-Councillors States&lt;br /&gt;
*Councillors Govern Countries &lt;br /&gt;
*High Councillors Govern Planets&lt;br /&gt;
*Great Councillors Govern Solar Systems &lt;br /&gt;
*The Grand Councillor Governs The Federation&lt;br /&gt;
All Councillors from High to Grand must attend the annual Council of Jargon to discuss the Federation&#039;s important affairs. The Grand Councillor has the authority to call an Emergency Council of Jargon if it&#039;s needed. The Jargon Federation&#039;s slow but careful methods are usually why it&#039;s so rarely get&#039;s into conflict, but also the reason it took so long for Human&#039;s to earn the Federation&#039;s trust.&lt;br /&gt;
===Religion===&lt;br /&gt;
The Skrell religions are too vast and numerous to name them all, but the most notable are-&lt;br /&gt;
&lt;br /&gt;
====Altariser====&lt;br /&gt;
The Altariser are the most prominent religious faction in Skrell space due to the less mystic views that they have. The Altariser religion is considered a way to better oneself as their main goal is to reach a higher state of being where they can learn the secrets of the universe. They believe the way to reach this state is through physical and mental improvement, humans have compared the religion to Buddhism but the religion is far more selfish than the ancient oriental religion that it’s compared to.&lt;br /&gt;
The Altariser makes up for 47% of all of Skrell and even has been taken up by the other sentient races. Many people have theorized that the religion was invented to push Skrell to be the best, or give them comfort near death. The argument to this is that just because we don’t see the Skrell ‘evolve’ doesn&#039;t mean they don’t, the people that argue this point also state that it is possible that there are certain rules for an evolved one, such as no sharing the knowledge and power with lesser beings, although again this is all theory as no scientist from any race has been able to prove or disprove this religion. This religion has been around since Skrell history was recorded and as such is considered one of the oldest religions in the known Galaxy.&lt;br /&gt;
&lt;br /&gt;
====Dienabi====&lt;br /&gt;
The Dienabi are best described as Diona worshipers, their religion bases itself around the idea that the Diona are gods, every last one of them and that all the good fortune the Skrell have had since discovering them has come as a reward for the Skrell treatment of the Dionae. The religion teaches that Weiru Tup, the Captain of the famous Epsilon mission did not infact die due to poisonous vegetation but instead was transformed into a mystical Diona as a reward for his kindness to the strange species and he is often referred to as the first Dienabi(In the Skrell language Dienabi means ‘Tree child’) and is revered as the savior of the Skrell species. The only beings that the Dienabi revere more than Weiru Tup are the Dionae themselves, the members of the religion are often fanatic about their protection of the species and it is not too much of a stretch that they would die for the ones they consider gods, hoping that in turn they will be granted a place of immortality beside them as The First Dienabi was. This religion is one of the youngest Skrell religions and has only been around for about three centuries  it only encompasses a minor amount of Skrell 6% in total.&lt;br /&gt;
&lt;br /&gt;
====Eloish====&lt;br /&gt;
Eloish is the most controversial of religions in Skrellian space and by many Skrell it is considered a black stain on the Skrell history  and is often used to wound many proud Skrell. The religion was first founded by it’s namesake Elois Guf a general in the Qerrballak Yuer(A proud country that followed the lead of one man ,Yuer Iu,) Army and is considered one of the greatest warriors to ever walk the Skrell homeworld. Elois Guf was a powerful general and due to the Qerrballak Yuer’s war with the Skrellian Tumpat(The Tumpat was a coalition of independent city states that formed due to increasing tension from Yuer),  Elois was leading many attacks on the independent city states which was quite common for him as he had a reputation as a very blood thirsty man, but all the killing changed him and led to him seeing himself as a god, mainly due to the men following him seeing him as such. &lt;br /&gt;
After twenty years of bloody war the Yuer decided to sign a treaty with the Tumpat which enraged Elois, he had fought and bled for his people and he felt like they had in turn betrayed him, he considered the Yuer a coward and declared a one man war against both the Tumpat and the Yuer. It wasn’t long before his one man raids and battles inspired men to join him and before long he had thousands behind him, he started taking villages, both Tumpat and Yuer. And recruited their people into his army, he made it a point to have his soldiers burn anyone that didn’t see him as their true god and so, many millions of Skrell died. After four years Elois was finally closing into the Yuer capital, Warufsh, and planned to take it, he had the manpower and the drive. But as the battle commenced unexpectedly the Tumpat had sent aid in the way of General Rinoi Laush, he commanded fifty thousand men into battle against Elois and it is said that General Laush was forced to fight Elois with an energy axe,  removing his head from his body.&lt;br /&gt;
Today all that remains of this religion are remnants and it is a religion mainly followed by old warriors and descendants of Elois’ troops.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
While the Skrell seem less mercantile than the other races of the Milky way, they in fact consider themselves some of the best tradesmen in the galaxy, but of course this isn’t always true. Before first contact with humans the Skrell Confederation used Butya, small square pieces of silver embellished with notable Skrell on them. The ‘notable Skrell’ are Skrell who have made true contributions to the Skrellian species, among their ranks are Weriu Tup the captain of the Epsilon mission(Diona First Contact), Chulash Yue the pioneer scientist of Bluespace drives, Rinoi Laush the brave Skrell general that defended Yuerbelak(The Largest continent on Jargon IV(Qerrbalak)) against the Eridish Regime in 1782, and many others. Following the first contact with Humans, Credits were accepted as a legitimate currency in the Skrell Confederation and in less than twenty years it was the primary currency used in Skrell space.&lt;br /&gt;
The Skrell are most well known for their confectionery, medicines and implants. The most famous Skrell confectionery is Yewerie a sweet cake coated in a sugary icing that is laced with minute amounts of Riehsi, this being because the Skrell carry a natural partial-immunity to the mushroom and just see it as a flavoring rather than a recreational drug, this cake has been banned from numerous worlds in the Union and Sol, and is more openly accepted on the frontier worlds due to the lack of true law. &lt;br /&gt;
Skrell medicines and implants are some of the most expensive and sought after pieces of medical technology in the civilised galaxy the human suited  implants include: Regeneration implants that force the cells of a human body to overclock regenerate at incredible speed rates, these implants are priced at just 40,000 Union of Sol credits, although many side effects have been uncovered including impotence and internal bleeding due to cells overcompensating and regenerating internal organs that aren&#039;t needed. Adrenal implants that trigger when the user wishes, giving increased strength and physical ability to the user, these implants have been abused in the past causing brain hemorrhages and cardiac arrests these implants are only priced at 2,500 credits and can be purchased and implanted at many clinics in Union of Sol space.&lt;br /&gt;
The Skrell have been highly sexualized in Human culture due to strange sexual fetishes, this has led to many Skrell, male and female, turning to small roles in Human erotic movies and posters. The most successful part of the Skrell sex industry is ‘wetskrell.net’ &lt;br /&gt;
WetSkrell.nt is neither as perverse or indecent as one would seem, and simply depicts Skrell of various ages and colours in sexually suggestive positions. The Skrell’s lax attitude towards sexuality and the  lack of sexual organs  has led to many Skrell agreeing to such a deal, both male and female,without hesitation.&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
The Majority of the planets in Skrell space have been terraformed to suit their nature, the typical planets are covered in swamps and jungles and occasionally large bodies of water. Though on planets where this kind of extreme terraformation is not possible, the Skrell construct large bio-domes and habitat structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
Skrell cities are often considered less ornate than human ones, usually consisting of tall white skyscrapers that stand from the swamps, although it should be said that these buildings are usually covered in moss and other vegetation due to their building environments, the Skrell have never enjoyed living underground and as such there is a distinct lack of underground buildings when Skrell outposts are concerned. The Skrell are famous for their underwater cities, that can span huge areas under water and that are majorly constructed from glass, the secret to these cities however is not super strong glass but instead, immensely powerful shields that are powered by multiple super matter engines somewhere inside the city. The largest underwater city constructed by the Skrell is on Laush V(Laush is the second closest star system to the Skrellian home system Jargon) the city on Laush V known only as Eriuyish has an area of 17822 miles and requires seven super matter engines to power the 420 shield emitters located around the city.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent, however the opposite is true. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrell&#039;s incredible technological advances mean their military is the most effective in the known galaxy. See; &amp;quot;Combat technology&amp;quot; for information. Their careful ways and refusal to fight a losing battle has given them the reputation of the most efficient fighting force in the galaxy even if it&#039;s only because of logic. &lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2133</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2133"/>
		<updated>2015-07-04T10:00:26Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Mechanics */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced 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 vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong federation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums and this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Due to their herbivore nature, the Skrell cannot process meat correctly. &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. However, Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious. But due to lacking game mechanics this won&#039;t be tested, although it can be role played.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen, their similarities to humans and their larger brains mean they can fill any role aboard the station.&lt;br /&gt;
*Skrell lack articulate tongues and as such they have trouble pronouncing words in Tau Ceti Basic, the words often become slurred.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Skrell have an average height that ranges from 4’5”-5’1” for males, and 4’5”-5’5” for females. Skrellian skin looks gelatinous but in fact has a second layer of a less translucent flesh under the surface, their skin secretes a slightly sticky mucus when frightened or in a dangerous situation, similar to the human adrenal boost, only it helps soothe the Skrell and prepare for death, rather than attempting to fight or flee. This does not mean however, that Skrell will not fight, but it does mean they can be at peace if they choose not to, this is likely a leftover function from the many years the Skrell were prey on their home planet. The mucus itself is dangerous to ingest, even in small quantities, meaning that if a group of ancient Skrell were caught by a predator, the first to be eaten, would ensure the survival of the others, or at least give them a chance; however it is not deadly and only causes nausea and digestive issues that wear off a few hours after ingestion.&lt;br /&gt;
&lt;br /&gt;
The colour of the Skrellian skin often depends on a lot of variables, including ancestry and environment, usually those with ancestors originating from the colder places on Aliose are greens and blues though they tend to be lighter shades of the respective colours. Whereas those living in hotter places on Jargon IV (Qerrbalak), tend to have pink, yellow or orange skin. &lt;br /&gt;
&lt;br /&gt;
Skrell faces are quite plain and their eyes are completely black, leaving it incredibly difficult to tell how a Skrell feels and what emotions are present. The eyes however, allow them to see much more clearly underwater, and while they do have lungs to breathe oxygen they spend most of their childhood underwater, as they are amphibious. The hands and feet of the Skrell are very similar to that of humans except they lack nails and have strong webbing in between each finger and toe. Due to their herbivorous nature the Skrell lack any real teeth and instead have hardened gum lines for the consumption of their food, because of this, Skrell have a hard time consuming meat. What a human might call a nose is actually just two slits in the middle of a Skrell’s face used for retrieving the smell of things. Soup and blended foodstuffs are a Skrell’s favorite, although others will suffice. It is notable that due to the semi-porous nature of Skrell skin, finely-blended nutrients can be absorbed through any part of the skin, entering into their internal fluids and being slowly broken down normally. However, most Skrell tend to use their ‘mouths’ simply to avoid offending other species.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
It is theorized that the Skrell evolved from something similar to the Earth born salamander, but the Skrell bear tentacles. These tentacles have no real muscle tissue in them and cannot be controlled, instead they hang down over a Skrell’s shoulders. These tentacles to keep the skin close to the neck damp for the incubating of eggs. However, Nanotrasen discourages this practice aboard it’s vessels, and says that any Skrell eggs should be kept in a bucket of water. The tentacles only other real use is for show, they are often adorned with jewels, cloths, chains, plates; anything that can be used to make a statement about the Skrell’s personal wealth.&lt;br /&gt;
Due to a lack of sexual organs, the Skrell do not procreate as many other species do, and instead the eggs are laid by the female and fertilized by the male. The females can lay anywhere between 5-50 eggs and this has caused the Skrell to seek out other planets with similar features to their homeworld Jargon IV (Qerrbalak), as warm and humid environments are the habitats Skrell eggs are best raised in. Skrell scientists decided that the overpopulation was becoming a massive problem, this led to the Skrell coming up with a serum that made it impossible for a Skrell mother to give birth to more than one batch of eggs during her entire life. Though this is a quick fix and is leading to many concerns in how the Skrell population has diminished over the years.&lt;br /&gt;
&lt;br /&gt;
===Skrell brains and neural devices===&lt;br /&gt;
The Skrell brain was not compatible with Nanotrasen neural devices when Skrell started to work aboard Nanotrasen installations. To rectify this Nanotrasen started a project that took five years to complete, editing their neural tech to fit almost all brain types, although the project set Nanotrasen back nearly five billion credits for research and production.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
The most confusing thing other species tend to find with Skrell is gender, it is extremely difficult to tell the difference between male and female. And the only way, for someone who cannot speak the Skrell language, is the length of their tentacles, female tentacles are longer than male. Although Skrell do not care for gender other than for the purpose of reproduction.&lt;br /&gt;
A healthy Skrell can live up to two hundred years, but with current medicine and technology, it is possible for one to live for an extra fifty years.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
The Skrell language can be best described as a series of hums, warbles, or croaks, while they would not make sense to other species it can display a wide variety of emotion and meaning that English cannot. When learning other languages, Skrell tend to quickly assimilate grammatical structure and written form, but take much longer in learning enunciation. Their lack of teeth and articulate tongues leaves them with great difficulty in creating inflections typical of other races, while accents are completely out of the question for them.  Though a mainly scientific species, Skrell have interest in other forms of culture. Artists are fairly prevalent, as well unique fighting styles from the more physical. Skrellian arts often(but not always) focus on the mind. A recent movement focuses on how the mind interacts with the world around them. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe the Skrell are heartless and have no emotions, it is actually quite the contrary, the Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
But due to Humans limited audial receptors, the many tones a Skrell can project are lost to all those who are not Skrell, and thus Skrell have a very difficult time expressing emotion to Non-Skrell, though when matched with another of their kind the other Skrell is able to almost tell what the other is thinking, just because of the multitude of vocal tones. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Salamander”, ‘Squid head”, “water boy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not because they do not care, but because Skrell are often prideful and would prefer not to lose face with a confrontation, this kind of emotional reaction is quite common in Skrell, and they have earned a reputation for it, most Skrell would not engage in a fight or a challenge that they could not win, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy. However not all Skrell are like this, it just depends on where they are raised and how. &lt;br /&gt;
Skrell come from the same planet of the average slime, this has led to a common Skrellian insult being; &amp;quot;Slime-kin&amp;quot;. Often what A Skrell will call another Skrell instead of traitor or coward. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Political===&lt;br /&gt;
By the time Skrell had discovered interstellar travel(2016) the population was peaking at around 30,000,000,000 on Jargon IV(Qerrbalak) and as such they were looking to find other planets to sustain their growth rate, so their first expedition was to the solar system of Epsilon Ursae Minoris. And to the explorers luck they found a planet that was highly vegetated and fit the habitat margin, EUAIII, the explorers were ecstatic and boarded their ship to take the 3 year journey back to Jargon IV(Qerrbalak). But much to the explorers dismay they had noticed a giant plant life had attached itself to their bluespace drive in just the few hours they had been gone. As they tried to remove the plant it started showing signs of being sentient, and in within just a few days, it was confirmed, the Captain of the ship was called Weriu Tup, and is remembered as a hero of both the Diona and Skrell, he decided to stay on the planet, knowing he would not be able to return to his home for nine years at the quickest, but he wanted to learn more about the Dionae, the ship left but when it returned in five years, Weriu Tup was dead, killed by poisonous vegetation, but his heroism is remembered even now four hundred years after, the Diona revere him more than the Skrell do, but both Skrell and Diona children are often given the name Tup as a way to give the child strength. Many Skrell have an almost reverence for the Diona and see it as an honour to meet one.&lt;br /&gt;
The Skrell were the first sentient race to come into contact with the humans and just under fifty years ago, the Jargon Federation However does not trade with all Humans, only members of the Union of Sol and the Nanotrasen corporation, as they prefer to do business with people they consider trustworthy. Their mistrust of humanity is due to the rise of xenophobia in the Union which has caused many incidents such as the bombing of the Skrell embassy in Alpha centauri-b by the ‘Humanitarian sector’, an  anti-alien human group.&lt;br /&gt;
The Skrell also trade in minor proportions with the Tajara, the Unathi however have had a trade embargo since their first interactions with the Skrell. &lt;br /&gt;
The Skrell were about two hundred years ahead, technology wise when they first encountered humans, but since sharing their technology, their research is only one-hundred and fifty years ahead.&lt;br /&gt;
The Skrell seemed to skip the feudalistic political state that many of the sentient species have experienced and instead formed small councils even in early Skrell history. While some claim otherwise, the Skrell have never had a true monarchy.  The Current Skrell government is the Jargon Federation, a wide reaching republic that encompasses both Skrell and Dionae space with Dionae being official citizens. Over the years the Jargon Federarion has moved past individual representatives for both races and instead the races have become as important as eye-color in the world of politics. The Current Grand Councillor of the Jargon Federation is Stars Of The Tup, a Dionae diplomat who was the previous minor Councillor of the City Weiru. The &lt;br /&gt;
&lt;br /&gt;
Jargon Federation hierarchy is as such:&lt;br /&gt;
*Minor-Councillors States&lt;br /&gt;
*Councillors Govern Countries &lt;br /&gt;
*High Councillors Govern Planets&lt;br /&gt;
*Great Councillors Govern Solar Systems &lt;br /&gt;
*The Grand Councillor Governs The Federation&lt;br /&gt;
All Councillors from High to Grand must attend the annual Council of Jargon to discuss the Federation&#039;s important affairs. The Grand Councillor has the authority to call an Emergency Council of Jargon if it&#039;s needed. The Jargon Federation&#039;s slow but careful methods are usually why it&#039;s so rarely get&#039;s into conflict, but also the reason it took so long for Human&#039;s to earn the Federation&#039;s trust.&lt;br /&gt;
===Religion===&lt;br /&gt;
The Skrell religions are too vast and numerous to name them all, but the most notable are-&lt;br /&gt;
&lt;br /&gt;
====Altariser====&lt;br /&gt;
The Altariser are the most prominent religious faction in Skrell space due to the less mystic views that they have. The Altariser religion is considered a way to better oneself as their main goal is to reach a higher state of being where they can learn the secrets of the universe. They believe the way to reach this state is through physical and mental improvement, humans have compared the religion to Buddhism but the religion is far more selfish than the ancient oriental religion that it’s compared to.&lt;br /&gt;
The Altariser makes up for 47% of all of Skrell and even has been taken up by the other sentient races. Many people have theorized that the religion was invented to push Skrell to be the best, or give them comfort near death. The argument to this is that just because we don’t see the Skrell ‘evolve’ doesn&#039;t mean they don’t, the people that argue this point also state that it is possible that there are certain rules for an evolved one, such as no sharing the knowledge and power with lesser beings, although again this is all theory as no scientist from any race has been able to prove or disprove this religion. This religion has been around since Skrell history was recorded and as such is considered one of the oldest religions in the known Galaxy.&lt;br /&gt;
&lt;br /&gt;
====Dienabi====&lt;br /&gt;
The Dienabi are best described as Diona worshipers, their religion bases itself around the idea that the Diona are gods, every last one of them and that all the good fortune the Skrell have had since discovering them has come as a reward for the Skrell treatment of the Dionae. The religion teaches that Weiru Tup, the Captain of the famous Epsilon mission did not infact die due to poisonous vegetation but instead was transformed into a mystical Diona as a reward for his kindness to the strange species and he is often referred to as the first Dienabi(In the Skrell language Dienabi means ‘Tree child’) and is revered as the savior of the Skrell species. The only beings that the Dienabi revere more than Weiru Tup are the Dionae themselves, the members of the religion are often fanatic about their protection of the species and it is not too much of a stretch that they would die for the ones they consider gods, hoping that in turn they will be granted a place of immortality beside them as The First Dienabi was. This religion is one of the youngest Skrell religions and has only been around for about three centuries  it only encompasses a minor amount of Skrell 6% in total.&lt;br /&gt;
&lt;br /&gt;
====Eloish====&lt;br /&gt;
Eloish is the most controversial of religions in Skrellian space and by many Skrell it is considered a black stain on the Skrell history  and is often used to wound many proud Skrell. The religion was first founded by it’s namesake Elois Guf a general in the Qerrballak Yuer(A proud country that followed the lead of one man ,Yuer Iu,) Army and is considered one of the greatest warriors to ever walk the Skrell homeworld. Elois Guf was a powerful general and due to the Qerrballak Yuer’s war with the Skrellian Tumpat(The Tumpat was a coalition of independent city states that formed due to increasing tension from Yuer),  Elois was leading many attacks on the independent city states which was quite common for him as he had a reputation as a very blood thirsty man, but all the killing changed him and led to him seeing himself as a god, mainly due to the men following him seeing him as such. &lt;br /&gt;
After twenty years of bloody war the Yuer decided to sign a treaty with the Tumpat which enraged Elois, he had fought and bled for his people and he felt like they had in turn betrayed him, he considered the Yuer a coward and declared a one man war against both the Tumpat and the Yuer. It wasn’t long before his one man raids and battles inspired men to join him and before long he had thousands behind him, he started taking villages, both Tumpat and Yuer. And recruited their people into his army, he made it a point to have his soldiers burn anyone that didn’t see him as their true god and so, many millions of Skrell died. After four years Elois was finally closing into the Yuer capital, Warufsh, and planned to take it, he had the manpower and the drive. But as the battle commenced unexpectedly the Tumpat had sent aid in the way of General Rinoi Laush, he commanded fifty thousand men into battle against Elois and it is said that General Laush was forced to fight Elois with an energy axe,  removing his head from his body.&lt;br /&gt;
Today all that remains of this religion are remnants and it is a religion mainly followed by old warriors and descendants of Elois’ troops.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
While the Skrell seem less mercantile than the other races of the Milky way, they in fact consider themselves some of the best tradesmen in the galaxy, but of course this isn’t always true. Before first contact with humans the Skrell Confederation used Butya, small square pieces of silver embellished with notable Skrell on them. The ‘notable Skrell’ are Skrell who have made true contributions to the Skrellian species, among their ranks are Weriu Tup the captain of the Epsilon mission(Diona First Contact), Chulash Yue the pioneer scientist of Bluespace drives, Rinoi Laush the brave Skrell general that defended Yuerbelak(The Largest continent on Jargon IV(Qerrbalak)) against the Eridish Regime in 1782, and many others. Following the first contact with Humans, Credits were accepted as a legitimate currency in the Skrell Confederation and in less than twenty years it was the primary currency used in Skrell space.&lt;br /&gt;
The Skrell are most well known for their confectionery, medicines and implants. The most famous Skrell confectionery is Yewerie a sweet cake coated in a sugary icing that is laced with minute amounts of Riehsi, this being because the Skrell carry a natural partial-immunity to the mushroom and just see it as a flavoring rather than a recreational drug, this cake has been banned from numerous worlds in the Union and Sol, and is more openly accepted on the frontier worlds due to the lack of true law. &lt;br /&gt;
Skrell medicines and implants are some of the most expensive and sought after pieces of medical technology in the civilised galaxy the human suited  implants include: Regeneration implants that force the cells of a human body to overclock regenerate at incredible speed rates, these implants are priced at just 40,000 Union of Sol credits, although many side effects have been uncovered including impotence and internal bleeding due to cells overcompensating and regenerating internal organs that aren&#039;t needed. Adrenal implants that trigger when the user wishes, giving increased strength and physical ability to the user, these implants have been abused in the past causing brain hemorrhages and cardiac arrests these implants are only priced at 2,500 credits and can be purchased and implanted at many clinics in Union of Sol space.&lt;br /&gt;
The Skrell have been highly sexualized in Human culture due to strange sexual fetishes, this has led to many Skrell, male and female, turning to small roles in Human erotic movies and posters. The most successful part of the Skrell sex industry is ‘wetskrell.net’ &lt;br /&gt;
WetSkrell.nt is neither as perverse or indecent as one would seem, and simply depicts Skrell of various ages and colours in sexually suggestive positions. The Skrell’s lax attitude towards sexuality and the  lack of sexual organs  has led to many Skrell agreeing to such a deal, both male and female,without hesitation.&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
The Majority of the planets in Skrell space have been terraformed to suit their nature, the typical planets are covered in swamps and jungles and occasionally large bodies of water. Though on planets where this kind of extreme terraformation is not possible, the Skrell construct large bio-domes and habitat structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
Skrell cities are often considered less ornate than human ones, usually consisting of tall white skyscrapers that stand from the swamps, although it should be said that these buildings are usually covered in moss and other vegetation due to their building environments, the Skrell have never enjoyed living underground and as such there is a distinct lack of underground buildings when Skrell outposts are concerned. The Skrell are famous for their underwater cities, that can span huge areas under water and that are majorly constructed from glass, the secret to these cities however is not super strong glass but instead, immensely powerful shields that are powered by multiple super matter engines somewhere inside the city. The largest underwater city constructed by the Skrell is on Laush V(Laush is the second closest star system to the Skrellian home system Jargon) the city on Laush V known only as Eriuyish has an area of 17822 miles and requires seven super matter engines to power the 420 shield emitters located around the city.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent, however the opposite is true. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrell&#039;s incredible technological advances mean their military is the most effective in the known galaxy. See; &amp;quot;Combat technology&amp;quot; for information. Their careful ways and refusal to fight a losing battle has given them the reputation of the most efficient fighting force in the galaxy even if it&#039;s only because of logic. &lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2132</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2132"/>
		<updated>2015-07-04T09:59:59Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Skrell brains and neural devices */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced 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 vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong federation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums and this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Due to their herbivore nature, the Skrell cannot process meat correctly. &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. However, Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious. But due to lacking game mechanics this won&#039;t be tested, although it can be role played.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen, their similarities to humans and their larger brains mean they can fill any role aboard the station.&lt;br /&gt;
*Skrell lack articulate tongues and as such they have trouble pronouncing words in English, the words often become slurred.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Skrell have an average height that ranges from 4’5”-5’1” for males, and 4’5”-5’5” for females. Skrellian skin looks gelatinous but in fact has a second layer of a less translucent flesh under the surface, their skin secretes a slightly sticky mucus when frightened or in a dangerous situation, similar to the human adrenal boost, only it helps soothe the Skrell and prepare for death, rather than attempting to fight or flee. This does not mean however, that Skrell will not fight, but it does mean they can be at peace if they choose not to, this is likely a leftover function from the many years the Skrell were prey on their home planet. The mucus itself is dangerous to ingest, even in small quantities, meaning that if a group of ancient Skrell were caught by a predator, the first to be eaten, would ensure the survival of the others, or at least give them a chance; however it is not deadly and only causes nausea and digestive issues that wear off a few hours after ingestion.&lt;br /&gt;
&lt;br /&gt;
The colour of the Skrellian skin often depends on a lot of variables, including ancestry and environment, usually those with ancestors originating from the colder places on Aliose are greens and blues though they tend to be lighter shades of the respective colours. Whereas those living in hotter places on Jargon IV (Qerrbalak), tend to have pink, yellow or orange skin. &lt;br /&gt;
&lt;br /&gt;
Skrell faces are quite plain and their eyes are completely black, leaving it incredibly difficult to tell how a Skrell feels and what emotions are present. The eyes however, allow them to see much more clearly underwater, and while they do have lungs to breathe oxygen they spend most of their childhood underwater, as they are amphibious. The hands and feet of the Skrell are very similar to that of humans except they lack nails and have strong webbing in between each finger and toe. Due to their herbivorous nature the Skrell lack any real teeth and instead have hardened gum lines for the consumption of their food, because of this, Skrell have a hard time consuming meat. What a human might call a nose is actually just two slits in the middle of a Skrell’s face used for retrieving the smell of things. Soup and blended foodstuffs are a Skrell’s favorite, although others will suffice. It is notable that due to the semi-porous nature of Skrell skin, finely-blended nutrients can be absorbed through any part of the skin, entering into their internal fluids and being slowly broken down normally. However, most Skrell tend to use their ‘mouths’ simply to avoid offending other species.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
It is theorized that the Skrell evolved from something similar to the Earth born salamander, but the Skrell bear tentacles. These tentacles have no real muscle tissue in them and cannot be controlled, instead they hang down over a Skrell’s shoulders. These tentacles to keep the skin close to the neck damp for the incubating of eggs. However, Nanotrasen discourages this practice aboard it’s vessels, and says that any Skrell eggs should be kept in a bucket of water. The tentacles only other real use is for show, they are often adorned with jewels, cloths, chains, plates; anything that can be used to make a statement about the Skrell’s personal wealth.&lt;br /&gt;
Due to a lack of sexual organs, the Skrell do not procreate as many other species do, and instead the eggs are laid by the female and fertilized by the male. The females can lay anywhere between 5-50 eggs and this has caused the Skrell to seek out other planets with similar features to their homeworld Jargon IV (Qerrbalak), as warm and humid environments are the habitats Skrell eggs are best raised in. Skrell scientists decided that the overpopulation was becoming a massive problem, this led to the Skrell coming up with a serum that made it impossible for a Skrell mother to give birth to more than one batch of eggs during her entire life. Though this is a quick fix and is leading to many concerns in how the Skrell population has diminished over the years.&lt;br /&gt;
&lt;br /&gt;
===Skrell brains and neural devices===&lt;br /&gt;
The Skrell brain was not compatible with Nanotrasen neural devices when Skrell started to work aboard Nanotrasen installations. To rectify this Nanotrasen started a project that took five years to complete, editing their neural tech to fit almost all brain types, although the project set Nanotrasen back nearly five billion credits for research and production.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
The most confusing thing other species tend to find with Skrell is gender, it is extremely difficult to tell the difference between male and female. And the only way, for someone who cannot speak the Skrell language, is the length of their tentacles, female tentacles are longer than male. Although Skrell do not care for gender other than for the purpose of reproduction.&lt;br /&gt;
A healthy Skrell can live up to two hundred years, but with current medicine and technology, it is possible for one to live for an extra fifty years.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
The Skrell language can be best described as a series of hums, warbles, or croaks, while they would not make sense to other species it can display a wide variety of emotion and meaning that English cannot. When learning other languages, Skrell tend to quickly assimilate grammatical structure and written form, but take much longer in learning enunciation. Their lack of teeth and articulate tongues leaves them with great difficulty in creating inflections typical of other races, while accents are completely out of the question for them.  Though a mainly scientific species, Skrell have interest in other forms of culture. Artists are fairly prevalent, as well unique fighting styles from the more physical. Skrellian arts often(but not always) focus on the mind. A recent movement focuses on how the mind interacts with the world around them. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe the Skrell are heartless and have no emotions, it is actually quite the contrary, the Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
But due to Humans limited audial receptors, the many tones a Skrell can project are lost to all those who are not Skrell, and thus Skrell have a very difficult time expressing emotion to Non-Skrell, though when matched with another of their kind the other Skrell is able to almost tell what the other is thinking, just because of the multitude of vocal tones. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Salamander”, ‘Squid head”, “water boy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not because they do not care, but because Skrell are often prideful and would prefer not to lose face with a confrontation, this kind of emotional reaction is quite common in Skrell, and they have earned a reputation for it, most Skrell would not engage in a fight or a challenge that they could not win, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy. However not all Skrell are like this, it just depends on where they are raised and how. &lt;br /&gt;
Skrell come from the same planet of the average slime, this has led to a common Skrellian insult being; &amp;quot;Slime-kin&amp;quot;. Often what A Skrell will call another Skrell instead of traitor or coward. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Political===&lt;br /&gt;
By the time Skrell had discovered interstellar travel(2016) the population was peaking at around 30,000,000,000 on Jargon IV(Qerrbalak) and as such they were looking to find other planets to sustain their growth rate, so their first expedition was to the solar system of Epsilon Ursae Minoris. And to the explorers luck they found a planet that was highly vegetated and fit the habitat margin, EUAIII, the explorers were ecstatic and boarded their ship to take the 3 year journey back to Jargon IV(Qerrbalak). But much to the explorers dismay they had noticed a giant plant life had attached itself to their bluespace drive in just the few hours they had been gone. As they tried to remove the plant it started showing signs of being sentient, and in within just a few days, it was confirmed, the Captain of the ship was called Weriu Tup, and is remembered as a hero of both the Diona and Skrell, he decided to stay on the planet, knowing he would not be able to return to his home for nine years at the quickest, but he wanted to learn more about the Dionae, the ship left but when it returned in five years, Weriu Tup was dead, killed by poisonous vegetation, but his heroism is remembered even now four hundred years after, the Diona revere him more than the Skrell do, but both Skrell and Diona children are often given the name Tup as a way to give the child strength. Many Skrell have an almost reverence for the Diona and see it as an honour to meet one.&lt;br /&gt;
The Skrell were the first sentient race to come into contact with the humans and just under fifty years ago, the Jargon Federation However does not trade with all Humans, only members of the Union of Sol and the Nanotrasen corporation, as they prefer to do business with people they consider trustworthy. Their mistrust of humanity is due to the rise of xenophobia in the Union which has caused many incidents such as the bombing of the Skrell embassy in Alpha centauri-b by the ‘Humanitarian sector’, an  anti-alien human group.&lt;br /&gt;
The Skrell also trade in minor proportions with the Tajara, the Unathi however have had a trade embargo since their first interactions with the Skrell. &lt;br /&gt;
The Skrell were about two hundred years ahead, technology wise when they first encountered humans, but since sharing their technology, their research is only one-hundred and fifty years ahead.&lt;br /&gt;
The Skrell seemed to skip the feudalistic political state that many of the sentient species have experienced and instead formed small councils even in early Skrell history. While some claim otherwise, the Skrell have never had a true monarchy.  The Current Skrell government is the Jargon Federation, a wide reaching republic that encompasses both Skrell and Dionae space with Dionae being official citizens. Over the years the Jargon Federarion has moved past individual representatives for both races and instead the races have become as important as eye-color in the world of politics. The Current Grand Councillor of the Jargon Federation is Stars Of The Tup, a Dionae diplomat who was the previous minor Councillor of the City Weiru. The &lt;br /&gt;
&lt;br /&gt;
Jargon Federation hierarchy is as such:&lt;br /&gt;
*Minor-Councillors States&lt;br /&gt;
*Councillors Govern Countries &lt;br /&gt;
*High Councillors Govern Planets&lt;br /&gt;
*Great Councillors Govern Solar Systems &lt;br /&gt;
*The Grand Councillor Governs The Federation&lt;br /&gt;
All Councillors from High to Grand must attend the annual Council of Jargon to discuss the Federation&#039;s important affairs. The Grand Councillor has the authority to call an Emergency Council of Jargon if it&#039;s needed. The Jargon Federation&#039;s slow but careful methods are usually why it&#039;s so rarely get&#039;s into conflict, but also the reason it took so long for Human&#039;s to earn the Federation&#039;s trust.&lt;br /&gt;
===Religion===&lt;br /&gt;
The Skrell religions are too vast and numerous to name them all, but the most notable are-&lt;br /&gt;
&lt;br /&gt;
====Altariser====&lt;br /&gt;
The Altariser are the most prominent religious faction in Skrell space due to the less mystic views that they have. The Altariser religion is considered a way to better oneself as their main goal is to reach a higher state of being where they can learn the secrets of the universe. They believe the way to reach this state is through physical and mental improvement, humans have compared the religion to Buddhism but the religion is far more selfish than the ancient oriental religion that it’s compared to.&lt;br /&gt;
The Altariser makes up for 47% of all of Skrell and even has been taken up by the other sentient races. Many people have theorized that the religion was invented to push Skrell to be the best, or give them comfort near death. The argument to this is that just because we don’t see the Skrell ‘evolve’ doesn&#039;t mean they don’t, the people that argue this point also state that it is possible that there are certain rules for an evolved one, such as no sharing the knowledge and power with lesser beings, although again this is all theory as no scientist from any race has been able to prove or disprove this religion. This religion has been around since Skrell history was recorded and as such is considered one of the oldest religions in the known Galaxy.&lt;br /&gt;
&lt;br /&gt;
====Dienabi====&lt;br /&gt;
The Dienabi are best described as Diona worshipers, their religion bases itself around the idea that the Diona are gods, every last one of them and that all the good fortune the Skrell have had since discovering them has come as a reward for the Skrell treatment of the Dionae. The religion teaches that Weiru Tup, the Captain of the famous Epsilon mission did not infact die due to poisonous vegetation but instead was transformed into a mystical Diona as a reward for his kindness to the strange species and he is often referred to as the first Dienabi(In the Skrell language Dienabi means ‘Tree child’) and is revered as the savior of the Skrell species. The only beings that the Dienabi revere more than Weiru Tup are the Dionae themselves, the members of the religion are often fanatic about their protection of the species and it is not too much of a stretch that they would die for the ones they consider gods, hoping that in turn they will be granted a place of immortality beside them as The First Dienabi was. This religion is one of the youngest Skrell religions and has only been around for about three centuries  it only encompasses a minor amount of Skrell 6% in total.&lt;br /&gt;
&lt;br /&gt;
====Eloish====&lt;br /&gt;
Eloish is the most controversial of religions in Skrellian space and by many Skrell it is considered a black stain on the Skrell history  and is often used to wound many proud Skrell. The religion was first founded by it’s namesake Elois Guf a general in the Qerrballak Yuer(A proud country that followed the lead of one man ,Yuer Iu,) Army and is considered one of the greatest warriors to ever walk the Skrell homeworld. Elois Guf was a powerful general and due to the Qerrballak Yuer’s war with the Skrellian Tumpat(The Tumpat was a coalition of independent city states that formed due to increasing tension from Yuer),  Elois was leading many attacks on the independent city states which was quite common for him as he had a reputation as a very blood thirsty man, but all the killing changed him and led to him seeing himself as a god, mainly due to the men following him seeing him as such. &lt;br /&gt;
After twenty years of bloody war the Yuer decided to sign a treaty with the Tumpat which enraged Elois, he had fought and bled for his people and he felt like they had in turn betrayed him, he considered the Yuer a coward and declared a one man war against both the Tumpat and the Yuer. It wasn’t long before his one man raids and battles inspired men to join him and before long he had thousands behind him, he started taking villages, both Tumpat and Yuer. And recruited their people into his army, he made it a point to have his soldiers burn anyone that didn’t see him as their true god and so, many millions of Skrell died. After four years Elois was finally closing into the Yuer capital, Warufsh, and planned to take it, he had the manpower and the drive. But as the battle commenced unexpectedly the Tumpat had sent aid in the way of General Rinoi Laush, he commanded fifty thousand men into battle against Elois and it is said that General Laush was forced to fight Elois with an energy axe,  removing his head from his body.&lt;br /&gt;
Today all that remains of this religion are remnants and it is a religion mainly followed by old warriors and descendants of Elois’ troops.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
While the Skrell seem less mercantile than the other races of the Milky way, they in fact consider themselves some of the best tradesmen in the galaxy, but of course this isn’t always true. Before first contact with humans the Skrell Confederation used Butya, small square pieces of silver embellished with notable Skrell on them. The ‘notable Skrell’ are Skrell who have made true contributions to the Skrellian species, among their ranks are Weriu Tup the captain of the Epsilon mission(Diona First Contact), Chulash Yue the pioneer scientist of Bluespace drives, Rinoi Laush the brave Skrell general that defended Yuerbelak(The Largest continent on Jargon IV(Qerrbalak)) against the Eridish Regime in 1782, and many others. Following the first contact with Humans, Credits were accepted as a legitimate currency in the Skrell Confederation and in less than twenty years it was the primary currency used in Skrell space.&lt;br /&gt;
The Skrell are most well known for their confectionery, medicines and implants. The most famous Skrell confectionery is Yewerie a sweet cake coated in a sugary icing that is laced with minute amounts of Riehsi, this being because the Skrell carry a natural partial-immunity to the mushroom and just see it as a flavoring rather than a recreational drug, this cake has been banned from numerous worlds in the Union and Sol, and is more openly accepted on the frontier worlds due to the lack of true law. &lt;br /&gt;
Skrell medicines and implants are some of the most expensive and sought after pieces of medical technology in the civilised galaxy the human suited  implants include: Regeneration implants that force the cells of a human body to overclock regenerate at incredible speed rates, these implants are priced at just 40,000 Union of Sol credits, although many side effects have been uncovered including impotence and internal bleeding due to cells overcompensating and regenerating internal organs that aren&#039;t needed. Adrenal implants that trigger when the user wishes, giving increased strength and physical ability to the user, these implants have been abused in the past causing brain hemorrhages and cardiac arrests these implants are only priced at 2,500 credits and can be purchased and implanted at many clinics in Union of Sol space.&lt;br /&gt;
The Skrell have been highly sexualized in Human culture due to strange sexual fetishes, this has led to many Skrell, male and female, turning to small roles in Human erotic movies and posters. The most successful part of the Skrell sex industry is ‘wetskrell.net’ &lt;br /&gt;
WetSkrell.nt is neither as perverse or indecent as one would seem, and simply depicts Skrell of various ages and colours in sexually suggestive positions. The Skrell’s lax attitude towards sexuality and the  lack of sexual organs  has led to many Skrell agreeing to such a deal, both male and female,without hesitation.&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
The Majority of the planets in Skrell space have been terraformed to suit their nature, the typical planets are covered in swamps and jungles and occasionally large bodies of water. Though on planets where this kind of extreme terraformation is not possible, the Skrell construct large bio-domes and habitat structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
Skrell cities are often considered less ornate than human ones, usually consisting of tall white skyscrapers that stand from the swamps, although it should be said that these buildings are usually covered in moss and other vegetation due to their building environments, the Skrell have never enjoyed living underground and as such there is a distinct lack of underground buildings when Skrell outposts are concerned. The Skrell are famous for their underwater cities, that can span huge areas under water and that are majorly constructed from glass, the secret to these cities however is not super strong glass but instead, immensely powerful shields that are powered by multiple super matter engines somewhere inside the city. The largest underwater city constructed by the Skrell is on Laush V(Laush is the second closest star system to the Skrellian home system Jargon) the city on Laush V known only as Eriuyish has an area of 17822 miles and requires seven super matter engines to power the 420 shield emitters located around the city.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent, however the opposite is true. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrell&#039;s incredible technological advances mean their military is the most effective in the known galaxy. See; &amp;quot;Combat technology&amp;quot; for information. Their careful ways and refusal to fight a losing battle has given them the reputation of the most efficient fighting force in the galaxy even if it&#039;s only because of logic. &lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2131</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2131"/>
		<updated>2015-07-04T09:58:11Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Evolution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced 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 vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong federation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums and this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Due to their herbivore nature, the Skrell cannot process meat correctly. &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. However, Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious. But due to lacking game mechanics this won&#039;t be tested, although it can be role played.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen, their similarities to humans and their larger brains mean they can fill any role aboard the station.&lt;br /&gt;
*Skrell lack articulate tongues and as such they have trouble pronouncing words in English, the words often become slurred.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Skrell have an average height that ranges from 4’5”-5’1” for males, and 4’5”-5’5” for females. Skrellian skin looks gelatinous but in fact has a second layer of a less translucent flesh under the surface, their skin secretes a slightly sticky mucus when frightened or in a dangerous situation, similar to the human adrenal boost, only it helps soothe the Skrell and prepare for death, rather than attempting to fight or flee. This does not mean however, that Skrell will not fight, but it does mean they can be at peace if they choose not to, this is likely a leftover function from the many years the Skrell were prey on their home planet. The mucus itself is dangerous to ingest, even in small quantities, meaning that if a group of ancient Skrell were caught by a predator, the first to be eaten, would ensure the survival of the others, or at least give them a chance; however it is not deadly and only causes nausea and digestive issues that wear off a few hours after ingestion.&lt;br /&gt;
&lt;br /&gt;
The colour of the Skrellian skin often depends on a lot of variables, including ancestry and environment, usually those with ancestors originating from the colder places on Aliose are greens and blues though they tend to be lighter shades of the respective colours. Whereas those living in hotter places on Jargon IV (Qerrbalak), tend to have pink, yellow or orange skin. &lt;br /&gt;
&lt;br /&gt;
Skrell faces are quite plain and their eyes are completely black, leaving it incredibly difficult to tell how a Skrell feels and what emotions are present. The eyes however, allow them to see much more clearly underwater, and while they do have lungs to breathe oxygen they spend most of their childhood underwater, as they are amphibious. The hands and feet of the Skrell are very similar to that of humans except they lack nails and have strong webbing in between each finger and toe. Due to their herbivorous nature the Skrell lack any real teeth and instead have hardened gum lines for the consumption of their food, because of this, Skrell have a hard time consuming meat. What a human might call a nose is actually just two slits in the middle of a Skrell’s face used for retrieving the smell of things. Soup and blended foodstuffs are a Skrell’s favorite, although others will suffice. It is notable that due to the semi-porous nature of Skrell skin, finely-blended nutrients can be absorbed through any part of the skin, entering into their internal fluids and being slowly broken down normally. However, most Skrell tend to use their ‘mouths’ simply to avoid offending other species.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
It is theorized that the Skrell evolved from something similar to the Earth born salamander, but the Skrell bear tentacles. These tentacles have no real muscle tissue in them and cannot be controlled, instead they hang down over a Skrell’s shoulders. These tentacles to keep the skin close to the neck damp for the incubating of eggs. However, Nanotrasen discourages this practice aboard it’s vessels, and says that any Skrell eggs should be kept in a bucket of water. The tentacles only other real use is for show, they are often adorned with jewels, cloths, chains, plates; anything that can be used to make a statement about the Skrell’s personal wealth.&lt;br /&gt;
Due to a lack of sexual organs, the Skrell do not procreate as many other species do, and instead the eggs are laid by the female and fertilized by the male. The females can lay anywhere between 5-50 eggs and this has caused the Skrell to seek out other planets with similar features to their homeworld Jargon IV (Qerrbalak), as warm and humid environments are the habitats Skrell eggs are best raised in. Skrell scientists decided that the overpopulation was becoming a massive problem, this led to the Skrell coming up with a serum that made it impossible for a Skrell mother to give birth to more than one batch of eggs during her entire life. Though this is a quick fix and is leading to many concerns in how the Skrell population has diminished over the years.&lt;br /&gt;
&lt;br /&gt;
===Skrell brains and neural devices===&lt;br /&gt;
The Skrell brain was not compatible with Nanotrasen neural devices as soon as Skrell started to work aboard Nanotrasen installations, and instead Nanotrasen started a project that took five years to complete, editing their Neural tech to fit almost all brain types, although the project set Nanotrasen back nearly Five billion credits for research and production, the Nanotrasen investors saw it fit to edit the devices to allow the Skrell, who were at this point far more advanced than they were, access to their neural interfaces.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
The most confusing thing other species tend to find with Skrell is gender, it is extremely difficult to tell the difference between male and female. And the only way, for someone who cannot speak the Skrell language, is the length of their tentacles, female tentacles are longer than male. Although Skrell do not care for gender other than for the purpose of reproduction.&lt;br /&gt;
A healthy Skrell can live up to two hundred years, but with current medicine and technology, it is possible for one to live for an extra fifty years.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
The Skrell language can be best described as a series of hums, warbles, or croaks, while they would not make sense to other species it can display a wide variety of emotion and meaning that English cannot. When learning other languages, Skrell tend to quickly assimilate grammatical structure and written form, but take much longer in learning enunciation. Their lack of teeth and articulate tongues leaves them with great difficulty in creating inflections typical of other races, while accents are completely out of the question for them.  Though a mainly scientific species, Skrell have interest in other forms of culture. Artists are fairly prevalent, as well unique fighting styles from the more physical. Skrellian arts often(but not always) focus on the mind. A recent movement focuses on how the mind interacts with the world around them. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe the Skrell are heartless and have no emotions, it is actually quite the contrary, the Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
But due to Humans limited audial receptors, the many tones a Skrell can project are lost to all those who are not Skrell, and thus Skrell have a very difficult time expressing emotion to Non-Skrell, though when matched with another of their kind the other Skrell is able to almost tell what the other is thinking, just because of the multitude of vocal tones. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Salamander”, ‘Squid head”, “water boy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not because they do not care, but because Skrell are often prideful and would prefer not to lose face with a confrontation, this kind of emotional reaction is quite common in Skrell, and they have earned a reputation for it, most Skrell would not engage in a fight or a challenge that they could not win, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy. However not all Skrell are like this, it just depends on where they are raised and how. &lt;br /&gt;
Skrell come from the same planet of the average slime, this has led to a common Skrellian insult being; &amp;quot;Slime-kin&amp;quot;. Often what A Skrell will call another Skrell instead of traitor or coward. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Political===&lt;br /&gt;
By the time Skrell had discovered interstellar travel(2016) the population was peaking at around 30,000,000,000 on Jargon IV(Qerrbalak) and as such they were looking to find other planets to sustain their growth rate, so their first expedition was to the solar system of Epsilon Ursae Minoris. And to the explorers luck they found a planet that was highly vegetated and fit the habitat margin, EUAIII, the explorers were ecstatic and boarded their ship to take the 3 year journey back to Jargon IV(Qerrbalak). But much to the explorers dismay they had noticed a giant plant life had attached itself to their bluespace drive in just the few hours they had been gone. As they tried to remove the plant it started showing signs of being sentient, and in within just a few days, it was confirmed, the Captain of the ship was called Weriu Tup, and is remembered as a hero of both the Diona and Skrell, he decided to stay on the planet, knowing he would not be able to return to his home for nine years at the quickest, but he wanted to learn more about the Dionae, the ship left but when it returned in five years, Weriu Tup was dead, killed by poisonous vegetation, but his heroism is remembered even now four hundred years after, the Diona revere him more than the Skrell do, but both Skrell and Diona children are often given the name Tup as a way to give the child strength. Many Skrell have an almost reverence for the Diona and see it as an honour to meet one.&lt;br /&gt;
The Skrell were the first sentient race to come into contact with the humans and just under fifty years ago, the Jargon Federation However does not trade with all Humans, only members of the Union of Sol and the Nanotrasen corporation, as they prefer to do business with people they consider trustworthy. Their mistrust of humanity is due to the rise of xenophobia in the Union which has caused many incidents such as the bombing of the Skrell embassy in Alpha centauri-b by the ‘Humanitarian sector’, an  anti-alien human group.&lt;br /&gt;
The Skrell also trade in minor proportions with the Tajara, the Unathi however have had a trade embargo since their first interactions with the Skrell. &lt;br /&gt;
The Skrell were about two hundred years ahead, technology wise when they first encountered humans, but since sharing their technology, their research is only one-hundred and fifty years ahead.&lt;br /&gt;
The Skrell seemed to skip the feudalistic political state that many of the sentient species have experienced and instead formed small councils even in early Skrell history. While some claim otherwise, the Skrell have never had a true monarchy.  The Current Skrell government is the Jargon Federation, a wide reaching republic that encompasses both Skrell and Dionae space with Dionae being official citizens. Over the years the Jargon Federarion has moved past individual representatives for both races and instead the races have become as important as eye-color in the world of politics. The Current Grand Councillor of the Jargon Federation is Stars Of The Tup, a Dionae diplomat who was the previous minor Councillor of the City Weiru. The &lt;br /&gt;
&lt;br /&gt;
Jargon Federation hierarchy is as such:&lt;br /&gt;
*Minor-Councillors States&lt;br /&gt;
*Councillors Govern Countries &lt;br /&gt;
*High Councillors Govern Planets&lt;br /&gt;
*Great Councillors Govern Solar Systems &lt;br /&gt;
*The Grand Councillor Governs The Federation&lt;br /&gt;
All Councillors from High to Grand must attend the annual Council of Jargon to discuss the Federation&#039;s important affairs. The Grand Councillor has the authority to call an Emergency Council of Jargon if it&#039;s needed. The Jargon Federation&#039;s slow but careful methods are usually why it&#039;s so rarely get&#039;s into conflict, but also the reason it took so long for Human&#039;s to earn the Federation&#039;s trust.&lt;br /&gt;
===Religion===&lt;br /&gt;
The Skrell religions are too vast and numerous to name them all, but the most notable are-&lt;br /&gt;
&lt;br /&gt;
====Altariser====&lt;br /&gt;
The Altariser are the most prominent religious faction in Skrell space due to the less mystic views that they have. The Altariser religion is considered a way to better oneself as their main goal is to reach a higher state of being where they can learn the secrets of the universe. They believe the way to reach this state is through physical and mental improvement, humans have compared the religion to Buddhism but the religion is far more selfish than the ancient oriental religion that it’s compared to.&lt;br /&gt;
The Altariser makes up for 47% of all of Skrell and even has been taken up by the other sentient races. Many people have theorized that the religion was invented to push Skrell to be the best, or give them comfort near death. The argument to this is that just because we don’t see the Skrell ‘evolve’ doesn&#039;t mean they don’t, the people that argue this point also state that it is possible that there are certain rules for an evolved one, such as no sharing the knowledge and power with lesser beings, although again this is all theory as no scientist from any race has been able to prove or disprove this religion. This religion has been around since Skrell history was recorded and as such is considered one of the oldest religions in the known Galaxy.&lt;br /&gt;
&lt;br /&gt;
====Dienabi====&lt;br /&gt;
The Dienabi are best described as Diona worshipers, their religion bases itself around the idea that the Diona are gods, every last one of them and that all the good fortune the Skrell have had since discovering them has come as a reward for the Skrell treatment of the Dionae. The religion teaches that Weiru Tup, the Captain of the famous Epsilon mission did not infact die due to poisonous vegetation but instead was transformed into a mystical Diona as a reward for his kindness to the strange species and he is often referred to as the first Dienabi(In the Skrell language Dienabi means ‘Tree child’) and is revered as the savior of the Skrell species. The only beings that the Dienabi revere more than Weiru Tup are the Dionae themselves, the members of the religion are often fanatic about their protection of the species and it is not too much of a stretch that they would die for the ones they consider gods, hoping that in turn they will be granted a place of immortality beside them as The First Dienabi was. This religion is one of the youngest Skrell religions and has only been around for about three centuries  it only encompasses a minor amount of Skrell 6% in total.&lt;br /&gt;
&lt;br /&gt;
====Eloish====&lt;br /&gt;
Eloish is the most controversial of religions in Skrellian space and by many Skrell it is considered a black stain on the Skrell history  and is often used to wound many proud Skrell. The religion was first founded by it’s namesake Elois Guf a general in the Qerrballak Yuer(A proud country that followed the lead of one man ,Yuer Iu,) Army and is considered one of the greatest warriors to ever walk the Skrell homeworld. Elois Guf was a powerful general and due to the Qerrballak Yuer’s war with the Skrellian Tumpat(The Tumpat was a coalition of independent city states that formed due to increasing tension from Yuer),  Elois was leading many attacks on the independent city states which was quite common for him as he had a reputation as a very blood thirsty man, but all the killing changed him and led to him seeing himself as a god, mainly due to the men following him seeing him as such. &lt;br /&gt;
After twenty years of bloody war the Yuer decided to sign a treaty with the Tumpat which enraged Elois, he had fought and bled for his people and he felt like they had in turn betrayed him, he considered the Yuer a coward and declared a one man war against both the Tumpat and the Yuer. It wasn’t long before his one man raids and battles inspired men to join him and before long he had thousands behind him, he started taking villages, both Tumpat and Yuer. And recruited their people into his army, he made it a point to have his soldiers burn anyone that didn’t see him as their true god and so, many millions of Skrell died. After four years Elois was finally closing into the Yuer capital, Warufsh, and planned to take it, he had the manpower and the drive. But as the battle commenced unexpectedly the Tumpat had sent aid in the way of General Rinoi Laush, he commanded fifty thousand men into battle against Elois and it is said that General Laush was forced to fight Elois with an energy axe,  removing his head from his body.&lt;br /&gt;
Today all that remains of this religion are remnants and it is a religion mainly followed by old warriors and descendants of Elois’ troops.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
While the Skrell seem less mercantile than the other races of the Milky way, they in fact consider themselves some of the best tradesmen in the galaxy, but of course this isn’t always true. Before first contact with humans the Skrell Confederation used Butya, small square pieces of silver embellished with notable Skrell on them. The ‘notable Skrell’ are Skrell who have made true contributions to the Skrellian species, among their ranks are Weriu Tup the captain of the Epsilon mission(Diona First Contact), Chulash Yue the pioneer scientist of Bluespace drives, Rinoi Laush the brave Skrell general that defended Yuerbelak(The Largest continent on Jargon IV(Qerrbalak)) against the Eridish Regime in 1782, and many others. Following the first contact with Humans, Credits were accepted as a legitimate currency in the Skrell Confederation and in less than twenty years it was the primary currency used in Skrell space.&lt;br /&gt;
The Skrell are most well known for their confectionery, medicines and implants. The most famous Skrell confectionery is Yewerie a sweet cake coated in a sugary icing that is laced with minute amounts of Riehsi, this being because the Skrell carry a natural partial-immunity to the mushroom and just see it as a flavoring rather than a recreational drug, this cake has been banned from numerous worlds in the Union and Sol, and is more openly accepted on the frontier worlds due to the lack of true law. &lt;br /&gt;
Skrell medicines and implants are some of the most expensive and sought after pieces of medical technology in the civilised galaxy the human suited  implants include: Regeneration implants that force the cells of a human body to overclock regenerate at incredible speed rates, these implants are priced at just 40,000 Union of Sol credits, although many side effects have been uncovered including impotence and internal bleeding due to cells overcompensating and regenerating internal organs that aren&#039;t needed. Adrenal implants that trigger when the user wishes, giving increased strength and physical ability to the user, these implants have been abused in the past causing brain hemorrhages and cardiac arrests these implants are only priced at 2,500 credits and can be purchased and implanted at many clinics in Union of Sol space.&lt;br /&gt;
The Skrell have been highly sexualized in Human culture due to strange sexual fetishes, this has led to many Skrell, male and female, turning to small roles in Human erotic movies and posters. The most successful part of the Skrell sex industry is ‘wetskrell.net’ &lt;br /&gt;
WetSkrell.nt is neither as perverse or indecent as one would seem, and simply depicts Skrell of various ages and colours in sexually suggestive positions. The Skrell’s lax attitude towards sexuality and the  lack of sexual organs  has led to many Skrell agreeing to such a deal, both male and female,without hesitation.&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
The Majority of the planets in Skrell space have been terraformed to suit their nature, the typical planets are covered in swamps and jungles and occasionally large bodies of water. Though on planets where this kind of extreme terraformation is not possible, the Skrell construct large bio-domes and habitat structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
Skrell cities are often considered less ornate than human ones, usually consisting of tall white skyscrapers that stand from the swamps, although it should be said that these buildings are usually covered in moss and other vegetation due to their building environments, the Skrell have never enjoyed living underground and as such there is a distinct lack of underground buildings when Skrell outposts are concerned. The Skrell are famous for their underwater cities, that can span huge areas under water and that are majorly constructed from glass, the secret to these cities however is not super strong glass but instead, immensely powerful shields that are powered by multiple super matter engines somewhere inside the city. The largest underwater city constructed by the Skrell is on Laush V(Laush is the second closest star system to the Skrellian home system Jargon) the city on Laush V known only as Eriuyish has an area of 17822 miles and requires seven super matter engines to power the 420 shield emitters located around the city.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent, however the opposite is true. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrell&#039;s incredible technological advances mean their military is the most effective in the known galaxy. See; &amp;quot;Combat technology&amp;quot; for information. Their careful ways and refusal to fight a losing battle has given them the reputation of the most efficient fighting force in the galaxy even if it&#039;s only because of logic. &lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2130</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2130"/>
		<updated>2015-07-04T09:52:49Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Biology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced 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 vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong federation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums and this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Due to their herbivore nature, the Skrell cannot process meat correctly. &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. However, Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious. But due to lacking game mechanics this won&#039;t be tested, although it can be role played.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen, their similarities to humans and their larger brains mean they can fill any role aboard the station.&lt;br /&gt;
*Skrell lack articulate tongues and as such they have trouble pronouncing words in English, the words often become slurred.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Skrell have an average height that ranges from 4’5”-5’1” for males, and 4’5”-5’5” for females. Skrellian skin looks gelatinous but in fact has a second layer of a less translucent flesh under the surface, their skin secretes a slightly sticky mucus when frightened or in a dangerous situation, similar to the human adrenal boost, only it helps soothe the Skrell and prepare for death, rather than attempting to fight or flee. This does not mean however, that Skrell will not fight, but it does mean they can be at peace if they choose not to, this is likely a leftover function from the many years the Skrell were prey on their home planet. The mucus itself is dangerous to ingest, even in small quantities, meaning that if a group of ancient Skrell were caught by a predator, the first to be eaten, would ensure the survival of the others, or at least give them a chance; however it is not deadly and only causes nausea and digestive issues that wear off a few hours after ingestion.&lt;br /&gt;
&lt;br /&gt;
The colour of the Skrellian skin often depends on a lot of variables, including ancestry and environment, usually those with ancestors originating from the colder places on Aliose are greens and blues though they tend to be lighter shades of the respective colours. Whereas those living in hotter places on Jargon IV (Qerrbalak), tend to have pink, yellow or orange skin. &lt;br /&gt;
&lt;br /&gt;
Skrell faces are quite plain and their eyes are completely black, leaving it incredibly difficult to tell how a Skrell feels and what emotions are present. The eyes however, allow them to see much more clearly underwater, and while they do have lungs to breathe oxygen they spend most of their childhood underwater, as they are amphibious. The hands and feet of the Skrell are very similar to that of humans except they lack nails and have strong webbing in between each finger and toe. Due to their herbivorous nature the Skrell lack any real teeth and instead have hardened gum lines for the consumption of their food, because of this, Skrell have a hard time consuming meat. What a human might call a nose is actually just two slits in the middle of a Skrell’s face used for retrieving the smell of things. Soup and blended foodstuffs are a Skrell’s favorite, although others will suffice. It is notable that due to the semi-porous nature of Skrell skin, finely-blended nutrients can be absorbed through any part of the skin, entering into their internal fluids and being slowly broken down normally. However, most Skrell tend to use their ‘mouths’ simply to avoid offending other species.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
It is theorized that the Skrell evolved from something similar to the Earth born Salamander, but the Skrell bare tentacles. These tentacles have no real muscle tissue in them and cannot be controlled, instead they hang down over a Skrell’s shoulders and tend to keep the area between the neck and tentacle damp for the incubating of eggs, Nanotrasen discourages this practice aboard it’s vessels however, and says that any Skrell eggs should be kept in a bucket of water. The tentacles only other real use is for show, they are often adorned with jewels, cloths, chains, plates anything that can be used to make a statement about the Skrell’s personal wealth.&lt;br /&gt;
Due to a lack of sexual organs the Skrell do not procreate as many other species do, and instead the eggs are laid by the female and fertilized by the male, the females can lay anywhere between 5-50 eggs and this has caused the Skrell to seek out other planets with similar features to their homeworld Jargon IV(Qerrbalak), as warm and humid environments are the habitats Skrell eggs are best raised in. Skrell scientists decided that the overpopulation was becoming a massive problem, this led to the Skrell coming up with a serum that made it impossible for a Skrell mother to give birth to more than one batch of eggs during her entire life. Though this is a quick fix and is leading to many concerns in how the Skrell population has diminished over the years. &lt;br /&gt;
&lt;br /&gt;
===Skrell brains and neural devices===&lt;br /&gt;
The Skrell brain was not compatible with Nanotrasen neural devices as soon as Skrell started to work aboard Nanotrasen installations, and instead Nanotrasen started a project that took five years to complete, editing their Neural tech to fit almost all brain types, although the project set Nanotrasen back nearly Five billion credits for research and production, the Nanotrasen investors saw it fit to edit the devices to allow the Skrell, who were at this point far more advanced than they were, access to their neural interfaces.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
The most confusing thing other species tend to find with Skrell is gender, it is extremely difficult to tell the difference between male and female. And the only way, for someone who cannot speak the Skrell language, is the length of their tentacles, female tentacles are longer than male. Although Skrell do not care for gender other than for the purpose of reproduction.&lt;br /&gt;
A healthy Skrell can live up to two hundred years, but with current medicine and technology, it is possible for one to live for an extra fifty years.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
The Skrell language can be best described as a series of hums, warbles, or croaks, while they would not make sense to other species it can display a wide variety of emotion and meaning that English cannot. When learning other languages, Skrell tend to quickly assimilate grammatical structure and written form, but take much longer in learning enunciation. Their lack of teeth and articulate tongues leaves them with great difficulty in creating inflections typical of other races, while accents are completely out of the question for them.  Though a mainly scientific species, Skrell have interest in other forms of culture. Artists are fairly prevalent, as well unique fighting styles from the more physical. Skrellian arts often(but not always) focus on the mind. A recent movement focuses on how the mind interacts with the world around them. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe the Skrell are heartless and have no emotions, it is actually quite the contrary, the Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
But due to Humans limited audial receptors, the many tones a Skrell can project are lost to all those who are not Skrell, and thus Skrell have a very difficult time expressing emotion to Non-Skrell, though when matched with another of their kind the other Skrell is able to almost tell what the other is thinking, just because of the multitude of vocal tones. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Salamander”, ‘Squid head”, “water boy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not because they do not care, but because Skrell are often prideful and would prefer not to lose face with a confrontation, this kind of emotional reaction is quite common in Skrell, and they have earned a reputation for it, most Skrell would not engage in a fight or a challenge that they could not win, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy. However not all Skrell are like this, it just depends on where they are raised and how. &lt;br /&gt;
Skrell come from the same planet of the average slime, this has led to a common Skrellian insult being; &amp;quot;Slime-kin&amp;quot;. Often what A Skrell will call another Skrell instead of traitor or coward. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Political===&lt;br /&gt;
By the time Skrell had discovered interstellar travel(2016) the population was peaking at around 30,000,000,000 on Jargon IV(Qerrbalak) and as such they were looking to find other planets to sustain their growth rate, so their first expedition was to the solar system of Epsilon Ursae Minoris. And to the explorers luck they found a planet that was highly vegetated and fit the habitat margin, EUAIII, the explorers were ecstatic and boarded their ship to take the 3 year journey back to Jargon IV(Qerrbalak). But much to the explorers dismay they had noticed a giant plant life had attached itself to their bluespace drive in just the few hours they had been gone. As they tried to remove the plant it started showing signs of being sentient, and in within just a few days, it was confirmed, the Captain of the ship was called Weriu Tup, and is remembered as a hero of both the Diona and Skrell, he decided to stay on the planet, knowing he would not be able to return to his home for nine years at the quickest, but he wanted to learn more about the Dionae, the ship left but when it returned in five years, Weriu Tup was dead, killed by poisonous vegetation, but his heroism is remembered even now four hundred years after, the Diona revere him more than the Skrell do, but both Skrell and Diona children are often given the name Tup as a way to give the child strength. Many Skrell have an almost reverence for the Diona and see it as an honour to meet one.&lt;br /&gt;
The Skrell were the first sentient race to come into contact with the humans and just under fifty years ago, the Jargon Federation However does not trade with all Humans, only members of the Union of Sol and the Nanotrasen corporation, as they prefer to do business with people they consider trustworthy. Their mistrust of humanity is due to the rise of xenophobia in the Union which has caused many incidents such as the bombing of the Skrell embassy in Alpha centauri-b by the ‘Humanitarian sector’, an  anti-alien human group.&lt;br /&gt;
The Skrell also trade in minor proportions with the Tajara, the Unathi however have had a trade embargo since their first interactions with the Skrell. &lt;br /&gt;
The Skrell were about two hundred years ahead, technology wise when they first encountered humans, but since sharing their technology, their research is only one-hundred and fifty years ahead.&lt;br /&gt;
The Skrell seemed to skip the feudalistic political state that many of the sentient species have experienced and instead formed small councils even in early Skrell history. While some claim otherwise, the Skrell have never had a true monarchy.  The Current Skrell government is the Jargon Federation, a wide reaching republic that encompasses both Skrell and Dionae space with Dionae being official citizens. Over the years the Jargon Federarion has moved past individual representatives for both races and instead the races have become as important as eye-color in the world of politics. The Current Grand Councillor of the Jargon Federation is Stars Of The Tup, a Dionae diplomat who was the previous minor Councillor of the City Weiru. The &lt;br /&gt;
&lt;br /&gt;
Jargon Federation hierarchy is as such:&lt;br /&gt;
*Minor-Councillors States&lt;br /&gt;
*Councillors Govern Countries &lt;br /&gt;
*High Councillors Govern Planets&lt;br /&gt;
*Great Councillors Govern Solar Systems &lt;br /&gt;
*The Grand Councillor Governs The Federation&lt;br /&gt;
All Councillors from High to Grand must attend the annual Council of Jargon to discuss the Federation&#039;s important affairs. The Grand Councillor has the authority to call an Emergency Council of Jargon if it&#039;s needed. The Jargon Federation&#039;s slow but careful methods are usually why it&#039;s so rarely get&#039;s into conflict, but also the reason it took so long for Human&#039;s to earn the Federation&#039;s trust.&lt;br /&gt;
===Religion===&lt;br /&gt;
The Skrell religions are too vast and numerous to name them all, but the most notable are-&lt;br /&gt;
&lt;br /&gt;
====Altariser====&lt;br /&gt;
The Altariser are the most prominent religious faction in Skrell space due to the less mystic views that they have. The Altariser religion is considered a way to better oneself as their main goal is to reach a higher state of being where they can learn the secrets of the universe. They believe the way to reach this state is through physical and mental improvement, humans have compared the religion to Buddhism but the religion is far more selfish than the ancient oriental religion that it’s compared to.&lt;br /&gt;
The Altariser makes up for 47% of all of Skrell and even has been taken up by the other sentient races. Many people have theorized that the religion was invented to push Skrell to be the best, or give them comfort near death. The argument to this is that just because we don’t see the Skrell ‘evolve’ doesn&#039;t mean they don’t, the people that argue this point also state that it is possible that there are certain rules for an evolved one, such as no sharing the knowledge and power with lesser beings, although again this is all theory as no scientist from any race has been able to prove or disprove this religion. This religion has been around since Skrell history was recorded and as such is considered one of the oldest religions in the known Galaxy.&lt;br /&gt;
&lt;br /&gt;
====Dienabi====&lt;br /&gt;
The Dienabi are best described as Diona worshipers, their religion bases itself around the idea that the Diona are gods, every last one of them and that all the good fortune the Skrell have had since discovering them has come as a reward for the Skrell treatment of the Dionae. The religion teaches that Weiru Tup, the Captain of the famous Epsilon mission did not infact die due to poisonous vegetation but instead was transformed into a mystical Diona as a reward for his kindness to the strange species and he is often referred to as the first Dienabi(In the Skrell language Dienabi means ‘Tree child’) and is revered as the savior of the Skrell species. The only beings that the Dienabi revere more than Weiru Tup are the Dionae themselves, the members of the religion are often fanatic about their protection of the species and it is not too much of a stretch that they would die for the ones they consider gods, hoping that in turn they will be granted a place of immortality beside them as The First Dienabi was. This religion is one of the youngest Skrell religions and has only been around for about three centuries  it only encompasses a minor amount of Skrell 6% in total.&lt;br /&gt;
&lt;br /&gt;
====Eloish====&lt;br /&gt;
Eloish is the most controversial of religions in Skrellian space and by many Skrell it is considered a black stain on the Skrell history  and is often used to wound many proud Skrell. The religion was first founded by it’s namesake Elois Guf a general in the Qerrballak Yuer(A proud country that followed the lead of one man ,Yuer Iu,) Army and is considered one of the greatest warriors to ever walk the Skrell homeworld. Elois Guf was a powerful general and due to the Qerrballak Yuer’s war with the Skrellian Tumpat(The Tumpat was a coalition of independent city states that formed due to increasing tension from Yuer),  Elois was leading many attacks on the independent city states which was quite common for him as he had a reputation as a very blood thirsty man, but all the killing changed him and led to him seeing himself as a god, mainly due to the men following him seeing him as such. &lt;br /&gt;
After twenty years of bloody war the Yuer decided to sign a treaty with the Tumpat which enraged Elois, he had fought and bled for his people and he felt like they had in turn betrayed him, he considered the Yuer a coward and declared a one man war against both the Tumpat and the Yuer. It wasn’t long before his one man raids and battles inspired men to join him and before long he had thousands behind him, he started taking villages, both Tumpat and Yuer. And recruited their people into his army, he made it a point to have his soldiers burn anyone that didn’t see him as their true god and so, many millions of Skrell died. After four years Elois was finally closing into the Yuer capital, Warufsh, and planned to take it, he had the manpower and the drive. But as the battle commenced unexpectedly the Tumpat had sent aid in the way of General Rinoi Laush, he commanded fifty thousand men into battle against Elois and it is said that General Laush was forced to fight Elois with an energy axe,  removing his head from his body.&lt;br /&gt;
Today all that remains of this religion are remnants and it is a religion mainly followed by old warriors and descendants of Elois’ troops.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
While the Skrell seem less mercantile than the other races of the Milky way, they in fact consider themselves some of the best tradesmen in the galaxy, but of course this isn’t always true. Before first contact with humans the Skrell Confederation used Butya, small square pieces of silver embellished with notable Skrell on them. The ‘notable Skrell’ are Skrell who have made true contributions to the Skrellian species, among their ranks are Weriu Tup the captain of the Epsilon mission(Diona First Contact), Chulash Yue the pioneer scientist of Bluespace drives, Rinoi Laush the brave Skrell general that defended Yuerbelak(The Largest continent on Jargon IV(Qerrbalak)) against the Eridish Regime in 1782, and many others. Following the first contact with Humans, Credits were accepted as a legitimate currency in the Skrell Confederation and in less than twenty years it was the primary currency used in Skrell space.&lt;br /&gt;
The Skrell are most well known for their confectionery, medicines and implants. The most famous Skrell confectionery is Yewerie a sweet cake coated in a sugary icing that is laced with minute amounts of Riehsi, this being because the Skrell carry a natural partial-immunity to the mushroom and just see it as a flavoring rather than a recreational drug, this cake has been banned from numerous worlds in the Union and Sol, and is more openly accepted on the frontier worlds due to the lack of true law. &lt;br /&gt;
Skrell medicines and implants are some of the most expensive and sought after pieces of medical technology in the civilised galaxy the human suited  implants include: Regeneration implants that force the cells of a human body to overclock regenerate at incredible speed rates, these implants are priced at just 40,000 Union of Sol credits, although many side effects have been uncovered including impotence and internal bleeding due to cells overcompensating and regenerating internal organs that aren&#039;t needed. Adrenal implants that trigger when the user wishes, giving increased strength and physical ability to the user, these implants have been abused in the past causing brain hemorrhages and cardiac arrests these implants are only priced at 2,500 credits and can be purchased and implanted at many clinics in Union of Sol space.&lt;br /&gt;
The Skrell have been highly sexualized in Human culture due to strange sexual fetishes, this has led to many Skrell, male and female, turning to small roles in Human erotic movies and posters. The most successful part of the Skrell sex industry is ‘wetskrell.net’ &lt;br /&gt;
WetSkrell.nt is neither as perverse or indecent as one would seem, and simply depicts Skrell of various ages and colours in sexually suggestive positions. The Skrell’s lax attitude towards sexuality and the  lack of sexual organs  has led to many Skrell agreeing to such a deal, both male and female,without hesitation.&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
The Majority of the planets in Skrell space have been terraformed to suit their nature, the typical planets are covered in swamps and jungles and occasionally large bodies of water. Though on planets where this kind of extreme terraformation is not possible, the Skrell construct large bio-domes and habitat structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
Skrell cities are often considered less ornate than human ones, usually consisting of tall white skyscrapers that stand from the swamps, although it should be said that these buildings are usually covered in moss and other vegetation due to their building environments, the Skrell have never enjoyed living underground and as such there is a distinct lack of underground buildings when Skrell outposts are concerned. The Skrell are famous for their underwater cities, that can span huge areas under water and that are majorly constructed from glass, the secret to these cities however is not super strong glass but instead, immensely powerful shields that are powered by multiple super matter engines somewhere inside the city. The largest underwater city constructed by the Skrell is on Laush V(Laush is the second closest star system to the Skrellian home system Jargon) the city on Laush V known only as Eriuyish has an area of 17822 miles and requires seven super matter engines to power the 420 shield emitters located around the city.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent, however the opposite is true. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrell&#039;s incredible technological advances mean their military is the most effective in the known galaxy. See; &amp;quot;Combat technology&amp;quot; for information. Their careful ways and refusal to fight a losing battle has given them the reputation of the most efficient fighting force in the galaxy even if it&#039;s only because of logic. &lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2129</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2129"/>
		<updated>2015-07-04T09:52:19Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Biology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced 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 vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong federation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums and this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Due to their herbivore nature, the Skrell cannot process meat correctly. &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. However, Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious. But due to lacking game mechanics this won&#039;t be tested, although it can be role played.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen, their similarities to humans and their larger brains mean they can fill any role aboard the station.&lt;br /&gt;
*Skrell lack articulate tongues and as such they have trouble pronouncing words in English, the words often become slurred.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Skrell have an average height that ranges from 4’5”-5’1” for males, and 4’5”-5’5” for females. Skrellian skin looks gelatinous but in fact has a second layer of a less translucent flesh under the surface, their skin secretes a slightly sticky mucus when frightened or in a dangerous situation, similar to the human adrenal boost, only it helps soothe the Skrell and prepare for death, rather than attempting to fight or flee. This does not mean however, that Skrell will not fight, but it does mean they can be at peace if they choose not to, this is likely a leftover function from the many years the Skrell were prey on their home planet. The mucus itself is dangerous to ingest, even in small quantities, meaning that if a group of ancient Skrell were caught by a predator, the first to be eaten, would ensure the survival of the others, or at least give them a chance; however it is not deadly and only causes nausea and digestive issues that wear off a few hours after ingestion.&lt;br /&gt;
&lt;br /&gt;
The colour of the Skrellian skin often depends on a lot of variables, including ancestry and environment, usually those with ancestors originating from the colder places on Aliose are greens and blues though they tend to be lighter shades of the respective colours. Whereas those living in hotter places on Jargon IV (Qerrbalak), tend to have pink, yellow or orange skin. &lt;br /&gt;
&lt;br /&gt;
Skrell faces are quite plain and their eyes are completely black, leaving it incredibly difficult to tell how a Skrell feels and what emotions are present. The eyes however, allow them to see much more clearly underwater, and while they do have lungs to breathe oxygen they spend most of their childhood underwater, as they are amphibious. The hands and feet of the Skrell are very similar to that of humans except they lack nails and have strong webbing in between each finger and toe. Due to their herbivorous nature the Skrell lack any real teeth and instead have hardened gum lines for the consumption of their food, because of this, Skrell have a hard time consuming meat. What a human might call a nose is infact just two slits in the middle of a Skrell’s face used for retrieving the smell of things. Soup and blended foodstuffs are a Skrell’s favorite, although others will suffice. It is notable that due to the semi-porous nature of Skrell skin, finely-blended nutrients can be absorbed through any part of the skin, entering into their internal fluids and being slowly broken down normally. However, most Skrell tend to use their ‘mouths’ simply to avoid offending other species.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
It is theorized that the Skrell evolved from something similar to the Earth born Salamander, but the Skrell bare tentacles. These tentacles have no real muscle tissue in them and cannot be controlled, instead they hang down over a Skrell’s shoulders and tend to keep the area between the neck and tentacle damp for the incubating of eggs, Nanotrasen discourages this practice aboard it’s vessels however, and says that any Skrell eggs should be kept in a bucket of water. The tentacles only other real use is for show, they are often adorned with jewels, cloths, chains, plates anything that can be used to make a statement about the Skrell’s personal wealth.&lt;br /&gt;
Due to a lack of sexual organs the Skrell do not procreate as many other species do, and instead the eggs are laid by the female and fertilized by the male, the females can lay anywhere between 5-50 eggs and this has caused the Skrell to seek out other planets with similar features to their homeworld Jargon IV(Qerrbalak), as warm and humid environments are the habitats Skrell eggs are best raised in. Skrell scientists decided that the overpopulation was becoming a massive problem, this led to the Skrell coming up with a serum that made it impossible for a Skrell mother to give birth to more than one batch of eggs during her entire life. Though this is a quick fix and is leading to many concerns in how the Skrell population has diminished over the years. &lt;br /&gt;
&lt;br /&gt;
===Skrell brains and neural devices===&lt;br /&gt;
The Skrell brain was not compatible with Nanotrasen neural devices as soon as Skrell started to work aboard Nanotrasen installations, and instead Nanotrasen started a project that took five years to complete, editing their Neural tech to fit almost all brain types, although the project set Nanotrasen back nearly Five billion credits for research and production, the Nanotrasen investors saw it fit to edit the devices to allow the Skrell, who were at this point far more advanced than they were, access to their neural interfaces.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
The most confusing thing other species tend to find with Skrell is gender, it is extremely difficult to tell the difference between male and female. And the only way, for someone who cannot speak the Skrell language, is the length of their tentacles, female tentacles are longer than male. Although Skrell do not care for gender other than for the purpose of reproduction.&lt;br /&gt;
A healthy Skrell can live up to two hundred years, but with current medicine and technology, it is possible for one to live for an extra fifty years.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
The Skrell language can be best described as a series of hums, warbles, or croaks, while they would not make sense to other species it can display a wide variety of emotion and meaning that English cannot. When learning other languages, Skrell tend to quickly assimilate grammatical structure and written form, but take much longer in learning enunciation. Their lack of teeth and articulate tongues leaves them with great difficulty in creating inflections typical of other races, while accents are completely out of the question for them.  Though a mainly scientific species, Skrell have interest in other forms of culture. Artists are fairly prevalent, as well unique fighting styles from the more physical. Skrellian arts often(but not always) focus on the mind. A recent movement focuses on how the mind interacts with the world around them. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe the Skrell are heartless and have no emotions, it is actually quite the contrary, the Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
But due to Humans limited audial receptors, the many tones a Skrell can project are lost to all those who are not Skrell, and thus Skrell have a very difficult time expressing emotion to Non-Skrell, though when matched with another of their kind the other Skrell is able to almost tell what the other is thinking, just because of the multitude of vocal tones. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Salamander”, ‘Squid head”, “water boy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not because they do not care, but because Skrell are often prideful and would prefer not to lose face with a confrontation, this kind of emotional reaction is quite common in Skrell, and they have earned a reputation for it, most Skrell would not engage in a fight or a challenge that they could not win, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy. However not all Skrell are like this, it just depends on where they are raised and how. &lt;br /&gt;
Skrell come from the same planet of the average slime, this has led to a common Skrellian insult being; &amp;quot;Slime-kin&amp;quot;. Often what A Skrell will call another Skrell instead of traitor or coward. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Political===&lt;br /&gt;
By the time Skrell had discovered interstellar travel(2016) the population was peaking at around 30,000,000,000 on Jargon IV(Qerrbalak) and as such they were looking to find other planets to sustain their growth rate, so their first expedition was to the solar system of Epsilon Ursae Minoris. And to the explorers luck they found a planet that was highly vegetated and fit the habitat margin, EUAIII, the explorers were ecstatic and boarded their ship to take the 3 year journey back to Jargon IV(Qerrbalak). But much to the explorers dismay they had noticed a giant plant life had attached itself to their bluespace drive in just the few hours they had been gone. As they tried to remove the plant it started showing signs of being sentient, and in within just a few days, it was confirmed, the Captain of the ship was called Weriu Tup, and is remembered as a hero of both the Diona and Skrell, he decided to stay on the planet, knowing he would not be able to return to his home for nine years at the quickest, but he wanted to learn more about the Dionae, the ship left but when it returned in five years, Weriu Tup was dead, killed by poisonous vegetation, but his heroism is remembered even now four hundred years after, the Diona revere him more than the Skrell do, but both Skrell and Diona children are often given the name Tup as a way to give the child strength. Many Skrell have an almost reverence for the Diona and see it as an honour to meet one.&lt;br /&gt;
The Skrell were the first sentient race to come into contact with the humans and just under fifty years ago, the Jargon Federation However does not trade with all Humans, only members of the Union of Sol and the Nanotrasen corporation, as they prefer to do business with people they consider trustworthy. Their mistrust of humanity is due to the rise of xenophobia in the Union which has caused many incidents such as the bombing of the Skrell embassy in Alpha centauri-b by the ‘Humanitarian sector’, an  anti-alien human group.&lt;br /&gt;
The Skrell also trade in minor proportions with the Tajara, the Unathi however have had a trade embargo since their first interactions with the Skrell. &lt;br /&gt;
The Skrell were about two hundred years ahead, technology wise when they first encountered humans, but since sharing their technology, their research is only one-hundred and fifty years ahead.&lt;br /&gt;
The Skrell seemed to skip the feudalistic political state that many of the sentient species have experienced and instead formed small councils even in early Skrell history. While some claim otherwise, the Skrell have never had a true monarchy.  The Current Skrell government is the Jargon Federation, a wide reaching republic that encompasses both Skrell and Dionae space with Dionae being official citizens. Over the years the Jargon Federarion has moved past individual representatives for both races and instead the races have become as important as eye-color in the world of politics. The Current Grand Councillor of the Jargon Federation is Stars Of The Tup, a Dionae diplomat who was the previous minor Councillor of the City Weiru. The &lt;br /&gt;
&lt;br /&gt;
Jargon Federation hierarchy is as such:&lt;br /&gt;
*Minor-Councillors States&lt;br /&gt;
*Councillors Govern Countries &lt;br /&gt;
*High Councillors Govern Planets&lt;br /&gt;
*Great Councillors Govern Solar Systems &lt;br /&gt;
*The Grand Councillor Governs The Federation&lt;br /&gt;
All Councillors from High to Grand must attend the annual Council of Jargon to discuss the Federation&#039;s important affairs. The Grand Councillor has the authority to call an Emergency Council of Jargon if it&#039;s needed. The Jargon Federation&#039;s slow but careful methods are usually why it&#039;s so rarely get&#039;s into conflict, but also the reason it took so long for Human&#039;s to earn the Federation&#039;s trust.&lt;br /&gt;
===Religion===&lt;br /&gt;
The Skrell religions are too vast and numerous to name them all, but the most notable are-&lt;br /&gt;
&lt;br /&gt;
====Altariser====&lt;br /&gt;
The Altariser are the most prominent religious faction in Skrell space due to the less mystic views that they have. The Altariser religion is considered a way to better oneself as their main goal is to reach a higher state of being where they can learn the secrets of the universe. They believe the way to reach this state is through physical and mental improvement, humans have compared the religion to Buddhism but the religion is far more selfish than the ancient oriental religion that it’s compared to.&lt;br /&gt;
The Altariser makes up for 47% of all of Skrell and even has been taken up by the other sentient races. Many people have theorized that the religion was invented to push Skrell to be the best, or give them comfort near death. The argument to this is that just because we don’t see the Skrell ‘evolve’ doesn&#039;t mean they don’t, the people that argue this point also state that it is possible that there are certain rules for an evolved one, such as no sharing the knowledge and power with lesser beings, although again this is all theory as no scientist from any race has been able to prove or disprove this religion. This religion has been around since Skrell history was recorded and as such is considered one of the oldest religions in the known Galaxy.&lt;br /&gt;
&lt;br /&gt;
====Dienabi====&lt;br /&gt;
The Dienabi are best described as Diona worshipers, their religion bases itself around the idea that the Diona are gods, every last one of them and that all the good fortune the Skrell have had since discovering them has come as a reward for the Skrell treatment of the Dionae. The religion teaches that Weiru Tup, the Captain of the famous Epsilon mission did not infact die due to poisonous vegetation but instead was transformed into a mystical Diona as a reward for his kindness to the strange species and he is often referred to as the first Dienabi(In the Skrell language Dienabi means ‘Tree child’) and is revered as the savior of the Skrell species. The only beings that the Dienabi revere more than Weiru Tup are the Dionae themselves, the members of the religion are often fanatic about their protection of the species and it is not too much of a stretch that they would die for the ones they consider gods, hoping that in turn they will be granted a place of immortality beside them as The First Dienabi was. This religion is one of the youngest Skrell religions and has only been around for about three centuries  it only encompasses a minor amount of Skrell 6% in total.&lt;br /&gt;
&lt;br /&gt;
====Eloish====&lt;br /&gt;
Eloish is the most controversial of religions in Skrellian space and by many Skrell it is considered a black stain on the Skrell history  and is often used to wound many proud Skrell. The religion was first founded by it’s namesake Elois Guf a general in the Qerrballak Yuer(A proud country that followed the lead of one man ,Yuer Iu,) Army and is considered one of the greatest warriors to ever walk the Skrell homeworld. Elois Guf was a powerful general and due to the Qerrballak Yuer’s war with the Skrellian Tumpat(The Tumpat was a coalition of independent city states that formed due to increasing tension from Yuer),  Elois was leading many attacks on the independent city states which was quite common for him as he had a reputation as a very blood thirsty man, but all the killing changed him and led to him seeing himself as a god, mainly due to the men following him seeing him as such. &lt;br /&gt;
After twenty years of bloody war the Yuer decided to sign a treaty with the Tumpat which enraged Elois, he had fought and bled for his people and he felt like they had in turn betrayed him, he considered the Yuer a coward and declared a one man war against both the Tumpat and the Yuer. It wasn’t long before his one man raids and battles inspired men to join him and before long he had thousands behind him, he started taking villages, both Tumpat and Yuer. And recruited their people into his army, he made it a point to have his soldiers burn anyone that didn’t see him as their true god and so, many millions of Skrell died. After four years Elois was finally closing into the Yuer capital, Warufsh, and planned to take it, he had the manpower and the drive. But as the battle commenced unexpectedly the Tumpat had sent aid in the way of General Rinoi Laush, he commanded fifty thousand men into battle against Elois and it is said that General Laush was forced to fight Elois with an energy axe,  removing his head from his body.&lt;br /&gt;
Today all that remains of this religion are remnants and it is a religion mainly followed by old warriors and descendants of Elois’ troops.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
While the Skrell seem less mercantile than the other races of the Milky way, they in fact consider themselves some of the best tradesmen in the galaxy, but of course this isn’t always true. Before first contact with humans the Skrell Confederation used Butya, small square pieces of silver embellished with notable Skrell on them. The ‘notable Skrell’ are Skrell who have made true contributions to the Skrellian species, among their ranks are Weriu Tup the captain of the Epsilon mission(Diona First Contact), Chulash Yue the pioneer scientist of Bluespace drives, Rinoi Laush the brave Skrell general that defended Yuerbelak(The Largest continent on Jargon IV(Qerrbalak)) against the Eridish Regime in 1782, and many others. Following the first contact with Humans, Credits were accepted as a legitimate currency in the Skrell Confederation and in less than twenty years it was the primary currency used in Skrell space.&lt;br /&gt;
The Skrell are most well known for their confectionery, medicines and implants. The most famous Skrell confectionery is Yewerie a sweet cake coated in a sugary icing that is laced with minute amounts of Riehsi, this being because the Skrell carry a natural partial-immunity to the mushroom and just see it as a flavoring rather than a recreational drug, this cake has been banned from numerous worlds in the Union and Sol, and is more openly accepted on the frontier worlds due to the lack of true law. &lt;br /&gt;
Skrell medicines and implants are some of the most expensive and sought after pieces of medical technology in the civilised galaxy the human suited  implants include: Regeneration implants that force the cells of a human body to overclock regenerate at incredible speed rates, these implants are priced at just 40,000 Union of Sol credits, although many side effects have been uncovered including impotence and internal bleeding due to cells overcompensating and regenerating internal organs that aren&#039;t needed. Adrenal implants that trigger when the user wishes, giving increased strength and physical ability to the user, these implants have been abused in the past causing brain hemorrhages and cardiac arrests these implants are only priced at 2,500 credits and can be purchased and implanted at many clinics in Union of Sol space.&lt;br /&gt;
The Skrell have been highly sexualized in Human culture due to strange sexual fetishes, this has led to many Skrell, male and female, turning to small roles in Human erotic movies and posters. The most successful part of the Skrell sex industry is ‘wetskrell.net’ &lt;br /&gt;
WetSkrell.nt is neither as perverse or indecent as one would seem, and simply depicts Skrell of various ages and colours in sexually suggestive positions. The Skrell’s lax attitude towards sexuality and the  lack of sexual organs  has led to many Skrell agreeing to such a deal, both male and female,without hesitation.&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
The Majority of the planets in Skrell space have been terraformed to suit their nature, the typical planets are covered in swamps and jungles and occasionally large bodies of water. Though on planets where this kind of extreme terraformation is not possible, the Skrell construct large bio-domes and habitat structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
Skrell cities are often considered less ornate than human ones, usually consisting of tall white skyscrapers that stand from the swamps, although it should be said that these buildings are usually covered in moss and other vegetation due to their building environments, the Skrell have never enjoyed living underground and as such there is a distinct lack of underground buildings when Skrell outposts are concerned. The Skrell are famous for their underwater cities, that can span huge areas under water and that are majorly constructed from glass, the secret to these cities however is not super strong glass but instead, immensely powerful shields that are powered by multiple super matter engines somewhere inside the city. The largest underwater city constructed by the Skrell is on Laush V(Laush is the second closest star system to the Skrellian home system Jargon) the city on Laush V known only as Eriuyish has an area of 17822 miles and requires seven super matter engines to power the 420 shield emitters located around the city.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent, however the opposite is true. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrell&#039;s incredible technological advances mean their military is the most effective in the known galaxy. See; &amp;quot;Combat technology&amp;quot; for information. Their careful ways and refusal to fight a losing battle has given them the reputation of the most efficient fighting force in the galaxy even if it&#039;s only because of logic. &lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2128</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2128"/>
		<updated>2015-07-04T09:49:53Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Mechanics */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced 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 vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong federation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums and this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Due to their herbivore nature, the Skrell cannot process meat correctly. &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. However, Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious. But due to lacking game mechanics this won&#039;t be tested, although it can be role played.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen, their similarities to humans and their larger brains mean they can fill any role aboard the station.&lt;br /&gt;
*Skrell lack articulate tongues and as such they have trouble pronouncing words in English, the words often become slurred.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Skrell have an average height that ranges from 4’5”-5’1” for males, and 4’5”-5’5” for females. Skrellian skin looks gelatinous but in fact has a second layer of a less translucent flesh under the surface, their skin secretes a slightly sticky mucus when frightened or in a dangerous situation, similar to the human adrenal boost, only it helps soothe the Skrell and prepare for death, rather than attempting to fight or flee. This does not mean however, that Skrell will not fight, but it does mean they can be at peace if they choose not to, this is likely a leftover function from the many years the Skrell were prey on their home planet. The mucus itself is dangerous to ingest, even in small quantities, meaning that if a group of ancient Skrell were caught by a predator, the first to be eaten, would ensure the survival of the others, or at least give them a chance; however it is not deadly and only causes nausea and digestive issues that wear off a few hours after ingestion.&lt;br /&gt;
&lt;br /&gt;
The colour of the Skrellian skin often depends on a lot of variables, including ancestry and environment, usually those with ancestors originating from the colder places on Aliose are greens and blues though they tend to be lighter shades of the respective colours. Whereas those living in hotter places on Jargon IV (Qerrbalak), tend to have pink, yellow or orange skin. &lt;br /&gt;
&lt;br /&gt;
Skrell faces are quite plain and their eyes are completely black, leaving it incredibly difficult to tell how a Skrell feels and what emotions are present. The eyes however, allow them to see much more clearly underwater, and while they do have lungs to breathe oxygen they spend most of their childhood underwater, which is the source of their amphibian nature. The hands and feet of the Skrell are very similar to that of humans except they lack nails and have strong webbing in between each finger and toe. Due to their herbivorous nature the Skrell lack any real teeth and instead have hardened gum lines for the consumption of their food. What a human might call a nose is infact just two slits in the middle of a Skrell’s face used for retrieving the smell of things. Due to the nature of their digestive system, Skrell have a hard time consuming meat. Soup and blended foodstuffs are a Skrell’s favorite, although others will suffice. It is notable that due to the semi-porous nature of Skrell skin, finely-blended nutrients can be absorbed through any part of the skin, entering into their internal fluids and being slowly broken down normally. However, most Skrell tend to use their ‘mouths’ simply to avoid offending other species.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
It is theorized that the Skrell evolved from something similar to the Earth born Salamander, but the Skrell bare tentacles. These tentacles have no real muscle tissue in them and cannot be controlled, instead they hang down over a Skrell’s shoulders and tend to keep the area between the neck and tentacle damp for the incubating of eggs, Nanotrasen discourages this practice aboard it’s vessels however, and says that any Skrell eggs should be kept in a bucket of water. The tentacles only other real use is for show, they are often adorned with jewels, cloths, chains, plates anything that can be used to make a statement about the Skrell’s personal wealth.&lt;br /&gt;
Due to a lack of sexual organs the Skrell do not procreate as many other species do, and instead the eggs are laid by the female and fertilized by the male, the females can lay anywhere between 5-50 eggs and this has caused the Skrell to seek out other planets with similar features to their homeworld Jargon IV(Qerrbalak), as warm and humid environments are the habitats Skrell eggs are best raised in. Skrell scientists decided that the overpopulation was becoming a massive problem, this led to the Skrell coming up with a serum that made it impossible for a Skrell mother to give birth to more than one batch of eggs during her entire life. Though this is a quick fix and is leading to many concerns in how the Skrell population has diminished over the years. &lt;br /&gt;
&lt;br /&gt;
===Skrell brains and neural devices===&lt;br /&gt;
The Skrell brain was not compatible with Nanotrasen neural devices as soon as Skrell started to work aboard Nanotrasen installations, and instead Nanotrasen started a project that took five years to complete, editing their Neural tech to fit almost all brain types, although the project set Nanotrasen back nearly Five billion credits for research and production, the Nanotrasen investors saw it fit to edit the devices to allow the Skrell, who were at this point far more advanced than they were, access to their neural interfaces.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
The most confusing thing other species tend to find with Skrell is gender, it is extremely difficult to tell the difference between male and female. And the only way, for someone who cannot speak the Skrell language, is the length of their tentacles, female tentacles are longer than male. Although Skrell do not care for gender other than for the purpose of reproduction.&lt;br /&gt;
A healthy Skrell can live up to two hundred years, but with current medicine and technology, it is possible for one to live for an extra fifty years.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
The Skrell language can be best described as a series of hums, warbles, or croaks, while they would not make sense to other species it can display a wide variety of emotion and meaning that English cannot. When learning other languages, Skrell tend to quickly assimilate grammatical structure and written form, but take much longer in learning enunciation. Their lack of teeth and articulate tongues leaves them with great difficulty in creating inflections typical of other races, while accents are completely out of the question for them.  Though a mainly scientific species, Skrell have interest in other forms of culture. Artists are fairly prevalent, as well unique fighting styles from the more physical. Skrellian arts often(but not always) focus on the mind. A recent movement focuses on how the mind interacts with the world around them. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe the Skrell are heartless and have no emotions, it is actually quite the contrary, the Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
But due to Humans limited audial receptors, the many tones a Skrell can project are lost to all those who are not Skrell, and thus Skrell have a very difficult time expressing emotion to Non-Skrell, though when matched with another of their kind the other Skrell is able to almost tell what the other is thinking, just because of the multitude of vocal tones. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Salamander”, ‘Squid head”, “water boy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not because they do not care, but because Skrell are often prideful and would prefer not to lose face with a confrontation, this kind of emotional reaction is quite common in Skrell, and they have earned a reputation for it, most Skrell would not engage in a fight or a challenge that they could not win, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy. However not all Skrell are like this, it just depends on where they are raised and how. &lt;br /&gt;
Skrell come from the same planet of the average slime, this has led to a common Skrellian insult being; &amp;quot;Slime-kin&amp;quot;. Often what A Skrell will call another Skrell instead of traitor or coward. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Political===&lt;br /&gt;
By the time Skrell had discovered interstellar travel(2016) the population was peaking at around 30,000,000,000 on Jargon IV(Qerrbalak) and as such they were looking to find other planets to sustain their growth rate, so their first expedition was to the solar system of Epsilon Ursae Minoris. And to the explorers luck they found a planet that was highly vegetated and fit the habitat margin, EUAIII, the explorers were ecstatic and boarded their ship to take the 3 year journey back to Jargon IV(Qerrbalak). But much to the explorers dismay they had noticed a giant plant life had attached itself to their bluespace drive in just the few hours they had been gone. As they tried to remove the plant it started showing signs of being sentient, and in within just a few days, it was confirmed, the Captain of the ship was called Weriu Tup, and is remembered as a hero of both the Diona and Skrell, he decided to stay on the planet, knowing he would not be able to return to his home for nine years at the quickest, but he wanted to learn more about the Dionae, the ship left but when it returned in five years, Weriu Tup was dead, killed by poisonous vegetation, but his heroism is remembered even now four hundred years after, the Diona revere him more than the Skrell do, but both Skrell and Diona children are often given the name Tup as a way to give the child strength. Many Skrell have an almost reverence for the Diona and see it as an honour to meet one.&lt;br /&gt;
The Skrell were the first sentient race to come into contact with the humans and just under fifty years ago, the Jargon Federation However does not trade with all Humans, only members of the Union of Sol and the Nanotrasen corporation, as they prefer to do business with people they consider trustworthy. Their mistrust of humanity is due to the rise of xenophobia in the Union which has caused many incidents such as the bombing of the Skrell embassy in Alpha centauri-b by the ‘Humanitarian sector’, an  anti-alien human group.&lt;br /&gt;
The Skrell also trade in minor proportions with the Tajara, the Unathi however have had a trade embargo since their first interactions with the Skrell. &lt;br /&gt;
The Skrell were about two hundred years ahead, technology wise when they first encountered humans, but since sharing their technology, their research is only one-hundred and fifty years ahead.&lt;br /&gt;
The Skrell seemed to skip the feudalistic political state that many of the sentient species have experienced and instead formed small councils even in early Skrell history. While some claim otherwise, the Skrell have never had a true monarchy.  The Current Skrell government is the Jargon Federation, a wide reaching republic that encompasses both Skrell and Dionae space with Dionae being official citizens. Over the years the Jargon Federarion has moved past individual representatives for both races and instead the races have become as important as eye-color in the world of politics. The Current Grand Councillor of the Jargon Federation is Stars Of The Tup, a Dionae diplomat who was the previous minor Councillor of the City Weiru. The &lt;br /&gt;
&lt;br /&gt;
Jargon Federation hierarchy is as such:&lt;br /&gt;
*Minor-Councillors States&lt;br /&gt;
*Councillors Govern Countries &lt;br /&gt;
*High Councillors Govern Planets&lt;br /&gt;
*Great Councillors Govern Solar Systems &lt;br /&gt;
*The Grand Councillor Governs The Federation&lt;br /&gt;
All Councillors from High to Grand must attend the annual Council of Jargon to discuss the Federation&#039;s important affairs. The Grand Councillor has the authority to call an Emergency Council of Jargon if it&#039;s needed. The Jargon Federation&#039;s slow but careful methods are usually why it&#039;s so rarely get&#039;s into conflict, but also the reason it took so long for Human&#039;s to earn the Federation&#039;s trust.&lt;br /&gt;
===Religion===&lt;br /&gt;
The Skrell religions are too vast and numerous to name them all, but the most notable are-&lt;br /&gt;
&lt;br /&gt;
====Altariser====&lt;br /&gt;
The Altariser are the most prominent religious faction in Skrell space due to the less mystic views that they have. The Altariser religion is considered a way to better oneself as their main goal is to reach a higher state of being where they can learn the secrets of the universe. They believe the way to reach this state is through physical and mental improvement, humans have compared the religion to Buddhism but the religion is far more selfish than the ancient oriental religion that it’s compared to.&lt;br /&gt;
The Altariser makes up for 47% of all of Skrell and even has been taken up by the other sentient races. Many people have theorized that the religion was invented to push Skrell to be the best, or give them comfort near death. The argument to this is that just because we don’t see the Skrell ‘evolve’ doesn&#039;t mean they don’t, the people that argue this point also state that it is possible that there are certain rules for an evolved one, such as no sharing the knowledge and power with lesser beings, although again this is all theory as no scientist from any race has been able to prove or disprove this religion. This religion has been around since Skrell history was recorded and as such is considered one of the oldest religions in the known Galaxy.&lt;br /&gt;
&lt;br /&gt;
====Dienabi====&lt;br /&gt;
The Dienabi are best described as Diona worshipers, their religion bases itself around the idea that the Diona are gods, every last one of them and that all the good fortune the Skrell have had since discovering them has come as a reward for the Skrell treatment of the Dionae. The religion teaches that Weiru Tup, the Captain of the famous Epsilon mission did not infact die due to poisonous vegetation but instead was transformed into a mystical Diona as a reward for his kindness to the strange species and he is often referred to as the first Dienabi(In the Skrell language Dienabi means ‘Tree child’) and is revered as the savior of the Skrell species. The only beings that the Dienabi revere more than Weiru Tup are the Dionae themselves, the members of the religion are often fanatic about their protection of the species and it is not too much of a stretch that they would die for the ones they consider gods, hoping that in turn they will be granted a place of immortality beside them as The First Dienabi was. This religion is one of the youngest Skrell religions and has only been around for about three centuries  it only encompasses a minor amount of Skrell 6% in total.&lt;br /&gt;
&lt;br /&gt;
====Eloish====&lt;br /&gt;
Eloish is the most controversial of religions in Skrellian space and by many Skrell it is considered a black stain on the Skrell history  and is often used to wound many proud Skrell. The religion was first founded by it’s namesake Elois Guf a general in the Qerrballak Yuer(A proud country that followed the lead of one man ,Yuer Iu,) Army and is considered one of the greatest warriors to ever walk the Skrell homeworld. Elois Guf was a powerful general and due to the Qerrballak Yuer’s war with the Skrellian Tumpat(The Tumpat was a coalition of independent city states that formed due to increasing tension from Yuer),  Elois was leading many attacks on the independent city states which was quite common for him as he had a reputation as a very blood thirsty man, but all the killing changed him and led to him seeing himself as a god, mainly due to the men following him seeing him as such. &lt;br /&gt;
After twenty years of bloody war the Yuer decided to sign a treaty with the Tumpat which enraged Elois, he had fought and bled for his people and he felt like they had in turn betrayed him, he considered the Yuer a coward and declared a one man war against both the Tumpat and the Yuer. It wasn’t long before his one man raids and battles inspired men to join him and before long he had thousands behind him, he started taking villages, both Tumpat and Yuer. And recruited their people into his army, he made it a point to have his soldiers burn anyone that didn’t see him as their true god and so, many millions of Skrell died. After four years Elois was finally closing into the Yuer capital, Warufsh, and planned to take it, he had the manpower and the drive. But as the battle commenced unexpectedly the Tumpat had sent aid in the way of General Rinoi Laush, he commanded fifty thousand men into battle against Elois and it is said that General Laush was forced to fight Elois with an energy axe,  removing his head from his body.&lt;br /&gt;
Today all that remains of this religion are remnants and it is a religion mainly followed by old warriors and descendants of Elois’ troops.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
While the Skrell seem less mercantile than the other races of the Milky way, they in fact consider themselves some of the best tradesmen in the galaxy, but of course this isn’t always true. Before first contact with humans the Skrell Confederation used Butya, small square pieces of silver embellished with notable Skrell on them. The ‘notable Skrell’ are Skrell who have made true contributions to the Skrellian species, among their ranks are Weriu Tup the captain of the Epsilon mission(Diona First Contact), Chulash Yue the pioneer scientist of Bluespace drives, Rinoi Laush the brave Skrell general that defended Yuerbelak(The Largest continent on Jargon IV(Qerrbalak)) against the Eridish Regime in 1782, and many others. Following the first contact with Humans, Credits were accepted as a legitimate currency in the Skrell Confederation and in less than twenty years it was the primary currency used in Skrell space.&lt;br /&gt;
The Skrell are most well known for their confectionery, medicines and implants. The most famous Skrell confectionery is Yewerie a sweet cake coated in a sugary icing that is laced with minute amounts of Riehsi, this being because the Skrell carry a natural partial-immunity to the mushroom and just see it as a flavoring rather than a recreational drug, this cake has been banned from numerous worlds in the Union and Sol, and is more openly accepted on the frontier worlds due to the lack of true law. &lt;br /&gt;
Skrell medicines and implants are some of the most expensive and sought after pieces of medical technology in the civilised galaxy the human suited  implants include: Regeneration implants that force the cells of a human body to overclock regenerate at incredible speed rates, these implants are priced at just 40,000 Union of Sol credits, although many side effects have been uncovered including impotence and internal bleeding due to cells overcompensating and regenerating internal organs that aren&#039;t needed. Adrenal implants that trigger when the user wishes, giving increased strength and physical ability to the user, these implants have been abused in the past causing brain hemorrhages and cardiac arrests these implants are only priced at 2,500 credits and can be purchased and implanted at many clinics in Union of Sol space.&lt;br /&gt;
The Skrell have been highly sexualized in Human culture due to strange sexual fetishes, this has led to many Skrell, male and female, turning to small roles in Human erotic movies and posters. The most successful part of the Skrell sex industry is ‘wetskrell.net’ &lt;br /&gt;
WetSkrell.nt is neither as perverse or indecent as one would seem, and simply depicts Skrell of various ages and colours in sexually suggestive positions. The Skrell’s lax attitude towards sexuality and the  lack of sexual organs  has led to many Skrell agreeing to such a deal, both male and female,without hesitation.&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
The Majority of the planets in Skrell space have been terraformed to suit their nature, the typical planets are covered in swamps and jungles and occasionally large bodies of water. Though on planets where this kind of extreme terraformation is not possible, the Skrell construct large bio-domes and habitat structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
Skrell cities are often considered less ornate than human ones, usually consisting of tall white skyscrapers that stand from the swamps, although it should be said that these buildings are usually covered in moss and other vegetation due to their building environments, the Skrell have never enjoyed living underground and as such there is a distinct lack of underground buildings when Skrell outposts are concerned. The Skrell are famous for their underwater cities, that can span huge areas under water and that are majorly constructed from glass, the secret to these cities however is not super strong glass but instead, immensely powerful shields that are powered by multiple super matter engines somewhere inside the city. The largest underwater city constructed by the Skrell is on Laush V(Laush is the second closest star system to the Skrellian home system Jargon) the city on Laush V known only as Eriuyish has an area of 17822 miles and requires seven super matter engines to power the 420 shield emitters located around the city.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent, however the opposite is true. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrell&#039;s incredible technological advances mean their military is the most effective in the known galaxy. See; &amp;quot;Combat technology&amp;quot; for information. Their careful ways and refusal to fight a losing battle has given them the reputation of the most efficient fighting force in the galaxy even if it&#039;s only because of logic. &lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2127</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2127"/>
		<updated>2015-07-04T09:49:11Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced 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 vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong federation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums and this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Due to their herbivore nature, the Skrell cannot process meat correctly. &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. However Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious. But due to lacking game mechanics this won&#039;t be tested, although it can be role played.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen, their similarities to humans and their larger brains mean they can fill any role aboard the station.&lt;br /&gt;
*Skrell lack articulate tongues and as such they have trouble pronouncing words in English, the words often become slurred.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Skrell have an average height that ranges from 4’5”-5’1” for males, and 4’5”-5’5” for females. Skrellian skin looks gelatinous but in fact has a second layer of a less translucent flesh under the surface, their skin secretes a slightly sticky mucus when frightened or in a dangerous situation, similar to the human adrenal boost, only it helps soothe the Skrell and prepare for death, rather than attempting to fight or flee. This does not mean however, that Skrell will not fight, but it does mean they can be at peace if they choose not to, this is likely a leftover function from the many years the Skrell were prey on their home planet. The mucus itself is dangerous to ingest, even in small quantities, meaning that if a group of ancient Skrell were caught by a predator, the first to be eaten, would ensure the survival of the others, or at least give them a chance; however it is not deadly and only causes nausea and digestive issues that wear off a few hours after ingestion.&lt;br /&gt;
&lt;br /&gt;
The colour of the Skrellian skin often depends on a lot of variables, including ancestry and environment, usually those with ancestors originating from the colder places on Aliose are greens and blues though they tend to be lighter shades of the respective colours. Whereas those living in hotter places on Jargon IV (Qerrbalak), tend to have pink, yellow or orange skin. &lt;br /&gt;
&lt;br /&gt;
Skrell faces are quite plain and their eyes are completely black, leaving it incredibly difficult to tell how a Skrell feels and what emotions are present. The eyes however, allow them to see much more clearly underwater, and while they do have lungs to breathe oxygen they spend most of their childhood underwater, which is the source of their amphibian nature. The hands and feet of the Skrell are very similar to that of humans except they lack nails and have strong webbing in between each finger and toe. Due to their herbivorous nature the Skrell lack any real teeth and instead have hardened gum lines for the consumption of their food. What a human might call a nose is infact just two slits in the middle of a Skrell’s face used for retrieving the smell of things. Due to the nature of their digestive system, Skrell have a hard time consuming meat. Soup and blended foodstuffs are a Skrell’s favorite, although others will suffice. It is notable that due to the semi-porous nature of Skrell skin, finely-blended nutrients can be absorbed through any part of the skin, entering into their internal fluids and being slowly broken down normally. However, most Skrell tend to use their ‘mouths’ simply to avoid offending other species.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
It is theorized that the Skrell evolved from something similar to the Earth born Salamander, but the Skrell bare tentacles. These tentacles have no real muscle tissue in them and cannot be controlled, instead they hang down over a Skrell’s shoulders and tend to keep the area between the neck and tentacle damp for the incubating of eggs, Nanotrasen discourages this practice aboard it’s vessels however, and says that any Skrell eggs should be kept in a bucket of water. The tentacles only other real use is for show, they are often adorned with jewels, cloths, chains, plates anything that can be used to make a statement about the Skrell’s personal wealth.&lt;br /&gt;
Due to a lack of sexual organs the Skrell do not procreate as many other species do, and instead the eggs are laid by the female and fertilized by the male, the females can lay anywhere between 5-50 eggs and this has caused the Skrell to seek out other planets with similar features to their homeworld Jargon IV(Qerrbalak), as warm and humid environments are the habitats Skrell eggs are best raised in. Skrell scientists decided that the overpopulation was becoming a massive problem, this led to the Skrell coming up with a serum that made it impossible for a Skrell mother to give birth to more than one batch of eggs during her entire life. Though this is a quick fix and is leading to many concerns in how the Skrell population has diminished over the years. &lt;br /&gt;
&lt;br /&gt;
===Skrell brains and neural devices===&lt;br /&gt;
The Skrell brain was not compatible with Nanotrasen neural devices as soon as Skrell started to work aboard Nanotrasen installations, and instead Nanotrasen started a project that took five years to complete, editing their Neural tech to fit almost all brain types, although the project set Nanotrasen back nearly Five billion credits for research and production, the Nanotrasen investors saw it fit to edit the devices to allow the Skrell, who were at this point far more advanced than they were, access to their neural interfaces.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
The most confusing thing other species tend to find with Skrell is gender, it is extremely difficult to tell the difference between male and female. And the only way, for someone who cannot speak the Skrell language, is the length of their tentacles, female tentacles are longer than male. Although Skrell do not care for gender other than for the purpose of reproduction.&lt;br /&gt;
A healthy Skrell can live up to two hundred years, but with current medicine and technology, it is possible for one to live for an extra fifty years.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
The Skrell language can be best described as a series of hums, warbles, or croaks, while they would not make sense to other species it can display a wide variety of emotion and meaning that English cannot. When learning other languages, Skrell tend to quickly assimilate grammatical structure and written form, but take much longer in learning enunciation. Their lack of teeth and articulate tongues leaves them with great difficulty in creating inflections typical of other races, while accents are completely out of the question for them.  Though a mainly scientific species, Skrell have interest in other forms of culture. Artists are fairly prevalent, as well unique fighting styles from the more physical. Skrellian arts often(but not always) focus on the mind. A recent movement focuses on how the mind interacts with the world around them. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe the Skrell are heartless and have no emotions, it is actually quite the contrary, the Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
But due to Humans limited audial receptors, the many tones a Skrell can project are lost to all those who are not Skrell, and thus Skrell have a very difficult time expressing emotion to Non-Skrell, though when matched with another of their kind the other Skrell is able to almost tell what the other is thinking, just because of the multitude of vocal tones. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Salamander”, ‘Squid head”, “water boy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not because they do not care, but because Skrell are often prideful and would prefer not to lose face with a confrontation, this kind of emotional reaction is quite common in Skrell, and they have earned a reputation for it, most Skrell would not engage in a fight or a challenge that they could not win, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy. However not all Skrell are like this, it just depends on where they are raised and how. &lt;br /&gt;
Skrell come from the same planet of the average slime, this has led to a common Skrellian insult being; &amp;quot;Slime-kin&amp;quot;. Often what A Skrell will call another Skrell instead of traitor or coward. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Political===&lt;br /&gt;
By the time Skrell had discovered interstellar travel(2016) the population was peaking at around 30,000,000,000 on Jargon IV(Qerrbalak) and as such they were looking to find other planets to sustain their growth rate, so their first expedition was to the solar system of Epsilon Ursae Minoris. And to the explorers luck they found a planet that was highly vegetated and fit the habitat margin, EUAIII, the explorers were ecstatic and boarded their ship to take the 3 year journey back to Jargon IV(Qerrbalak). But much to the explorers dismay they had noticed a giant plant life had attached itself to their bluespace drive in just the few hours they had been gone. As they tried to remove the plant it started showing signs of being sentient, and in within just a few days, it was confirmed, the Captain of the ship was called Weriu Tup, and is remembered as a hero of both the Diona and Skrell, he decided to stay on the planet, knowing he would not be able to return to his home for nine years at the quickest, but he wanted to learn more about the Dionae, the ship left but when it returned in five years, Weriu Tup was dead, killed by poisonous vegetation, but his heroism is remembered even now four hundred years after, the Diona revere him more than the Skrell do, but both Skrell and Diona children are often given the name Tup as a way to give the child strength. Many Skrell have an almost reverence for the Diona and see it as an honour to meet one.&lt;br /&gt;
The Skrell were the first sentient race to come into contact with the humans and just under fifty years ago, the Jargon Federation However does not trade with all Humans, only members of the Union of Sol and the Nanotrasen corporation, as they prefer to do business with people they consider trustworthy. Their mistrust of humanity is due to the rise of xenophobia in the Union which has caused many incidents such as the bombing of the Skrell embassy in Alpha centauri-b by the ‘Humanitarian sector’, an  anti-alien human group.&lt;br /&gt;
The Skrell also trade in minor proportions with the Tajara, the Unathi however have had a trade embargo since their first interactions with the Skrell. &lt;br /&gt;
The Skrell were about two hundred years ahead, technology wise when they first encountered humans, but since sharing their technology, their research is only one-hundred and fifty years ahead.&lt;br /&gt;
The Skrell seemed to skip the feudalistic political state that many of the sentient species have experienced and instead formed small councils even in early Skrell history. While some claim otherwise, the Skrell have never had a true monarchy.  The Current Skrell government is the Jargon Federation, a wide reaching republic that encompasses both Skrell and Dionae space with Dionae being official citizens. Over the years the Jargon Federarion has moved past individual representatives for both races and instead the races have become as important as eye-color in the world of politics. The Current Grand Councillor of the Jargon Federation is Stars Of The Tup, a Dionae diplomat who was the previous minor Councillor of the City Weiru. The &lt;br /&gt;
&lt;br /&gt;
Jargon Federation hierarchy is as such:&lt;br /&gt;
*Minor-Councillors States&lt;br /&gt;
*Councillors Govern Countries &lt;br /&gt;
*High Councillors Govern Planets&lt;br /&gt;
*Great Councillors Govern Solar Systems &lt;br /&gt;
*The Grand Councillor Governs The Federation&lt;br /&gt;
All Councillors from High to Grand must attend the annual Council of Jargon to discuss the Federation&#039;s important affairs. The Grand Councillor has the authority to call an Emergency Council of Jargon if it&#039;s needed. The Jargon Federation&#039;s slow but careful methods are usually why it&#039;s so rarely get&#039;s into conflict, but also the reason it took so long for Human&#039;s to earn the Federation&#039;s trust.&lt;br /&gt;
===Religion===&lt;br /&gt;
The Skrell religions are too vast and numerous to name them all, but the most notable are-&lt;br /&gt;
&lt;br /&gt;
====Altariser====&lt;br /&gt;
The Altariser are the most prominent religious faction in Skrell space due to the less mystic views that they have. The Altariser religion is considered a way to better oneself as their main goal is to reach a higher state of being where they can learn the secrets of the universe. They believe the way to reach this state is through physical and mental improvement, humans have compared the religion to Buddhism but the religion is far more selfish than the ancient oriental religion that it’s compared to.&lt;br /&gt;
The Altariser makes up for 47% of all of Skrell and even has been taken up by the other sentient races. Many people have theorized that the religion was invented to push Skrell to be the best, or give them comfort near death. The argument to this is that just because we don’t see the Skrell ‘evolve’ doesn&#039;t mean they don’t, the people that argue this point also state that it is possible that there are certain rules for an evolved one, such as no sharing the knowledge and power with lesser beings, although again this is all theory as no scientist from any race has been able to prove or disprove this religion. This religion has been around since Skrell history was recorded and as such is considered one of the oldest religions in the known Galaxy.&lt;br /&gt;
&lt;br /&gt;
====Dienabi====&lt;br /&gt;
The Dienabi are best described as Diona worshipers, their religion bases itself around the idea that the Diona are gods, every last one of them and that all the good fortune the Skrell have had since discovering them has come as a reward for the Skrell treatment of the Dionae. The religion teaches that Weiru Tup, the Captain of the famous Epsilon mission did not infact die due to poisonous vegetation but instead was transformed into a mystical Diona as a reward for his kindness to the strange species and he is often referred to as the first Dienabi(In the Skrell language Dienabi means ‘Tree child’) and is revered as the savior of the Skrell species. The only beings that the Dienabi revere more than Weiru Tup are the Dionae themselves, the members of the religion are often fanatic about their protection of the species and it is not too much of a stretch that they would die for the ones they consider gods, hoping that in turn they will be granted a place of immortality beside them as The First Dienabi was. This religion is one of the youngest Skrell religions and has only been around for about three centuries  it only encompasses a minor amount of Skrell 6% in total.&lt;br /&gt;
&lt;br /&gt;
====Eloish====&lt;br /&gt;
Eloish is the most controversial of religions in Skrellian space and by many Skrell it is considered a black stain on the Skrell history  and is often used to wound many proud Skrell. The religion was first founded by it’s namesake Elois Guf a general in the Qerrballak Yuer(A proud country that followed the lead of one man ,Yuer Iu,) Army and is considered one of the greatest warriors to ever walk the Skrell homeworld. Elois Guf was a powerful general and due to the Qerrballak Yuer’s war with the Skrellian Tumpat(The Tumpat was a coalition of independent city states that formed due to increasing tension from Yuer),  Elois was leading many attacks on the independent city states which was quite common for him as he had a reputation as a very blood thirsty man, but all the killing changed him and led to him seeing himself as a god, mainly due to the men following him seeing him as such. &lt;br /&gt;
After twenty years of bloody war the Yuer decided to sign a treaty with the Tumpat which enraged Elois, he had fought and bled for his people and he felt like they had in turn betrayed him, he considered the Yuer a coward and declared a one man war against both the Tumpat and the Yuer. It wasn’t long before his one man raids and battles inspired men to join him and before long he had thousands behind him, he started taking villages, both Tumpat and Yuer. And recruited their people into his army, he made it a point to have his soldiers burn anyone that didn’t see him as their true god and so, many millions of Skrell died. After four years Elois was finally closing into the Yuer capital, Warufsh, and planned to take it, he had the manpower and the drive. But as the battle commenced unexpectedly the Tumpat had sent aid in the way of General Rinoi Laush, he commanded fifty thousand men into battle against Elois and it is said that General Laush was forced to fight Elois with an energy axe,  removing his head from his body.&lt;br /&gt;
Today all that remains of this religion are remnants and it is a religion mainly followed by old warriors and descendants of Elois’ troops.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
While the Skrell seem less mercantile than the other races of the Milky way, they in fact consider themselves some of the best tradesmen in the galaxy, but of course this isn’t always true. Before first contact with humans the Skrell Confederation used Butya, small square pieces of silver embellished with notable Skrell on them. The ‘notable Skrell’ are Skrell who have made true contributions to the Skrellian species, among their ranks are Weriu Tup the captain of the Epsilon mission(Diona First Contact), Chulash Yue the pioneer scientist of Bluespace drives, Rinoi Laush the brave Skrell general that defended Yuerbelak(The Largest continent on Jargon IV(Qerrbalak)) against the Eridish Regime in 1782, and many others. Following the first contact with Humans, Credits were accepted as a legitimate currency in the Skrell Confederation and in less than twenty years it was the primary currency used in Skrell space.&lt;br /&gt;
The Skrell are most well known for their confectionery, medicines and implants. The most famous Skrell confectionery is Yewerie a sweet cake coated in a sugary icing that is laced with minute amounts of Riehsi, this being because the Skrell carry a natural partial-immunity to the mushroom and just see it as a flavoring rather than a recreational drug, this cake has been banned from numerous worlds in the Union and Sol, and is more openly accepted on the frontier worlds due to the lack of true law. &lt;br /&gt;
Skrell medicines and implants are some of the most expensive and sought after pieces of medical technology in the civilised galaxy the human suited  implants include: Regeneration implants that force the cells of a human body to overclock regenerate at incredible speed rates, these implants are priced at just 40,000 Union of Sol credits, although many side effects have been uncovered including impotence and internal bleeding due to cells overcompensating and regenerating internal organs that aren&#039;t needed. Adrenal implants that trigger when the user wishes, giving increased strength and physical ability to the user, these implants have been abused in the past causing brain hemorrhages and cardiac arrests these implants are only priced at 2,500 credits and can be purchased and implanted at many clinics in Union of Sol space.&lt;br /&gt;
The Skrell have been highly sexualized in Human culture due to strange sexual fetishes, this has led to many Skrell, male and female, turning to small roles in Human erotic movies and posters. The most successful part of the Skrell sex industry is ‘wetskrell.net’ &lt;br /&gt;
WetSkrell.nt is neither as perverse or indecent as one would seem, and simply depicts Skrell of various ages and colours in sexually suggestive positions. The Skrell’s lax attitude towards sexuality and the  lack of sexual organs  has led to many Skrell agreeing to such a deal, both male and female,without hesitation.&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
The Majority of the planets in Skrell space have been terraformed to suit their nature, the typical planets are covered in swamps and jungles and occasionally large bodies of water. Though on planets where this kind of extreme terraformation is not possible, the Skrell construct large bio-domes and habitat structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
Skrell cities are often considered less ornate than human ones, usually consisting of tall white skyscrapers that stand from the swamps, although it should be said that these buildings are usually covered in moss and other vegetation due to their building environments, the Skrell have never enjoyed living underground and as such there is a distinct lack of underground buildings when Skrell outposts are concerned. The Skrell are famous for their underwater cities, that can span huge areas under water and that are majorly constructed from glass, the secret to these cities however is not super strong glass but instead, immensely powerful shields that are powered by multiple super matter engines somewhere inside the city. The largest underwater city constructed by the Skrell is on Laush V(Laush is the second closest star system to the Skrellian home system Jargon) the city on Laush V known only as Eriuyish has an area of 17822 miles and requires seven super matter engines to power the 420 shield emitters located around the city.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent, however the opposite is true. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrell&#039;s incredible technological advances mean their military is the most effective in the known galaxy. See; &amp;quot;Combat technology&amp;quot; for information. Their careful ways and refusal to fight a losing battle has given them the reputation of the most efficient fighting force in the galaxy even if it&#039;s only because of logic. &lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2126</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2126"/>
		<updated>2015-07-04T09:48:48Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Biology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced 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 vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong federation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums and this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Due to their herbivore nature, the Skrell cannot process meat correctly. &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. However Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious. But due to lacking game mechanics this won&#039;t be tested, although it can be role played.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen, their similarities to humans and their larger brains mean they can fill any role aboard the station.&lt;br /&gt;
*Skrell lack articulate tongues and as such they have trouble pronouncing words in English, the words often become slurred.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Skrell have an average height that ranges from 4’5”-5’1” for males, and 4’5”-5’5” for females. Skrellian skin looks gelatinous but in fact has a second layer of a less translucent flesh under the surface, their skin secretes a slightly sticky mucus when frightened or in a dangerous situation, similar to the human adrenal boost, only it helps soothe the Skrell and prepare for death, rather than attempting to fight or flee. This does not mean however, that Skrell will not fight, but it does mean they can be at peace if they choose not to, this is likely a leftover function from the many years the Skrell were prey on their home planet. The mucus itself is dangerous to ingest, even in small quantities, meaning that if a group of ancient Skrell were caught by a predator, the first to be eaten, would ensure the survival of the others, or at least give them a chance; however it is not deadly and only causes nausea and digestive issues that wear off a few hours after ingestion.&lt;br /&gt;
&lt;br /&gt;
The colour of the Skrellian skin often depends on a lot of variables, including ancestry and environment, usually those with ancestors originating from the colder places on Aliose are greens and blues though they tend to be lighter shades of the respective colours. Whereas those living in hotter places on Jargon IV (Qerrbalak), tend to have pink, yellow or orange skin. &lt;br /&gt;
&lt;br /&gt;
Skrell faces are quite plain and their eyes are completely black, leaving it incredibly difficult to tell how a Skrell feels and what emotions are present. The eyes however, allow them to see much more clearly underwater, and while they do have lungs to breathe oxygen they spend most of their childhood underwater, which is the source of their amphibian nature. The hands and feet of the Skrell are very similar to that of humans except they lack nails and have strong webbing in between each finger and toe. Due to their herbivorous nature the Skrell lack any real teeth and instead have hardened gum lines for the consumption of their food. What a human might call a nose is infact just two slits in the middle of a Skrell’s face used for retrieving the smell of things. Due to the nature of their digestive system, Skrell have a hard time consuming meat. Soup and blended foodstuffs are a Skrell’s favorite, although others will suffice. It is notable that due to the semi-porous nature of Skrell skin, finely-blended nutrients can be absorbed through any part of the skin, entering into their internal fluids and being slowly broken down normally. However, most Skrell tend to use their ‘mouths’ simply to avoid offending other species.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
It is theorized that the Skrell evolved from something similar to the Earth born Salamander, but the Skrell bare tentacles. These tentacles have no real muscle tissue in them and cannot be controlled, instead they hang down over a Skrell’s shoulders and tend to keep the area between the neck and tentacle damp for the incubating of eggs, Nanotrasen discourages this practice aboard it’s vessels however, and says that any Skrell eggs should be kept in a bucket of water. The tentacles only other real use is for show, they are often adorned with jewels, cloths, chains, plates anything that can be used to make a statement about the Skrell’s personal wealth.&lt;br /&gt;
Due to a lack of sexual organs the Skrell do not procreate as many other species do, and instead the eggs are laid by the female and fertilized by the male, the females can lay anywhere between 5-50 eggs and this has caused the Skrell to seek out other planets with similar features to their homeworld Jargon IV(Qerrbalak), as warm and humid environments are the habitats Skrell eggs are best raised in. Skrell scientists decided that the overpopulation was becoming a massive problem, this led to the Skrell coming up with a serum that made it impossible for a Skrell mother to give birth to more than one batch of eggs during her entire life. Though this is a quick fix and is leading to many concerns in how the Skrell population has diminished over the years. &lt;br /&gt;
&lt;br /&gt;
===Skrell brains and neural devices===&lt;br /&gt;
The Skrell brain was not compatible with Nanotrasen neural devices as soon as Skrell started to work aboard Nanotrasen installations, and instead Nanotrasen started a project that took five years to complete, editing their Neural tech to fit almost all brain types, although the project set Nanotrasen back nearly Five billion credits for research and production, the Nanotrasen investors saw it fit to edit the devices to allow the Skrell, who were at this point far more advanced than they were, access to their neural interfaces.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
The most confusing thing other species tend to find with Skrell is gender, it is extremely difficult to tell the difference between male and female. And the only way, for someone who cannot speak the Skrell language, is the length of their tentacles, female tentacles are longer than male. Although Skrell do not care for gender other than for the purpose of reproduction.&lt;br /&gt;
A healthy Skrell can live up to two hundred years, but with current medicine and technology, it is possible for one to live for an extra fifty years.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
The Skrell language can be best described as a series of hums, warbles, or croaks, while they would not make sense to other species it can display a wide variety of emotion and meaning that English cannot. When learning other languages, Skrell tend to quickly assimilate grammatical structure and written form, but take much longer in learning enunciation. Their lack of teeth and articulate tongues leaves them with great difficulty in creating inflections typical of other races, while accents are completely out of the question for them.  Though a mainly scientific species, Skrell have interest in other forms of culture. Artists are fairly prevalent, as well unique fighting styles from the more physical. Skrellian arts often(but not always) focus on the mind. A recent movement focuses on how the mind interacts with the world around them. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe the Skrell are heartless and have no emotions, it is actually quite the contrary, the Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
But due to Humans limited audial receptors, the many tones a Skrell can project are lost to all those who are not Skrell, and thus Skrell have a very difficult time expressing emotion to Non-Skrell, though when matched with another of their kind the other Skrell is able to almost tell what the other is thinking, just because of the multitude of vocal tones. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Salamander”, ‘Squid head”, “water boy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not because they do not care, but because Skrell are often prideful and would prefer not to lose face with a confrontation, this kind of emotional reaction is quite common in Skrell, and they have earned a reputation for it, most Skrell would not engage in a fight or a challenge that they could not win, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy. However not all Skrell are like this, it just depends on where they are raised and how. &lt;br /&gt;
Skrell come from the same planet of the average slime, this has led to a common Skrellian insult being; &amp;quot;Slime-kin&amp;quot;. Often what A Skrell will call another Skrell instead of traitor or coward. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Political===&lt;br /&gt;
By the time Skrell had discovered interstellar travel(2016) the population was peaking at around 30,000,000,000 on Jargon IV(Qerrbalak) and as such they were looking to find other planets to sustain their growth rate, so their first expedition was to the solar system of Epsilon Ursae Minoris. And to the explorers luck they found a planet that was highly vegetated and fit the habitat margin, EUAIII, the explorers were ecstatic and boarded their ship to take the 3 year journey back to Jargon IV(Qerrbalak). But much to the explorers dismay they had noticed a giant plant life had attached itself to their bluespace drive in just the few hours they had been gone. As they tried to remove the plant it started showing signs of being sentient, and in within just a few days, it was confirmed, the Captain of the ship was called Weriu Tup, and is remembered as a hero of both the Diona and Skrell, he decided to stay on the planet, knowing he would not be able to return to his home for nine years at the quickest, but he wanted to learn more about the Dionae, the ship left but when it returned in five years, Weriu Tup was dead, killed by poisonous vegetation, but his heroism is remembered even now four hundred years after, the Diona revere him more than the Skrell do, but both Skrell and Diona children are often given the name Tup as a way to give the child strength. Many Skrell have an almost reverence for the Diona and see it as an honour to meet one.&lt;br /&gt;
The Skrell were the first sentient race to come into contact with the humans and just under fifty years ago, the Jargon Federation However does not trade with all Humans, only members of the Union of Sol and the Nanotrasen corporation, as they prefer to do business with people they consider trustworthy. Their mistrust of humanity is due to the rise of xenophobia in the Union which has caused many incidents such as the bombing of the Skrell embassy in Alpha centauri-b by the ‘Humanitarian sector’, an  anti-alien human group.&lt;br /&gt;
The Skrell also trade in minor proportions with the Tajara, the Unathi however have had a trade embargo since their first interactions with the Skrell. &lt;br /&gt;
The Skrell were about two hundred years ahead, technology wise when they first encountered humans, but since sharing their technology, their research is only one-hundred and fifty years ahead.&lt;br /&gt;
The Skrell seemed to skip the feudalistic political state that many of the sentient species have experienced and instead formed small councils even in early Skrell history. While some claim otherwise, the Skrell have never had a true monarchy.  The Current Skrell government is the Jargon Federation, a wide reaching republic that encompasses both Skrell and Dionae space with Dionae being official citizens. Over the years the Jargon Federarion has moved past individual representatives for both races and instead the races have become as important as eye-color in the world of politics. The Current Grand Councillor of the Jargon Federation is Stars Of The Tup, a Dionae diplomat who was the previous minor Councillor of the City Weiru. The &lt;br /&gt;
&lt;br /&gt;
Jargon Federation hierarchy is as such:&lt;br /&gt;
*Minor-Councillors States&lt;br /&gt;
*Councillors Govern Countries &lt;br /&gt;
*High Councillors Govern Planets&lt;br /&gt;
*Great Councillors Govern Solar Systems &lt;br /&gt;
*The Grand Councillor Governs The Federation&lt;br /&gt;
All Councillors from High to Grand must attend the annual Council of Jargon to discuss the Federation&#039;s important affairs. The Grand Councillor has the authority to call an Emergency Council of Jargon if it&#039;s needed. The Jargon Federation&#039;s slow but careful methods are usually why it&#039;s so rarely get&#039;s into conflict, but also the reason it took so long for Human&#039;s to earn the Federation&#039;s trust.&lt;br /&gt;
===Religion===&lt;br /&gt;
The Skrell religions are too vast and numerous to name them all, but the most notable are-&lt;br /&gt;
&lt;br /&gt;
====Altariser====&lt;br /&gt;
The Altariser are the most prominent religious faction in Skrell space due to the less mystic views that they have. The Altariser religion is considered a way to better oneself as their main goal is to reach a higher state of being where they can learn the secrets of the universe. They believe the way to reach this state is through physical and mental improvement, humans have compared the religion to Buddhism but the religion is far more selfish than the ancient oriental religion that it’s compared to.&lt;br /&gt;
The Altariser makes up for 47% of all of Skrell and even has been taken up by the other sentient races. Many people have theorized that the religion was invented to push Skrell to be the best, or give them comfort near death. The argument to this is that just because we don’t see the Skrell ‘evolve’ doesn&#039;t mean they don’t, the people that argue this point also state that it is possible that there are certain rules for an evolved one, such as no sharing the knowledge and power with lesser beings, although again this is all theory as no scientist from any race has been able to prove or disprove this religion. This religion has been around since Skrell history was recorded and as such is considered one of the oldest religions in the known Galaxy.&lt;br /&gt;
&lt;br /&gt;
====Dienabi====&lt;br /&gt;
The Dienabi are best described as Diona worshipers, their religion bases itself around the idea that the Diona are gods, every last one of them and that all the good fortune the Skrell have had since discovering them has come as a reward for the Skrell treatment of the Dionae. The religion teaches that Weiru Tup, the Captain of the famous Epsilon mission did not infact die due to poisonous vegetation but instead was transformed into a mystical Diona as a reward for his kindness to the strange species and he is often referred to as the first Dienabi(In the Skrell language Dienabi means ‘Tree child’) and is revered as the savior of the Skrell species. The only beings that the Dienabi revere more than Weiru Tup are the Dionae themselves, the members of the religion are often fanatic about their protection of the species and it is not too much of a stretch that they would die for the ones they consider gods, hoping that in turn they will be granted a place of immortality beside them as The First Dienabi was. This religion is one of the youngest Skrell religions and has only been around for about three centuries  it only encompasses a minor amount of Skrell 6% in total.&lt;br /&gt;
&lt;br /&gt;
====Eloish====&lt;br /&gt;
Eloish is the most controversial of religions in Skrellian space and by many Skrell it is considered a black stain on the Skrell history  and is often used to wound many proud Skrell. The religion was first founded by it’s namesake Elois Guf a general in the Qerrballak Yuer(A proud country that followed the lead of one man ,Yuer Iu,) Army and is considered one of the greatest warriors to ever walk the Skrell homeworld. Elois Guf was a powerful general and due to the Qerrballak Yuer’s war with the Skrellian Tumpat(The Tumpat was a coalition of independent city states that formed due to increasing tension from Yuer),  Elois was leading many attacks on the independent city states which was quite common for him as he had a reputation as a very blood thirsty man, but all the killing changed him and led to him seeing himself as a god, mainly due to the men following him seeing him as such. &lt;br /&gt;
After twenty years of bloody war the Yuer decided to sign a treaty with the Tumpat which enraged Elois, he had fought and bled for his people and he felt like they had in turn betrayed him, he considered the Yuer a coward and declared a one man war against both the Tumpat and the Yuer. It wasn’t long before his one man raids and battles inspired men to join him and before long he had thousands behind him, he started taking villages, both Tumpat and Yuer. And recruited their people into his army, he made it a point to have his soldiers burn anyone that didn’t see him as their true god and so, many millions of Skrell died. After four years Elois was finally closing into the Yuer capital, Warufsh, and planned to take it, he had the manpower and the drive. But as the battle commenced unexpectedly the Tumpat had sent aid in the way of General Rinoi Laush, he commanded fifty thousand men into battle against Elois and it is said that General Laush was forced to fight Elois with an energy axe,  removing his head from his body.&lt;br /&gt;
Today all that remains of this religion are remnants and it is a religion mainly followed by old warriors and descendants of Elois’ troops.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
While the Skrell seem less mercantile than the other races of the Milky way, they in fact consider themselves some of the best tradesmen in the galaxy, but of course this isn’t always true. Before first contact with humans the Skrell Confederation used Butya, small square pieces of silver embellished with notable Skrell on them. The ‘notable Skrell’ are Skrell who have made true contributions to the Skrellian species, among their ranks are Weriu Tup the captain of the Epsilon mission(Diona First Contact), Chulash Yue the pioneer scientist of Bluespace drives, Rinoi Laush the brave Skrell general that defended Yuerbelak(The Largest continent on Jargon IV(Qerrbalak)) against the Eridish Regime in 1782, and many others. Following the first contact with Humans, Credits were accepted as a legitimate currency in the Skrell Confederation and in less than twenty years it was the primary currency used in Skrell space.&lt;br /&gt;
The Skrell are most well known for their confectionery, medicines and implants. The most famous Skrell confectionery is Yewerie a sweet cake coated in a sugary icing that is laced with minute amounts of Riehsi, this being because the Skrell carry a natural partial-immunity to the mushroom and just see it as a flavoring rather than a recreational drug, this cake has been banned from numerous worlds in the Union and Sol, and is more openly accepted on the frontier worlds due to the lack of true law. &lt;br /&gt;
Skrell medicines and implants are some of the most expensive and sought after pieces of medical technology in the civilised galaxy the human suited  implants include: Regeneration implants that force the cells of a human body to overclock regenerate at incredible speed rates, these implants are priced at just 40,000 Union of Sol credits, although many side effects have been uncovered including impotence and internal bleeding due to cells overcompensating and regenerating internal organs that aren&#039;t needed. Adrenal implants that trigger when the user wishes, giving increased strength and physical ability to the user, these implants have been abused in the past causing brain hemorrhages and cardiac arrests these implants are only priced at 2,500 credits and can be purchased and implanted at many clinics in Union of Sol space.&lt;br /&gt;
The Skrell have been highly sexualized in Human culture due to strange sexual fetishes, this has led to many Skrell, male and female, turning to small roles in Human erotic movies and posters. The most successful part of the Skrell sex industry is ‘wetskrell.net’ &lt;br /&gt;
WetSkrell.nt is neither as perverse or indecent as one would seem, and simply depicts Skrell of various ages and colours in sexually suggestive positions. The Skrell’s lax attitude towards sexuality and the  lack of sexual organs  has led to many Skrell agreeing to such a deal, both male and female,without hesitation.&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
The Majority of the planets in Skrell space have been terraformed to suit their nature, the typical planets are covered in swamps and jungles and occasionally large bodies of water. Though on planets where this kind of extreme terraformation is not possible, the Skrell construct large bio-domes and habitat structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
Skrell cities are often considered less ornate than human ones, usually consisting of tall white skyscrapers that stand from the swamps, although it should be said that these buildings are usually covered in moss and other vegetation due to their building environments, the Skrell have never enjoyed living underground and as such there is a distinct lack of underground buildings when Skrell outposts are concerned. The Skrell are famous for their underwater cities, that can span huge areas under water and that are majorly constructed from glass, the secret to these cities however is not super strong glass but instead, immensely powerful shields that are powered by multiple super matter engines somewhere inside the city. The largest underwater city constructed by the Skrell is on Laush V(Laush is the second closest star system to the Skrellian home system Jargon) the city on Laush V known only as Eriuyish has an area of 17822 miles and requires seven super matter engines to power the 420 shield emitters located around the city.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent, however the opposite is true. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrell&#039;s incredible technological advances mean their military is the most effective in the known galaxy. See; &amp;quot;Combat technology&amp;quot; for information. Their careful ways and refusal to fight a losing battle has given them the reputation of the most efficient fighting force in the galaxy even if it&#039;s only because of logic. &lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2125</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2125"/>
		<updated>2015-07-04T09:47:43Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced 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 vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong federation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums and this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Due to their herbivore nature, the Skrell cannot process meat correctly. &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. However Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious. But due to lacking game mechanics this won&#039;t be tested, although it can be role played.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen, their similarities to humans and their larger brains mean they can fill any role aboard the station.&lt;br /&gt;
*Skrell lack articulate tongues and as such they have trouble pronouncing words in English, the words often become slurred.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Skrell have an average height that ranges from 4’5”-5’1” for males, and 4’5”-5’5” for females. Skrellian skin looks gelatinous but in fact has a second layer of a less translucent flesh under the surface, their skin secretes a slightly sticky mucus when frightened or in a dangerous situation, similar to the human adrenal boost, only it helps soothe the Skrell and prepare for death, rather than attempting to fight or flee. This does not mean however, that Skrell will not fight, but it does mean they can be at peace if they choose not to, this is likely a leftover function from the many years the Skrell were prey on their home planet. The mucus itself is dangerous to ingest, even in small quantities, meaning that if a group of ancient Skrell were caught by a predator, the first to be eaten, would ensure the survival of the others, or at least give them a chance; however it is not deadly and only causes nausea and digestive issues that wear off a few hours after ingestion.&lt;br /&gt;
&lt;br /&gt;
The colour of the Skrellian skin often depends on a lot of variables, including ancestry and environment, usually those with ancestors originating from the colder places on Aliose are greens and blues though they tend to be lighter shades of the respective colours. Whereas those living in hotter places on Jargon IV(Qerrbalak), tend to have pink, yellow or orange skin. &lt;br /&gt;
&lt;br /&gt;
Skrell faces are quite plain and their eyes are completely black, leaving it incredibly difficult to tell how a Skrell feels and what emotions are present. The eyes however, allow them to see much more clearly underwater, and while they do have lungs to breathe oxygen they spend most of their childhood underwater, which is the source of their amphibian nature. The hands and feet of the Skrell are very similar to that of humans except they lack nails and have strong webbing in between each finger and toe. Due to their herbivorous nature the Skrell lack any real teeth and instead have hardened gum lines for the consumption of their food. What a human might call a nose is infact just two slits in the middle of a Skrell’s face used for retrieving the smell of things. Due to the nature of their digestive system, Skrell have a hard time consuming meat. Soup and blended foodstuffs are a Skrell’s favorite, although others will suffice. It is notable that due to the semi-porous nature of Skrell skin, finely-blended nutrients can be absorbed through any part of the skin, entering into their internal fluids and being slowly broken down normally. However, most Skrell tend to use their ‘mouths’ simply to avoid offending other species.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
It is theorized that the Skrell evolved from something similar to the Earth born Salamander, but the Skrell bare tentacles. These tentacles have no real muscle tissue in them and cannot be controlled, instead they hang down over a Skrell’s shoulders and tend to keep the area between the neck and tentacle damp for the incubating of eggs, Nanotrasen discourages this practice aboard it’s vessels however, and says that any Skrell eggs should be kept in a bucket of water. The tentacles only other real use is for show, they are often adorned with jewels, cloths, chains, plates anything that can be used to make a statement about the Skrell’s personal wealth.&lt;br /&gt;
Due to a lack of sexual organs the Skrell do not procreate as many other species do, and instead the eggs are laid by the female and fertilized by the male, the females can lay anywhere between 5-50 eggs and this has caused the Skrell to seek out other planets with similar features to their homeworld Jargon IV(Qerrbalak), as warm and humid environments are the habitats Skrell eggs are best raised in. Skrell scientists decided that the overpopulation was becoming a massive problem, this led to the Skrell coming up with a serum that made it impossible for a Skrell mother to give birth to more than one batch of eggs during her entire life. Though this is a quick fix and is leading to many concerns in how the Skrell population has diminished over the years. &lt;br /&gt;
&lt;br /&gt;
===Skrell brains and neural devices===&lt;br /&gt;
The Skrell brain was not compatible with Nanotrasen neural devices as soon as Skrell started to work aboard Nanotrasen installations, and instead Nanotrasen started a project that took five years to complete, editing their Neural tech to fit almost all brain types, although the project set Nanotrasen back nearly Five billion credits for research and production, the Nanotrasen investors saw it fit to edit the devices to allow the Skrell, who were at this point far more advanced than they were, access to their neural interfaces.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
The most confusing thing other species tend to find with Skrell is gender, it is extremely difficult to tell the difference between male and female. And the only way, for someone who cannot speak the Skrell language, is the length of their tentacles, female tentacles are longer than male. Although Skrell do not care for gender other than for the purpose of reproduction.&lt;br /&gt;
A healthy Skrell can live up to two hundred years, but with current medicine and technology, it is possible for one to live for an extra fifty years.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
The Skrell language can be best described as a series of hums, warbles, or croaks, while they would not make sense to other species it can display a wide variety of emotion and meaning that English cannot. When learning other languages, Skrell tend to quickly assimilate grammatical structure and written form, but take much longer in learning enunciation. Their lack of teeth and articulate tongues leaves them with great difficulty in creating inflections typical of other races, while accents are completely out of the question for them.  Though a mainly scientific species, Skrell have interest in other forms of culture. Artists are fairly prevalent, as well unique fighting styles from the more physical. Skrellian arts often(but not always) focus on the mind. A recent movement focuses on how the mind interacts with the world around them. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe the Skrell are heartless and have no emotions, it is actually quite the contrary, the Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
But due to Humans limited audial receptors, the many tones a Skrell can project are lost to all those who are not Skrell, and thus Skrell have a very difficult time expressing emotion to Non-Skrell, though when matched with another of their kind the other Skrell is able to almost tell what the other is thinking, just because of the multitude of vocal tones. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Salamander”, ‘Squid head”, “water boy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not because they do not care, but because Skrell are often prideful and would prefer not to lose face with a confrontation, this kind of emotional reaction is quite common in Skrell, and they have earned a reputation for it, most Skrell would not engage in a fight or a challenge that they could not win, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy. However not all Skrell are like this, it just depends on where they are raised and how. &lt;br /&gt;
Skrell come from the same planet of the average slime, this has led to a common Skrellian insult being; &amp;quot;Slime-kin&amp;quot;. Often what A Skrell will call another Skrell instead of traitor or coward. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Political===&lt;br /&gt;
By the time Skrell had discovered interstellar travel(2016) the population was peaking at around 30,000,000,000 on Jargon IV(Qerrbalak) and as such they were looking to find other planets to sustain their growth rate, so their first expedition was to the solar system of Epsilon Ursae Minoris. And to the explorers luck they found a planet that was highly vegetated and fit the habitat margin, EUAIII, the explorers were ecstatic and boarded their ship to take the 3 year journey back to Jargon IV(Qerrbalak). But much to the explorers dismay they had noticed a giant plant life had attached itself to their bluespace drive in just the few hours they had been gone. As they tried to remove the plant it started showing signs of being sentient, and in within just a few days, it was confirmed, the Captain of the ship was called Weriu Tup, and is remembered as a hero of both the Diona and Skrell, he decided to stay on the planet, knowing he would not be able to return to his home for nine years at the quickest, but he wanted to learn more about the Dionae, the ship left but when it returned in five years, Weriu Tup was dead, killed by poisonous vegetation, but his heroism is remembered even now four hundred years after, the Diona revere him more than the Skrell do, but both Skrell and Diona children are often given the name Tup as a way to give the child strength. Many Skrell have an almost reverence for the Diona and see it as an honour to meet one.&lt;br /&gt;
The Skrell were the first sentient race to come into contact with the humans and just under fifty years ago, the Jargon Federation However does not trade with all Humans, only members of the Union of Sol and the Nanotrasen corporation, as they prefer to do business with people they consider trustworthy. Their mistrust of humanity is due to the rise of xenophobia in the Union which has caused many incidents such as the bombing of the Skrell embassy in Alpha centauri-b by the ‘Humanitarian sector’, an  anti-alien human group.&lt;br /&gt;
The Skrell also trade in minor proportions with the Tajara, the Unathi however have had a trade embargo since their first interactions with the Skrell. &lt;br /&gt;
The Skrell were about two hundred years ahead, technology wise when they first encountered humans, but since sharing their technology, their research is only one-hundred and fifty years ahead.&lt;br /&gt;
The Skrell seemed to skip the feudalistic political state that many of the sentient species have experienced and instead formed small councils even in early Skrell history. While some claim otherwise, the Skrell have never had a true monarchy.  The Current Skrell government is the Jargon Federation, a wide reaching republic that encompasses both Skrell and Dionae space with Dionae being official citizens. Over the years the Jargon Federarion has moved past individual representatives for both races and instead the races have become as important as eye-color in the world of politics. The Current Grand Councillor of the Jargon Federation is Stars Of The Tup, a Dionae diplomat who was the previous minor Councillor of the City Weiru. The &lt;br /&gt;
&lt;br /&gt;
Jargon Federation hierarchy is as such:&lt;br /&gt;
*Minor-Councillors States&lt;br /&gt;
*Councillors Govern Countries &lt;br /&gt;
*High Councillors Govern Planets&lt;br /&gt;
*Great Councillors Govern Solar Systems &lt;br /&gt;
*The Grand Councillor Governs The Federation&lt;br /&gt;
All Councillors from High to Grand must attend the annual Council of Jargon to discuss the Federation&#039;s important affairs. The Grand Councillor has the authority to call an Emergency Council of Jargon if it&#039;s needed. The Jargon Federation&#039;s slow but careful methods are usually why it&#039;s so rarely get&#039;s into conflict, but also the reason it took so long for Human&#039;s to earn the Federation&#039;s trust.&lt;br /&gt;
===Religion===&lt;br /&gt;
The Skrell religions are too vast and numerous to name them all, but the most notable are-&lt;br /&gt;
&lt;br /&gt;
====Altariser====&lt;br /&gt;
The Altariser are the most prominent religious faction in Skrell space due to the less mystic views that they have. The Altariser religion is considered a way to better oneself as their main goal is to reach a higher state of being where they can learn the secrets of the universe. They believe the way to reach this state is through physical and mental improvement, humans have compared the religion to Buddhism but the religion is far more selfish than the ancient oriental religion that it’s compared to.&lt;br /&gt;
The Altariser makes up for 47% of all of Skrell and even has been taken up by the other sentient races. Many people have theorized that the religion was invented to push Skrell to be the best, or give them comfort near death. The argument to this is that just because we don’t see the Skrell ‘evolve’ doesn&#039;t mean they don’t, the people that argue this point also state that it is possible that there are certain rules for an evolved one, such as no sharing the knowledge and power with lesser beings, although again this is all theory as no scientist from any race has been able to prove or disprove this religion. This religion has been around since Skrell history was recorded and as such is considered one of the oldest religions in the known Galaxy.&lt;br /&gt;
&lt;br /&gt;
====Dienabi====&lt;br /&gt;
The Dienabi are best described as Diona worshipers, their religion bases itself around the idea that the Diona are gods, every last one of them and that all the good fortune the Skrell have had since discovering them has come as a reward for the Skrell treatment of the Dionae. The religion teaches that Weiru Tup, the Captain of the famous Epsilon mission did not infact die due to poisonous vegetation but instead was transformed into a mystical Diona as a reward for his kindness to the strange species and he is often referred to as the first Dienabi(In the Skrell language Dienabi means ‘Tree child’) and is revered as the savior of the Skrell species. The only beings that the Dienabi revere more than Weiru Tup are the Dionae themselves, the members of the religion are often fanatic about their protection of the species and it is not too much of a stretch that they would die for the ones they consider gods, hoping that in turn they will be granted a place of immortality beside them as The First Dienabi was. This religion is one of the youngest Skrell religions and has only been around for about three centuries  it only encompasses a minor amount of Skrell 6% in total.&lt;br /&gt;
&lt;br /&gt;
====Eloish====&lt;br /&gt;
Eloish is the most controversial of religions in Skrellian space and by many Skrell it is considered a black stain on the Skrell history  and is often used to wound many proud Skrell. The religion was first founded by it’s namesake Elois Guf a general in the Qerrballak Yuer(A proud country that followed the lead of one man ,Yuer Iu,) Army and is considered one of the greatest warriors to ever walk the Skrell homeworld. Elois Guf was a powerful general and due to the Qerrballak Yuer’s war with the Skrellian Tumpat(The Tumpat was a coalition of independent city states that formed due to increasing tension from Yuer),  Elois was leading many attacks on the independent city states which was quite common for him as he had a reputation as a very blood thirsty man, but all the killing changed him and led to him seeing himself as a god, mainly due to the men following him seeing him as such. &lt;br /&gt;
After twenty years of bloody war the Yuer decided to sign a treaty with the Tumpat which enraged Elois, he had fought and bled for his people and he felt like they had in turn betrayed him, he considered the Yuer a coward and declared a one man war against both the Tumpat and the Yuer. It wasn’t long before his one man raids and battles inspired men to join him and before long he had thousands behind him, he started taking villages, both Tumpat and Yuer. And recruited their people into his army, he made it a point to have his soldiers burn anyone that didn’t see him as their true god and so, many millions of Skrell died. After four years Elois was finally closing into the Yuer capital, Warufsh, and planned to take it, he had the manpower and the drive. But as the battle commenced unexpectedly the Tumpat had sent aid in the way of General Rinoi Laush, he commanded fifty thousand men into battle against Elois and it is said that General Laush was forced to fight Elois with an energy axe,  removing his head from his body.&lt;br /&gt;
Today all that remains of this religion are remnants and it is a religion mainly followed by old warriors and descendants of Elois’ troops.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
While the Skrell seem less mercantile than the other races of the Milky way, they in fact consider themselves some of the best tradesmen in the galaxy, but of course this isn’t always true. Before first contact with humans the Skrell Confederation used Butya, small square pieces of silver embellished with notable Skrell on them. The ‘notable Skrell’ are Skrell who have made true contributions to the Skrellian species, among their ranks are Weriu Tup the captain of the Epsilon mission(Diona First Contact), Chulash Yue the pioneer scientist of Bluespace drives, Rinoi Laush the brave Skrell general that defended Yuerbelak(The Largest continent on Jargon IV(Qerrbalak)) against the Eridish Regime in 1782, and many others. Following the first contact with Humans, Credits were accepted as a legitimate currency in the Skrell Confederation and in less than twenty years it was the primary currency used in Skrell space.&lt;br /&gt;
The Skrell are most well known for their confectionery, medicines and implants. The most famous Skrell confectionery is Yewerie a sweet cake coated in a sugary icing that is laced with minute amounts of Riehsi, this being because the Skrell carry a natural partial-immunity to the mushroom and just see it as a flavoring rather than a recreational drug, this cake has been banned from numerous worlds in the Union and Sol, and is more openly accepted on the frontier worlds due to the lack of true law. &lt;br /&gt;
Skrell medicines and implants are some of the most expensive and sought after pieces of medical technology in the civilised galaxy the human suited  implants include: Regeneration implants that force the cells of a human body to overclock regenerate at incredible speed rates, these implants are priced at just 40,000 Union of Sol credits, although many side effects have been uncovered including impotence and internal bleeding due to cells overcompensating and regenerating internal organs that aren&#039;t needed. Adrenal implants that trigger when the user wishes, giving increased strength and physical ability to the user, these implants have been abused in the past causing brain hemorrhages and cardiac arrests these implants are only priced at 2,500 credits and can be purchased and implanted at many clinics in Union of Sol space.&lt;br /&gt;
The Skrell have been highly sexualized in Human culture due to strange sexual fetishes, this has led to many Skrell, male and female, turning to small roles in Human erotic movies and posters. The most successful part of the Skrell sex industry is ‘wetskrell.net’ &lt;br /&gt;
WetSkrell.nt is neither as perverse or indecent as one would seem, and simply depicts Skrell of various ages and colours in sexually suggestive positions. The Skrell’s lax attitude towards sexuality and the  lack of sexual organs  has led to many Skrell agreeing to such a deal, both male and female,without hesitation.&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
The Majority of the planets in Skrell space have been terraformed to suit their nature, the typical planets are covered in swamps and jungles and occasionally large bodies of water. Though on planets where this kind of extreme terraformation is not possible, the Skrell construct large bio-domes and habitat structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
Skrell cities are often considered less ornate than human ones, usually consisting of tall white skyscrapers that stand from the swamps, although it should be said that these buildings are usually covered in moss and other vegetation due to their building environments, the Skrell have never enjoyed living underground and as such there is a distinct lack of underground buildings when Skrell outposts are concerned. The Skrell are famous for their underwater cities, that can span huge areas under water and that are majorly constructed from glass, the secret to these cities however is not super strong glass but instead, immensely powerful shields that are powered by multiple super matter engines somewhere inside the city. The largest underwater city constructed by the Skrell is on Laush V(Laush is the second closest star system to the Skrellian home system Jargon) the city on Laush V known only as Eriuyish has an area of 17822 miles and requires seven super matter engines to power the 420 shield emitters located around the city.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent, however the opposite is true. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrell&#039;s incredible technological advances mean their military is the most effective in the known galaxy. See; &amp;quot;Combat technology&amp;quot; for information. Their careful ways and refusal to fight a losing battle has given them the reputation of the most efficient fighting force in the galaxy even if it&#039;s only because of logic. &lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2124</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2124"/>
		<updated>2015-07-04T09:47:29Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced 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 vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong federation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums and this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Due to their herbivore nature, the Skrell cannot process meat correctly. &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 a Skrell hardsuits helmet (found in EVA) their head tails also make it uncomfortable to wear normal headwear such as hats so most Skrell opt out of that. However Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious. But due to lacking game mechanics this won&#039;t be tested, although it can be role played.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen, their similarities to humans and their larger brains mean they can fill any role aboard the station.&lt;br /&gt;
*Skrell lack articulate tongues and as such they have trouble pronouncing words in English, the words often become slurred.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Skrell have an average height that ranges from 4’5”-5’1” for males, and 4’5”-5’5” for females. Skrellian skin looks gelatinous but in fact has a second layer of a less translucent flesh under the surface, their skin secretes a slightly sticky mucus when frightened or in a dangerous situation, similar to the human adrenal boost, only it helps soothe the Skrell and prepare for death, rather than attempting to fight or flee. This does not mean however, that Skrell will not fight, but it does mean they can be at peace if they choose not to, this is likely a leftover function from the many years the Skrell were prey on their home planet. The mucus itself is dangerous to ingest, even in small quantities, meaning that if a group of ancient Skrell were caught by a predator, the first to be eaten, would ensure the survival of the others, or at least give them a chance; however it is not deadly and only causes nausea and digestive issues that wear off a few hours after ingestion.&lt;br /&gt;
&lt;br /&gt;
The colour of the Skrellian skin often depends on a lot of variables, including ancestry and environment, usually those with ancestors originating from the colder places on Aliose are greens and blues though they tend to be lighter shades of the respective colours. Whereas those living in hotter places on Jargon IV(Qerrbalak), tend to have pink, yellow or orange skin. &lt;br /&gt;
&lt;br /&gt;
Skrell faces are quite plain and their eyes are completely black, leaving it incredibly difficult to tell how a Skrell feels and what emotions are present. The eyes however, allow them to see much more clearly underwater, and while they do have lungs to breathe oxygen they spend most of their childhood underwater, which is the source of their amphibian nature. The hands and feet of the Skrell are very similar to that of humans except they lack nails and have strong webbing in between each finger and toe. Due to their herbivorous nature the Skrell lack any real teeth and instead have hardened gum lines for the consumption of their food. What a human might call a nose is infact just two slits in the middle of a Skrell’s face used for retrieving the smell of things. Due to the nature of their digestive system, Skrell have a hard time consuming meat. Soup and blended foodstuffs are a Skrell’s favorite, although others will suffice. It is notable that due to the semi-porous nature of Skrell skin, finely-blended nutrients can be absorbed through any part of the skin, entering into their internal fluids and being slowly broken down normally. However, most Skrell tend to use their ‘mouths’ simply to avoid offending other species.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
It is theorized that the Skrell evolved from something similar to the Earth born Salamander, but the Skrell bare tentacles. These tentacles have no real muscle tissue in them and cannot be controlled, instead they hang down over a Skrell’s shoulders and tend to keep the area between the neck and tentacle damp for the incubating of eggs, Nanotrasen discourages this practice aboard it’s vessels however, and says that any Skrell eggs should be kept in a bucket of water. The tentacles only other real use is for show, they are often adorned with jewels, cloths, chains, plates anything that can be used to make a statement about the Skrell’s personal wealth.&lt;br /&gt;
Due to a lack of sexual organs the Skrell do not procreate as many other species do, and instead the eggs are laid by the female and fertilized by the male, the females can lay anywhere between 5-50 eggs and this has caused the Skrell to seek out other planets with similar features to their homeworld Jargon IV(Qerrbalak), as warm and humid environments are the habitats Skrell eggs are best raised in. Skrell scientists decided that the overpopulation was becoming a massive problem, this led to the Skrell coming up with a serum that made it impossible for a Skrell mother to give birth to more than one batch of eggs during her entire life. Though this is a quick fix and is leading to many concerns in how the Skrell population has diminished over the years. &lt;br /&gt;
&lt;br /&gt;
===Skrell brains and neural devices===&lt;br /&gt;
The Skrell brain was not compatible with Nanotrasen neural devices as soon as Skrell started to work aboard Nanotrasen installations, and instead Nanotrasen started a project that took five years to complete, editing their Neural tech to fit almost all brain types, although the project set Nanotrasen back nearly Five billion credits for research and production, the Nanotrasen investors saw it fit to edit the devices to allow the Skrell, who were at this point far more advanced than they were, access to their neural interfaces.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
The most confusing thing other species tend to find with Skrell is gender, it is extremely difficult to tell the difference between male and female. And the only way, for someone who cannot speak the Skrell language, is the length of their tentacles, female tentacles are longer than male. Although Skrell do not care for gender other than for the purpose of reproduction.&lt;br /&gt;
A healthy Skrell can live up to two hundred years, but with current medicine and technology, it is possible for one to live for an extra fifty years.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
The Skrell language can be best described as a series of hums, warbles, or croaks, while they would not make sense to other species it can display a wide variety of emotion and meaning that English cannot. When learning other languages, Skrell tend to quickly assimilate grammatical structure and written form, but take much longer in learning enunciation. Their lack of teeth and articulate tongues leaves them with great difficulty in creating inflections typical of other races, while accents are completely out of the question for them.  Though a mainly scientific species, Skrell have interest in other forms of culture. Artists are fairly prevalent, as well unique fighting styles from the more physical. Skrellian arts often(but not always) focus on the mind. A recent movement focuses on how the mind interacts with the world around them. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe the Skrell are heartless and have no emotions, it is actually quite the contrary, the Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
But due to Humans limited audial receptors, the many tones a Skrell can project are lost to all those who are not Skrell, and thus Skrell have a very difficult time expressing emotion to Non-Skrell, though when matched with another of their kind the other Skrell is able to almost tell what the other is thinking, just because of the multitude of vocal tones. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Salamander”, ‘Squid head”, “water boy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not because they do not care, but because Skrell are often prideful and would prefer not to lose face with a confrontation, this kind of emotional reaction is quite common in Skrell, and they have earned a reputation for it, most Skrell would not engage in a fight or a challenge that they could not win, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy. However not all Skrell are like this, it just depends on where they are raised and how. &lt;br /&gt;
Skrell come from the same planet of the average slime, this has led to a common Skrellian insult being; &amp;quot;Slime-kin&amp;quot;. Often what A Skrell will call another Skrell instead of traitor or coward. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Political===&lt;br /&gt;
By the time Skrell had discovered interstellar travel(2016) the population was peaking at around 30,000,000,000 on Jargon IV(Qerrbalak) and as such they were looking to find other planets to sustain their growth rate, so their first expedition was to the solar system of Epsilon Ursae Minoris. And to the explorers luck they found a planet that was highly vegetated and fit the habitat margin, EUAIII, the explorers were ecstatic and boarded their ship to take the 3 year journey back to Jargon IV(Qerrbalak). But much to the explorers dismay they had noticed a giant plant life had attached itself to their bluespace drive in just the few hours they had been gone. As they tried to remove the plant it started showing signs of being sentient, and in within just a few days, it was confirmed, the Captain of the ship was called Weriu Tup, and is remembered as a hero of both the Diona and Skrell, he decided to stay on the planet, knowing he would not be able to return to his home for nine years at the quickest, but he wanted to learn more about the Dionae, the ship left but when it returned in five years, Weriu Tup was dead, killed by poisonous vegetation, but his heroism is remembered even now four hundred years after, the Diona revere him more than the Skrell do, but both Skrell and Diona children are often given the name Tup as a way to give the child strength. Many Skrell have an almost reverence for the Diona and see it as an honour to meet one.&lt;br /&gt;
The Skrell were the first sentient race to come into contact with the humans and just under fifty years ago, the Jargon Federation However does not trade with all Humans, only members of the Union of Sol and the Nanotrasen corporation, as they prefer to do business with people they consider trustworthy. Their mistrust of humanity is due to the rise of xenophobia in the Union which has caused many incidents such as the bombing of the Skrell embassy in Alpha centauri-b by the ‘Humanitarian sector’, an  anti-alien human group.&lt;br /&gt;
The Skrell also trade in minor proportions with the Tajara, the Unathi however have had a trade embargo since their first interactions with the Skrell. &lt;br /&gt;
The Skrell were about two hundred years ahead, technology wise when they first encountered humans, but since sharing their technology, their research is only one-hundred and fifty years ahead.&lt;br /&gt;
The Skrell seemed to skip the feudalistic political state that many of the sentient species have experienced and instead formed small councils even in early Skrell history. While some claim otherwise, the Skrell have never had a true monarchy.  The Current Skrell government is the Jargon Federation, a wide reaching republic that encompasses both Skrell and Dionae space with Dionae being official citizens. Over the years the Jargon Federarion has moved past individual representatives for both races and instead the races have become as important as eye-color in the world of politics. The Current Grand Councillor of the Jargon Federation is Stars Of The Tup, a Dionae diplomat who was the previous minor Councillor of the City Weiru. The &lt;br /&gt;
&lt;br /&gt;
Jargon Federation hierarchy is as such:&lt;br /&gt;
*Minor-Councillors States&lt;br /&gt;
*Councillors Govern Countries &lt;br /&gt;
*High Councillors Govern Planets&lt;br /&gt;
*Great Councillors Govern Solar Systems &lt;br /&gt;
*The Grand Councillor Governs The Federation&lt;br /&gt;
All Councillors from High to Grand must attend the annual Council of Jargon to discuss the Federation&#039;s important affairs. The Grand Councillor has the authority to call an Emergency Council of Jargon if it&#039;s needed. The Jargon Federation&#039;s slow but careful methods are usually why it&#039;s so rarely get&#039;s into conflict, but also the reason it took so long for Human&#039;s to earn the Federation&#039;s trust.&lt;br /&gt;
===Religion===&lt;br /&gt;
The Skrell religions are too vast and numerous to name them all, but the most notable are-&lt;br /&gt;
&lt;br /&gt;
====Altariser====&lt;br /&gt;
The Altariser are the most prominent religious faction in Skrell space due to the less mystic views that they have. The Altariser religion is considered a way to better oneself as their main goal is to reach a higher state of being where they can learn the secrets of the universe. They believe the way to reach this state is through physical and mental improvement, humans have compared the religion to Buddhism but the religion is far more selfish than the ancient oriental religion that it’s compared to.&lt;br /&gt;
The Altariser makes up for 47% of all of Skrell and even has been taken up by the other sentient races. Many people have theorized that the religion was invented to push Skrell to be the best, or give them comfort near death. The argument to this is that just because we don’t see the Skrell ‘evolve’ doesn&#039;t mean they don’t, the people that argue this point also state that it is possible that there are certain rules for an evolved one, such as no sharing the knowledge and power with lesser beings, although again this is all theory as no scientist from any race has been able to prove or disprove this religion. This religion has been around since Skrell history was recorded and as such is considered one of the oldest religions in the known Galaxy.&lt;br /&gt;
&lt;br /&gt;
====Dienabi====&lt;br /&gt;
The Dienabi are best described as Diona worshipers, their religion bases itself around the idea that the Diona are gods, every last one of them and that all the good fortune the Skrell have had since discovering them has come as a reward for the Skrell treatment of the Dionae. The religion teaches that Weiru Tup, the Captain of the famous Epsilon mission did not infact die due to poisonous vegetation but instead was transformed into a mystical Diona as a reward for his kindness to the strange species and he is often referred to as the first Dienabi(In the Skrell language Dienabi means ‘Tree child’) and is revered as the savior of the Skrell species. The only beings that the Dienabi revere more than Weiru Tup are the Dionae themselves, the members of the religion are often fanatic about their protection of the species and it is not too much of a stretch that they would die for the ones they consider gods, hoping that in turn they will be granted a place of immortality beside them as The First Dienabi was. This religion is one of the youngest Skrell religions and has only been around for about three centuries  it only encompasses a minor amount of Skrell 6% in total.&lt;br /&gt;
&lt;br /&gt;
====Eloish====&lt;br /&gt;
Eloish is the most controversial of religions in Skrellian space and by many Skrell it is considered a black stain on the Skrell history  and is often used to wound many proud Skrell. The religion was first founded by it’s namesake Elois Guf a general in the Qerrballak Yuer(A proud country that followed the lead of one man ,Yuer Iu,) Army and is considered one of the greatest warriors to ever walk the Skrell homeworld. Elois Guf was a powerful general and due to the Qerrballak Yuer’s war with the Skrellian Tumpat(The Tumpat was a coalition of independent city states that formed due to increasing tension from Yuer),  Elois was leading many attacks on the independent city states which was quite common for him as he had a reputation as a very blood thirsty man, but all the killing changed him and led to him seeing himself as a god, mainly due to the men following him seeing him as such. &lt;br /&gt;
After twenty years of bloody war the Yuer decided to sign a treaty with the Tumpat which enraged Elois, he had fought and bled for his people and he felt like they had in turn betrayed him, he considered the Yuer a coward and declared a one man war against both the Tumpat and the Yuer. It wasn’t long before his one man raids and battles inspired men to join him and before long he had thousands behind him, he started taking villages, both Tumpat and Yuer. And recruited their people into his army, he made it a point to have his soldiers burn anyone that didn’t see him as their true god and so, many millions of Skrell died. After four years Elois was finally closing into the Yuer capital, Warufsh, and planned to take it, he had the manpower and the drive. But as the battle commenced unexpectedly the Tumpat had sent aid in the way of General Rinoi Laush, he commanded fifty thousand men into battle against Elois and it is said that General Laush was forced to fight Elois with an energy axe,  removing his head from his body.&lt;br /&gt;
Today all that remains of this religion are remnants and it is a religion mainly followed by old warriors and descendants of Elois’ troops.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
While the Skrell seem less mercantile than the other races of the Milky way, they in fact consider themselves some of the best tradesmen in the galaxy, but of course this isn’t always true. Before first contact with humans the Skrell Confederation used Butya, small square pieces of silver embellished with notable Skrell on them. The ‘notable Skrell’ are Skrell who have made true contributions to the Skrellian species, among their ranks are Weriu Tup the captain of the Epsilon mission(Diona First Contact), Chulash Yue the pioneer scientist of Bluespace drives, Rinoi Laush the brave Skrell general that defended Yuerbelak(The Largest continent on Jargon IV(Qerrbalak)) against the Eridish Regime in 1782, and many others. Following the first contact with Humans, Credits were accepted as a legitimate currency in the Skrell Confederation and in less than twenty years it was the primary currency used in Skrell space.&lt;br /&gt;
The Skrell are most well known for their confectionery, medicines and implants. The most famous Skrell confectionery is Yewerie a sweet cake coated in a sugary icing that is laced with minute amounts of Riehsi, this being because the Skrell carry a natural partial-immunity to the mushroom and just see it as a flavoring rather than a recreational drug, this cake has been banned from numerous worlds in the Union and Sol, and is more openly accepted on the frontier worlds due to the lack of true law. &lt;br /&gt;
Skrell medicines and implants are some of the most expensive and sought after pieces of medical technology in the civilised galaxy the human suited  implants include: Regeneration implants that force the cells of a human body to overclock regenerate at incredible speed rates, these implants are priced at just 40,000 Union of Sol credits, although many side effects have been uncovered including impotence and internal bleeding due to cells overcompensating and regenerating internal organs that aren&#039;t needed. Adrenal implants that trigger when the user wishes, giving increased strength and physical ability to the user, these implants have been abused in the past causing brain hemorrhages and cardiac arrests these implants are only priced at 2,500 credits and can be purchased and implanted at many clinics in Union of Sol space.&lt;br /&gt;
The Skrell have been highly sexualized in Human culture due to strange sexual fetishes, this has led to many Skrell, male and female, turning to small roles in Human erotic movies and posters. The most successful part of the Skrell sex industry is ‘wetskrell.net’ &lt;br /&gt;
WetSkrell.nt is neither as perverse or indecent as one would seem, and simply depicts Skrell of various ages and colours in sexually suggestive positions. The Skrell’s lax attitude towards sexuality and the  lack of sexual organs  has led to many Skrell agreeing to such a deal, both male and female,without hesitation.&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
The Majority of the planets in Skrell space have been terraformed to suit their nature, the typical planets are covered in swamps and jungles and occasionally large bodies of water. Though on planets where this kind of extreme terraformation is not possible, the Skrell construct large bio-domes and habitat structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
Skrell cities are often considered less ornate than human ones, usually consisting of tall white skyscrapers that stand from the swamps, although it should be said that these buildings are usually covered in moss and other vegetation due to their building environments, the Skrell have never enjoyed living underground and as such there is a distinct lack of underground buildings when Skrell outposts are concerned. The Skrell are famous for their underwater cities, that can span huge areas under water and that are majorly constructed from glass, the secret to these cities however is not super strong glass but instead, immensely powerful shields that are powered by multiple super matter engines somewhere inside the city. The largest underwater city constructed by the Skrell is on Laush V(Laush is the second closest star system to the Skrellian home system Jargon) the city on Laush V known only as Eriuyish has an area of 17822 miles and requires seven super matter engines to power the 420 shield emitters located around the city.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent, however the opposite is true. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrell&#039;s incredible technological advances mean their military is the most effective in the known galaxy. See; &amp;quot;Combat technology&amp;quot; for information. Their careful ways and refusal to fight a losing battle has given them the reputation of the most efficient fighting force in the galaxy even if it&#039;s only because of logic. &lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2123</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2123"/>
		<updated>2015-07-04T09:47:04Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Mechanics */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced 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 vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong federation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums and this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Due to their herbivore nature, the Skrell cannot process meat correctly. &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 hardsuits 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. However Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious. But due to lacking game mechanics this won&#039;t be tested, although it can be role played.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen, their similarities to humans and their larger brains mean they can fill any role aboard the station.&lt;br /&gt;
*Skrell lack articulate tongues and as such they have trouble pronouncing words in English, the words often become slurred.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Skrell have an average height that ranges from 4’5”-5’1” for males, and 4’5”-5’5” for females. Skrellian skin looks gelatinous but in fact has a second layer of a less translucent flesh under the surface, their skin secretes a slightly sticky mucus when frightened or in a dangerous situation, similar to the human adrenal boost, only it helps soothe the Skrell and prepare for death, rather than attempting to fight or flee. This does not mean however, that Skrell will not fight, but it does mean they can be at peace if they choose not to, this is likely a leftover function from the many years the Skrell were prey on their home planet. The mucus itself is dangerous to ingest, even in small quantities, meaning that if a group of ancient Skrell were caught by a predator, the first to be eaten, would ensure the survival of the others, or at least give them a chance; however it is not deadly and only causes nausea and digestive issues that wear off a few hours after ingestion.&lt;br /&gt;
&lt;br /&gt;
The colour of the Skrellian skin often depends on a lot of variables, including ancestry and environment, usually those with ancestors originating from the colder places on Aliose are greens and blues though they tend to be lighter shades of the respective colours. Whereas those living in hotter places on Jargon IV(Qerrbalak), tend to have pink, yellow or orange skin. &lt;br /&gt;
&lt;br /&gt;
Skrell faces are quite plain and their eyes are completely black, leaving it incredibly difficult to tell how a Skrell feels and what emotions are present. The eyes however, allow them to see much more clearly underwater, and while they do have lungs to breathe oxygen they spend most of their childhood underwater, which is the source of their amphibian nature. The hands and feet of the Skrell are very similar to that of humans except they lack nails and have strong webbing in between each finger and toe. Due to their herbivorous nature the Skrell lack any real teeth and instead have hardened gum lines for the consumption of their food. What a human might call a nose is infact just two slits in the middle of a Skrell’s face used for retrieving the smell of things. Due to the nature of their digestive system, Skrell have a hard time consuming meat. Soup and blended foodstuffs are a Skrell’s favorite, although others will suffice. It is notable that due to the semi-porous nature of Skrell skin, finely-blended nutrients can be absorbed through any part of the skin, entering into their internal fluids and being slowly broken down normally. However, most Skrell tend to use their ‘mouths’ simply to avoid offending other species.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
It is theorized that the Skrell evolved from something similar to the Earth born Salamander, but the Skrell bare tentacles. These tentacles have no real muscle tissue in them and cannot be controlled, instead they hang down over a Skrell’s shoulders and tend to keep the area between the neck and tentacle damp for the incubating of eggs, Nanotrasen discourages this practice aboard it’s vessels however, and says that any Skrell eggs should be kept in a bucket of water. The tentacles only other real use is for show, they are often adorned with jewels, cloths, chains, plates anything that can be used to make a statement about the Skrell’s personal wealth.&lt;br /&gt;
Due to a lack of sexual organs the Skrell do not procreate as many other species do, and instead the eggs are laid by the female and fertilized by the male, the females can lay anywhere between 5-50 eggs and this has caused the Skrell to seek out other planets with similar features to their homeworld Jargon IV(Qerrbalak), as warm and humid environments are the habitats Skrell eggs are best raised in. Skrell scientists decided that the overpopulation was becoming a massive problem, this led to the Skrell coming up with a serum that made it impossible for a Skrell mother to give birth to more than one batch of eggs during her entire life. Though this is a quick fix and is leading to many concerns in how the Skrell population has diminished over the years. &lt;br /&gt;
&lt;br /&gt;
===Skrell brains and neural devices===&lt;br /&gt;
The Skrell brain was not compatible with Nanotrasen neural devices as soon as Skrell started to work aboard Nanotrasen installations, and instead Nanotrasen started a project that took five years to complete, editing their Neural tech to fit almost all brain types, although the project set Nanotrasen back nearly Five billion credits for research and production, the Nanotrasen investors saw it fit to edit the devices to allow the Skrell, who were at this point far more advanced than they were, access to their neural interfaces.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
The most confusing thing other species tend to find with Skrell is gender, it is extremely difficult to tell the difference between male and female. And the only way, for someone who cannot speak the Skrell language, is the length of their tentacles, female tentacles are longer than male. Although Skrell do not care for gender other than for the purpose of reproduction.&lt;br /&gt;
A healthy Skrell can live up to two hundred years, but with current medicine and technology, it is possible for one to live for an extra fifty years.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
The Skrell language can be best described as a series of hums, warbles, or croaks, while they would not make sense to other species it can display a wide variety of emotion and meaning that English cannot. When learning other languages, Skrell tend to quickly assimilate grammatical structure and written form, but take much longer in learning enunciation. Their lack of teeth and articulate tongues leaves them with great difficulty in creating inflections typical of other races, while accents are completely out of the question for them.  Though a mainly scientific species, Skrell have interest in other forms of culture. Artists are fairly prevalent, as well unique fighting styles from the more physical. Skrellian arts often(but not always) focus on the mind. A recent movement focuses on how the mind interacts with the world around them. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe the Skrell are heartless and have no emotions, it is actually quite the contrary, the Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
But due to Humans limited audial receptors, the many tones a Skrell can project are lost to all those who are not Skrell, and thus Skrell have a very difficult time expressing emotion to Non-Skrell, though when matched with another of their kind the other Skrell is able to almost tell what the other is thinking, just because of the multitude of vocal tones. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Salamander”, ‘Squid head”, “water boy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not because they do not care, but because Skrell are often prideful and would prefer not to lose face with a confrontation, this kind of emotional reaction is quite common in Skrell, and they have earned a reputation for it, most Skrell would not engage in a fight or a challenge that they could not win, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy. However not all Skrell are like this, it just depends on where they are raised and how. &lt;br /&gt;
Skrell come from the same planet of the average slime, this has led to a common Skrellian insult being; &amp;quot;Slime-kin&amp;quot;. Often what A Skrell will call another Skrell instead of traitor or coward. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Political===&lt;br /&gt;
By the time Skrell had discovered interstellar travel(2016) the population was peaking at around 30,000,000,000 on Jargon IV(Qerrbalak) and as such they were looking to find other planets to sustain their growth rate, so their first expedition was to the solar system of Epsilon Ursae Minoris. And to the explorers luck they found a planet that was highly vegetated and fit the habitat margin, EUAIII, the explorers were ecstatic and boarded their ship to take the 3 year journey back to Jargon IV(Qerrbalak). But much to the explorers dismay they had noticed a giant plant life had attached itself to their bluespace drive in just the few hours they had been gone. As they tried to remove the plant it started showing signs of being sentient, and in within just a few days, it was confirmed, the Captain of the ship was called Weriu Tup, and is remembered as a hero of both the Diona and Skrell, he decided to stay on the planet, knowing he would not be able to return to his home for nine years at the quickest, but he wanted to learn more about the Dionae, the ship left but when it returned in five years, Weriu Tup was dead, killed by poisonous vegetation, but his heroism is remembered even now four hundred years after, the Diona revere him more than the Skrell do, but both Skrell and Diona children are often given the name Tup as a way to give the child strength. Many Skrell have an almost reverence for the Diona and see it as an honour to meet one.&lt;br /&gt;
The Skrell were the first sentient race to come into contact with the humans and just under fifty years ago, the Jargon Federation However does not trade with all Humans, only members of the Union of Sol and the Nanotrasen corporation, as they prefer to do business with people they consider trustworthy. Their mistrust of humanity is due to the rise of xenophobia in the Union which has caused many incidents such as the bombing of the Skrell embassy in Alpha centauri-b by the ‘Humanitarian sector’, an  anti-alien human group.&lt;br /&gt;
The Skrell also trade in minor proportions with the Tajara, the Unathi however have had a trade embargo since their first interactions with the Skrell. &lt;br /&gt;
The Skrell were about two hundred years ahead, technology wise when they first encountered humans, but since sharing their technology, their research is only one-hundred and fifty years ahead.&lt;br /&gt;
The Skrell seemed to skip the feudalistic political state that many of the sentient species have experienced and instead formed small councils even in early Skrell history. While some claim otherwise, the Skrell have never had a true monarchy.  The Current Skrell government is the Jargon Federation, a wide reaching republic that encompasses both Skrell and Dionae space with Dionae being official citizens. Over the years the Jargon Federarion has moved past individual representatives for both races and instead the races have become as important as eye-color in the world of politics. The Current Grand Councillor of the Jargon Federation is Stars Of The Tup, a Dionae diplomat who was the previous minor Councillor of the City Weiru. The &lt;br /&gt;
&lt;br /&gt;
Jargon Federation hierarchy is as such:&lt;br /&gt;
*Minor-Councillors States&lt;br /&gt;
*Councillors Govern Countries &lt;br /&gt;
*High Councillors Govern Planets&lt;br /&gt;
*Great Councillors Govern Solar Systems &lt;br /&gt;
*The Grand Councillor Governs The Federation&lt;br /&gt;
All Councillors from High to Grand must attend the annual Council of Jargon to discuss the Federation&#039;s important affairs. The Grand Councillor has the authority to call an Emergency Council of Jargon if it&#039;s needed. The Jargon Federation&#039;s slow but careful methods are usually why it&#039;s so rarely get&#039;s into conflict, but also the reason it took so long for Human&#039;s to earn the Federation&#039;s trust.&lt;br /&gt;
===Religion===&lt;br /&gt;
The Skrell religions are too vast and numerous to name them all, but the most notable are-&lt;br /&gt;
&lt;br /&gt;
====Altariser====&lt;br /&gt;
The Altariser are the most prominent religious faction in Skrell space due to the less mystic views that they have. The Altariser religion is considered a way to better oneself as their main goal is to reach a higher state of being where they can learn the secrets of the universe. They believe the way to reach this state is through physical and mental improvement, humans have compared the religion to Buddhism but the religion is far more selfish than the ancient oriental religion that it’s compared to.&lt;br /&gt;
The Altariser makes up for 47% of all of Skrell and even has been taken up by the other sentient races. Many people have theorized that the religion was invented to push Skrell to be the best, or give them comfort near death. The argument to this is that just because we don’t see the Skrell ‘evolve’ doesn&#039;t mean they don’t, the people that argue this point also state that it is possible that there are certain rules for an evolved one, such as no sharing the knowledge and power with lesser beings, although again this is all theory as no scientist from any race has been able to prove or disprove this religion. This religion has been around since Skrell history was recorded and as such is considered one of the oldest religions in the known Galaxy.&lt;br /&gt;
&lt;br /&gt;
====Dienabi====&lt;br /&gt;
The Dienabi are best described as Diona worshipers, their religion bases itself around the idea that the Diona are gods, every last one of them and that all the good fortune the Skrell have had since discovering them has come as a reward for the Skrell treatment of the Dionae. The religion teaches that Weiru Tup, the Captain of the famous Epsilon mission did not infact die due to poisonous vegetation but instead was transformed into a mystical Diona as a reward for his kindness to the strange species and he is often referred to as the first Dienabi(In the Skrell language Dienabi means ‘Tree child’) and is revered as the savior of the Skrell species. The only beings that the Dienabi revere more than Weiru Tup are the Dionae themselves, the members of the religion are often fanatic about their protection of the species and it is not too much of a stretch that they would die for the ones they consider gods, hoping that in turn they will be granted a place of immortality beside them as The First Dienabi was. This religion is one of the youngest Skrell religions and has only been around for about three centuries  it only encompasses a minor amount of Skrell 6% in total.&lt;br /&gt;
&lt;br /&gt;
====Eloish====&lt;br /&gt;
Eloish is the most controversial of religions in Skrellian space and by many Skrell it is considered a black stain on the Skrell history  and is often used to wound many proud Skrell. The religion was first founded by it’s namesake Elois Guf a general in the Qerrballak Yuer(A proud country that followed the lead of one man ,Yuer Iu,) Army and is considered one of the greatest warriors to ever walk the Skrell homeworld. Elois Guf was a powerful general and due to the Qerrballak Yuer’s war with the Skrellian Tumpat(The Tumpat was a coalition of independent city states that formed due to increasing tension from Yuer),  Elois was leading many attacks on the independent city states which was quite common for him as he had a reputation as a very blood thirsty man, but all the killing changed him and led to him seeing himself as a god, mainly due to the men following him seeing him as such. &lt;br /&gt;
After twenty years of bloody war the Yuer decided to sign a treaty with the Tumpat which enraged Elois, he had fought and bled for his people and he felt like they had in turn betrayed him, he considered the Yuer a coward and declared a one man war against both the Tumpat and the Yuer. It wasn’t long before his one man raids and battles inspired men to join him and before long he had thousands behind him, he started taking villages, both Tumpat and Yuer. And recruited their people into his army, he made it a point to have his soldiers burn anyone that didn’t see him as their true god and so, many millions of Skrell died. After four years Elois was finally closing into the Yuer capital, Warufsh, and planned to take it, he had the manpower and the drive. But as the battle commenced unexpectedly the Tumpat had sent aid in the way of General Rinoi Laush, he commanded fifty thousand men into battle against Elois and it is said that General Laush was forced to fight Elois with an energy axe,  removing his head from his body.&lt;br /&gt;
Today all that remains of this religion are remnants and it is a religion mainly followed by old warriors and descendants of Elois’ troops.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
While the Skrell seem less mercantile than the other races of the Milky way, they in fact consider themselves some of the best tradesmen in the galaxy, but of course this isn’t always true. Before first contact with humans the Skrell Confederation used Butya, small square pieces of silver embellished with notable Skrell on them. The ‘notable Skrell’ are Skrell who have made true contributions to the Skrellian species, among their ranks are Weriu Tup the captain of the Epsilon mission(Diona First Contact), Chulash Yue the pioneer scientist of Bluespace drives, Rinoi Laush the brave Skrell general that defended Yuerbelak(The Largest continent on Jargon IV(Qerrbalak)) against the Eridish Regime in 1782, and many others. Following the first contact with Humans, Credits were accepted as a legitimate currency in the Skrell Confederation and in less than twenty years it was the primary currency used in Skrell space.&lt;br /&gt;
The Skrell are most well known for their confectionery, medicines and implants. The most famous Skrell confectionery is Yewerie a sweet cake coated in a sugary icing that is laced with minute amounts of Riehsi, this being because the Skrell carry a natural partial-immunity to the mushroom and just see it as a flavoring rather than a recreational drug, this cake has been banned from numerous worlds in the Union and Sol, and is more openly accepted on the frontier worlds due to the lack of true law. &lt;br /&gt;
Skrell medicines and implants are some of the most expensive and sought after pieces of medical technology in the civilised galaxy the human suited  implants include: Regeneration implants that force the cells of a human body to overclock regenerate at incredible speed rates, these implants are priced at just 40,000 Union of Sol credits, although many side effects have been uncovered including impotence and internal bleeding due to cells overcompensating and regenerating internal organs that aren&#039;t needed. Adrenal implants that trigger when the user wishes, giving increased strength and physical ability to the user, these implants have been abused in the past causing brain hemorrhages and cardiac arrests these implants are only priced at 2,500 credits and can be purchased and implanted at many clinics in Union of Sol space.&lt;br /&gt;
The Skrell have been highly sexualized in Human culture due to strange sexual fetishes, this has led to many Skrell, male and female, turning to small roles in Human erotic movies and posters. The most successful part of the Skrell sex industry is ‘wetskrell.net’ &lt;br /&gt;
WetSkrell.nt is neither as perverse or indecent as one would seem, and simply depicts Skrell of various ages and colours in sexually suggestive positions. The Skrell’s lax attitude towards sexuality and the  lack of sexual organs  has led to many Skrell agreeing to such a deal, both male and female,without hesitation.&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
The Majority of the planets in Skrell space have been terraformed to suit their nature, the typical planets are covered in swamps and jungles and occasionally large bodies of water. Though on planets where this kind of extreme terraformation is not possible, the Skrell construct large bio-domes and habitat structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
Skrell cities are often considered less ornate than human ones, usually consisting of tall white skyscrapers that stand from the swamps, although it should be said that these buildings are usually covered in moss and other vegetation due to their building environments, the Skrell have never enjoyed living underground and as such there is a distinct lack of underground buildings when Skrell outposts are concerned. The Skrell are famous for their underwater cities, that can span huge areas under water and that are majorly constructed from glass, the secret to these cities however is not super strong glass but instead, immensely powerful shields that are powered by multiple super matter engines somewhere inside the city. The largest underwater city constructed by the Skrell is on Laush V(Laush is the second closest star system to the Skrellian home system Jargon) the city on Laush V known only as Eriuyish has an area of 17822 miles and requires seven super matter engines to power the 420 shield emitters located around the city.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent, however the opposite is true. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrell&#039;s incredible technological advances mean their military is the most effective in the known galaxy. See; &amp;quot;Combat technology&amp;quot; for information. Their careful ways and refusal to fight a losing battle has given them the reputation of the most efficient fighting force in the galaxy even if it&#039;s only because of logic. &lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2122</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2122"/>
		<updated>2015-07-04T09:46:35Z</updated>

		<summary type="html">&lt;p&gt;Gollee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced 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 vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong federation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums and this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Due to their herbivore nature, the Skrell cannot process meat correctly. &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 Hardsuits 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. However Skrell can wear normal Hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious. But due to lacking game mechanics this won&#039;t be tested, although it can be role played.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen, their similarities to humans and their larger brains mean they can fill any role aboard the station.&lt;br /&gt;
*Skrell lack articulate tongues and as such they have trouble pronouncing words in English, the words often become slurred.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Skrell have an average height that ranges from 4’5”-5’1” for males, and 4’5”-5’5” for females. Skrellian skin looks gelatinous but in fact has a second layer of a less translucent flesh under the surface, their skin secretes a slightly sticky mucus when frightened or in a dangerous situation, similar to the human adrenal boost, only it helps soothe the Skrell and prepare for death, rather than attempting to fight or flee. This does not mean however, that Skrell will not fight, but it does mean they can be at peace if they choose not to, this is likely a leftover function from the many years the Skrell were prey on their home planet. The mucus itself is dangerous to ingest, even in small quantities, meaning that if a group of ancient Skrell were caught by a predator, the first to be eaten, would ensure the survival of the others, or at least give them a chance; however it is not deadly and only causes nausea and digestive issues that wear off a few hours after ingestion.&lt;br /&gt;
&lt;br /&gt;
The colour of the Skrellian skin often depends on a lot of variables, including ancestry and environment, usually those with ancestors originating from the colder places on Aliose are greens and blues though they tend to be lighter shades of the respective colours. Whereas those living in hotter places on Jargon IV(Qerrbalak), tend to have pink, yellow or orange skin. &lt;br /&gt;
&lt;br /&gt;
Skrell faces are quite plain and their eyes are completely black, leaving it incredibly difficult to tell how a Skrell feels and what emotions are present. The eyes however, allow them to see much more clearly underwater, and while they do have lungs to breathe oxygen they spend most of their childhood underwater, which is the source of their amphibian nature. The hands and feet of the Skrell are very similar to that of humans except they lack nails and have strong webbing in between each finger and toe. Due to their herbivorous nature the Skrell lack any real teeth and instead have hardened gum lines for the consumption of their food. What a human might call a nose is infact just two slits in the middle of a Skrell’s face used for retrieving the smell of things. Due to the nature of their digestive system, Skrell have a hard time consuming meat. Soup and blended foodstuffs are a Skrell’s favorite, although others will suffice. It is notable that due to the semi-porous nature of Skrell skin, finely-blended nutrients can be absorbed through any part of the skin, entering into their internal fluids and being slowly broken down normally. However, most Skrell tend to use their ‘mouths’ simply to avoid offending other species.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
It is theorized that the Skrell evolved from something similar to the Earth born Salamander, but the Skrell bare tentacles. These tentacles have no real muscle tissue in them and cannot be controlled, instead they hang down over a Skrell’s shoulders and tend to keep the area between the neck and tentacle damp for the incubating of eggs, Nanotrasen discourages this practice aboard it’s vessels however, and says that any Skrell eggs should be kept in a bucket of water. The tentacles only other real use is for show, they are often adorned with jewels, cloths, chains, plates anything that can be used to make a statement about the Skrell’s personal wealth.&lt;br /&gt;
Due to a lack of sexual organs the Skrell do not procreate as many other species do, and instead the eggs are laid by the female and fertilized by the male, the females can lay anywhere between 5-50 eggs and this has caused the Skrell to seek out other planets with similar features to their homeworld Jargon IV(Qerrbalak), as warm and humid environments are the habitats Skrell eggs are best raised in. Skrell scientists decided that the overpopulation was becoming a massive problem, this led to the Skrell coming up with a serum that made it impossible for a Skrell mother to give birth to more than one batch of eggs during her entire life. Though this is a quick fix and is leading to many concerns in how the Skrell population has diminished over the years. &lt;br /&gt;
&lt;br /&gt;
===Skrell brains and neural devices===&lt;br /&gt;
The Skrell brain was not compatible with Nanotrasen neural devices as soon as Skrell started to work aboard Nanotrasen installations, and instead Nanotrasen started a project that took five years to complete, editing their Neural tech to fit almost all brain types, although the project set Nanotrasen back nearly Five billion credits for research and production, the Nanotrasen investors saw it fit to edit the devices to allow the Skrell, who were at this point far more advanced than they were, access to their neural interfaces.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
The most confusing thing other species tend to find with Skrell is gender, it is extremely difficult to tell the difference between male and female. And the only way, for someone who cannot speak the Skrell language, is the length of their tentacles, female tentacles are longer than male. Although Skrell do not care for gender other than for the purpose of reproduction.&lt;br /&gt;
A healthy Skrell can live up to two hundred years, but with current medicine and technology, it is possible for one to live for an extra fifty years.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
The Skrell language can be best described as a series of hums, warbles, or croaks, while they would not make sense to other species it can display a wide variety of emotion and meaning that English cannot. When learning other languages, Skrell tend to quickly assimilate grammatical structure and written form, but take much longer in learning enunciation. Their lack of teeth and articulate tongues leaves them with great difficulty in creating inflections typical of other races, while accents are completely out of the question for them.  Though a mainly scientific species, Skrell have interest in other forms of culture. Artists are fairly prevalent, as well unique fighting styles from the more physical. Skrellian arts often(but not always) focus on the mind. A recent movement focuses on how the mind interacts with the world around them. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe the Skrell are heartless and have no emotions, it is actually quite the contrary, the Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
But due to Humans limited audial receptors, the many tones a Skrell can project are lost to all those who are not Skrell, and thus Skrell have a very difficult time expressing emotion to Non-Skrell, though when matched with another of their kind the other Skrell is able to almost tell what the other is thinking, just because of the multitude of vocal tones. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Salamander”, ‘Squid head”, “water boy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not because they do not care, but because Skrell are often prideful and would prefer not to lose face with a confrontation, this kind of emotional reaction is quite common in Skrell, and they have earned a reputation for it, most Skrell would not engage in a fight or a challenge that they could not win, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy. However not all Skrell are like this, it just depends on where they are raised and how. &lt;br /&gt;
Skrell come from the same planet of the average slime, this has led to a common Skrellian insult being; &amp;quot;Slime-kin&amp;quot;. Often what A Skrell will call another Skrell instead of traitor or coward. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Political===&lt;br /&gt;
By the time Skrell had discovered interstellar travel(2016) the population was peaking at around 30,000,000,000 on Jargon IV(Qerrbalak) and as such they were looking to find other planets to sustain their growth rate, so their first expedition was to the solar system of Epsilon Ursae Minoris. And to the explorers luck they found a planet that was highly vegetated and fit the habitat margin, EUAIII, the explorers were ecstatic and boarded their ship to take the 3 year journey back to Jargon IV(Qerrbalak). But much to the explorers dismay they had noticed a giant plant life had attached itself to their bluespace drive in just the few hours they had been gone. As they tried to remove the plant it started showing signs of being sentient, and in within just a few days, it was confirmed, the Captain of the ship was called Weriu Tup, and is remembered as a hero of both the Diona and Skrell, he decided to stay on the planet, knowing he would not be able to return to his home for nine years at the quickest, but he wanted to learn more about the Dionae, the ship left but when it returned in five years, Weriu Tup was dead, killed by poisonous vegetation, but his heroism is remembered even now four hundred years after, the Diona revere him more than the Skrell do, but both Skrell and Diona children are often given the name Tup as a way to give the child strength. Many Skrell have an almost reverence for the Diona and see it as an honour to meet one.&lt;br /&gt;
The Skrell were the first sentient race to come into contact with the humans and just under fifty years ago, the Jargon Federation However does not trade with all Humans, only members of the Union of Sol and the Nanotrasen corporation, as they prefer to do business with people they consider trustworthy. Their mistrust of humanity is due to the rise of xenophobia in the Union which has caused many incidents such as the bombing of the Skrell embassy in Alpha centauri-b by the ‘Humanitarian sector’, an  anti-alien human group.&lt;br /&gt;
The Skrell also trade in minor proportions with the Tajara, the Unathi however have had a trade embargo since their first interactions with the Skrell. &lt;br /&gt;
The Skrell were about two hundred years ahead, technology wise when they first encountered humans, but since sharing their technology, their research is only one-hundred and fifty years ahead.&lt;br /&gt;
The Skrell seemed to skip the feudalistic political state that many of the sentient species have experienced and instead formed small councils even in early Skrell history. While some claim otherwise, the Skrell have never had a true monarchy.  The Current Skrell government is the Jargon Federation, a wide reaching republic that encompasses both Skrell and Dionae space with Dionae being official citizens. Over the years the Jargon Federarion has moved past individual representatives for both races and instead the races have become as important as eye-color in the world of politics. The Current Grand Councillor of the Jargon Federation is Stars Of The Tup, a Dionae diplomat who was the previous minor Councillor of the City Weiru. The &lt;br /&gt;
&lt;br /&gt;
Jargon Federation hierarchy is as such:&lt;br /&gt;
*Minor-Councillors States&lt;br /&gt;
*Councillors Govern Countries &lt;br /&gt;
*High Councillors Govern Planets&lt;br /&gt;
*Great Councillors Govern Solar Systems &lt;br /&gt;
*The Grand Councillor Governs The Federation&lt;br /&gt;
All Councillors from High to Grand must attend the annual Council of Jargon to discuss the Federation&#039;s important affairs. The Grand Councillor has the authority to call an Emergency Council of Jargon if it&#039;s needed. The Jargon Federation&#039;s slow but careful methods are usually why it&#039;s so rarely get&#039;s into conflict, but also the reason it took so long for Human&#039;s to earn the Federation&#039;s trust.&lt;br /&gt;
===Religion===&lt;br /&gt;
The Skrell religions are too vast and numerous to name them all, but the most notable are-&lt;br /&gt;
&lt;br /&gt;
====Altariser====&lt;br /&gt;
The Altariser are the most prominent religious faction in Skrell space due to the less mystic views that they have. The Altariser religion is considered a way to better oneself as their main goal is to reach a higher state of being where they can learn the secrets of the universe. They believe the way to reach this state is through physical and mental improvement, humans have compared the religion to Buddhism but the religion is far more selfish than the ancient oriental religion that it’s compared to.&lt;br /&gt;
The Altariser makes up for 47% of all of Skrell and even has been taken up by the other sentient races. Many people have theorized that the religion was invented to push Skrell to be the best, or give them comfort near death. The argument to this is that just because we don’t see the Skrell ‘evolve’ doesn&#039;t mean they don’t, the people that argue this point also state that it is possible that there are certain rules for an evolved one, such as no sharing the knowledge and power with lesser beings, although again this is all theory as no scientist from any race has been able to prove or disprove this religion. This religion has been around since Skrell history was recorded and as such is considered one of the oldest religions in the known Galaxy.&lt;br /&gt;
&lt;br /&gt;
====Dienabi====&lt;br /&gt;
The Dienabi are best described as Diona worshipers, their religion bases itself around the idea that the Diona are gods, every last one of them and that all the good fortune the Skrell have had since discovering them has come as a reward for the Skrell treatment of the Dionae. The religion teaches that Weiru Tup, the Captain of the famous Epsilon mission did not infact die due to poisonous vegetation but instead was transformed into a mystical Diona as a reward for his kindness to the strange species and he is often referred to as the first Dienabi(In the Skrell language Dienabi means ‘Tree child’) and is revered as the savior of the Skrell species. The only beings that the Dienabi revere more than Weiru Tup are the Dionae themselves, the members of the religion are often fanatic about their protection of the species and it is not too much of a stretch that they would die for the ones they consider gods, hoping that in turn they will be granted a place of immortality beside them as The First Dienabi was. This religion is one of the youngest Skrell religions and has only been around for about three centuries  it only encompasses a minor amount of Skrell 6% in total.&lt;br /&gt;
&lt;br /&gt;
====Eloish====&lt;br /&gt;
Eloish is the most controversial of religions in Skrellian space and by many Skrell it is considered a black stain on the Skrell history  and is often used to wound many proud Skrell. The religion was first founded by it’s namesake Elois Guf a general in the Qerrballak Yuer(A proud country that followed the lead of one man ,Yuer Iu,) Army and is considered one of the greatest warriors to ever walk the Skrell homeworld. Elois Guf was a powerful general and due to the Qerrballak Yuer’s war with the Skrellian Tumpat(The Tumpat was a coalition of independent city states that formed due to increasing tension from Yuer),  Elois was leading many attacks on the independent city states which was quite common for him as he had a reputation as a very blood thirsty man, but all the killing changed him and led to him seeing himself as a god, mainly due to the men following him seeing him as such. &lt;br /&gt;
After twenty years of bloody war the Yuer decided to sign a treaty with the Tumpat which enraged Elois, he had fought and bled for his people and he felt like they had in turn betrayed him, he considered the Yuer a coward and declared a one man war against both the Tumpat and the Yuer. It wasn’t long before his one man raids and battles inspired men to join him and before long he had thousands behind him, he started taking villages, both Tumpat and Yuer. And recruited their people into his army, he made it a point to have his soldiers burn anyone that didn’t see him as their true god and so, many millions of Skrell died. After four years Elois was finally closing into the Yuer capital, Warufsh, and planned to take it, he had the manpower and the drive. But as the battle commenced unexpectedly the Tumpat had sent aid in the way of General Rinoi Laush, he commanded fifty thousand men into battle against Elois and it is said that General Laush was forced to fight Elois with an energy axe,  removing his head from his body.&lt;br /&gt;
Today all that remains of this religion are remnants and it is a religion mainly followed by old warriors and descendants of Elois’ troops.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
While the Skrell seem less mercantile than the other races of the Milky way, they in fact consider themselves some of the best tradesmen in the galaxy, but of course this isn’t always true. Before first contact with humans the Skrell Confederation used Butya, small square pieces of silver embellished with notable Skrell on them. The ‘notable Skrell’ are Skrell who have made true contributions to the Skrellian species, among their ranks are Weriu Tup the captain of the Epsilon mission(Diona First Contact), Chulash Yue the pioneer scientist of Bluespace drives, Rinoi Laush the brave Skrell general that defended Yuerbelak(The Largest continent on Jargon IV(Qerrbalak)) against the Eridish Regime in 1782, and many others. Following the first contact with Humans, Credits were accepted as a legitimate currency in the Skrell Confederation and in less than twenty years it was the primary currency used in Skrell space.&lt;br /&gt;
The Skrell are most well known for their confectionery, medicines and implants. The most famous Skrell confectionery is Yewerie a sweet cake coated in a sugary icing that is laced with minute amounts of Riehsi, this being because the Skrell carry a natural partial-immunity to the mushroom and just see it as a flavoring rather than a recreational drug, this cake has been banned from numerous worlds in the Union and Sol, and is more openly accepted on the frontier worlds due to the lack of true law. &lt;br /&gt;
Skrell medicines and implants are some of the most expensive and sought after pieces of medical technology in the civilised galaxy the human suited  implants include: Regeneration implants that force the cells of a human body to overclock regenerate at incredible speed rates, these implants are priced at just 40,000 Union of Sol credits, although many side effects have been uncovered including impotence and internal bleeding due to cells overcompensating and regenerating internal organs that aren&#039;t needed. Adrenal implants that trigger when the user wishes, giving increased strength and physical ability to the user, these implants have been abused in the past causing brain hemorrhages and cardiac arrests these implants are only priced at 2,500 credits and can be purchased and implanted at many clinics in Union of Sol space.&lt;br /&gt;
The Skrell have been highly sexualized in Human culture due to strange sexual fetishes, this has led to many Skrell, male and female, turning to small roles in Human erotic movies and posters. The most successful part of the Skrell sex industry is ‘wetskrell.net’ &lt;br /&gt;
WetSkrell.nt is neither as perverse or indecent as one would seem, and simply depicts Skrell of various ages and colours in sexually suggestive positions. The Skrell’s lax attitude towards sexuality and the  lack of sexual organs  has led to many Skrell agreeing to such a deal, both male and female,without hesitation.&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
The Majority of the planets in Skrell space have been terraformed to suit their nature, the typical planets are covered in swamps and jungles and occasionally large bodies of water. Though on planets where this kind of extreme terraformation is not possible, the Skrell construct large bio-domes and habitat structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
Skrell cities are often considered less ornate than human ones, usually consisting of tall white skyscrapers that stand from the swamps, although it should be said that these buildings are usually covered in moss and other vegetation due to their building environments, the Skrell have never enjoyed living underground and as such there is a distinct lack of underground buildings when Skrell outposts are concerned. The Skrell are famous for their underwater cities, that can span huge areas under water and that are majorly constructed from glass, the secret to these cities however is not super strong glass but instead, immensely powerful shields that are powered by multiple super matter engines somewhere inside the city. The largest underwater city constructed by the Skrell is on Laush V(Laush is the second closest star system to the Skrellian home system Jargon) the city on Laush V known only as Eriuyish has an area of 17822 miles and requires seven super matter engines to power the 420 shield emitters located around the city.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent, however the opposite is true. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrell&#039;s incredible technological advances mean their military is the most effective in the known galaxy. See; &amp;quot;Combat technology&amp;quot; for information. Their careful ways and refusal to fight a losing battle has given them the reputation of the most efficient fighting force in the galaxy even if it&#039;s only because of logic. &lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2121</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=2121"/>
		<updated>2015-07-04T09:45:51Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Biology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV(Qerrbalak)&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced 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 vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong federation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums and this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Due to their herbivore nature, the Skrell cannot process meat correctly. &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 Hardsuits 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. However Skrell can wear normal Hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious. But due to lacking game mechanics this won&#039;t be tested, although it can be role played.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen, their similarities to humans and their larger brains mean they can fill any role aboard the station.&lt;br /&gt;
*Skrell lack articulate tongues and as such they have trouble pronouncing words in English, the words often become slurred.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Skrell have an average height that ranges from 4’5”-5’1” for males, and 4’5”-5’5” for females. Skrellian skin looks gelatinous but in fact has a second layer of a less translucent flesh under the surface, their skin secretes a slightly sticky mucus when frightened or in a dangerous situation, similar to the human adrenal boost, only it helps soothe the Skrell and prepare for death, rather than attempting to fight or flee. This does not mean however, that Skrell will not fight, but it does mean they can be at peace if they choose not to, this is likely a leftover function from the many years the Skrell were prey on their home planet. The mucus itself is dangerous to ingest, even in small quantities, meaning that if a group of ancient Skrell were caught by a predator, the first to be eaten, would ensure the survival of the others, or at least give them a chance; however it is not deadly and only causes nausea and digestive issues that wear off a few hours after ingestion.&lt;br /&gt;
&lt;br /&gt;
The colour of the Skrellian skin often depends on a lot of variables, including ancestry and environment, usually those with ancestors originating from the colder places on Aliose are greens and blues though they tend to be lighter shades of the respective colours. Whereas those living in hotter places on Jargon IV(Qerrbalak), tend to have pink, yellow or orange skin. &lt;br /&gt;
&lt;br /&gt;
Skrell faces are quite plain and their eyes are completely black, leaving it incredibly difficult to tell how a Skrell feels and what emotions are present. The eyes however, allow them to see much more clearly underwater, and while they do have lungs to breathe oxygen they spend most of their childhood underwater, which is the source of their amphibian nature. The hands and feet of the Skrell are very similar to that of humans except they lack nails and have strong webbing in between each finger and toe. Due to their herbivorous nature the Skrell lack any real teeth and instead have hardened gum lines for the consumption of their food. What a human might call a nose is infact just two slits in the middle of a Skrell’s face used for retrieving the smell of things. Due to the nature of their digestive system, Skrell have a hard time consuming meat. Soup and blended foodstuffs are a Skrell’s favorite, although others will suffice. It is notable that due to the semi-porous nature of Skrell skin, finely-blended nutrients can be absorbed through any part of the skin, entering into their internal fluids and being slowly broken down normally. However, most Skrell tend to use their ‘mouths’ simply to avoid offending other species.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
It is theorized that the Skrell evolved from something similar to the Earth born Salamander, but the Skrell bare tentacles. These tentacles have no real muscle tissue in them and cannot be controlled, instead they hang down over a Skrell’s shoulders and tend to keep the area between the neck and tentacle damp for the incubating of eggs, Nanotrasen discourages this practice aboard it’s vessels however, and says that any Skrell eggs should be kept in a bucket of water. The tentacles only other real use is for show, they are often adorned with jewels, cloths, chains, plates anything that can be used to make a statement about the Skrell’s personal wealth.&lt;br /&gt;
Due to a lack of sexual organs the Skrell do not procreate as many other species do, and instead the eggs are laid by the female and fertilized by the male, the females can lay anywhere between 5-50 eggs and this has caused the Skrell to seek out other planets with similar features to their homeworld Jargon IV(Qerrbalak), as warm and humid environments are the habitats Skrell eggs are best raised in. Skrell scientists decided that the overpopulation was becoming a massive problem, this led to the Skrell coming up with a serum that made it impossible for a Skrell mother to give birth to more than one batch of eggs during her entire life. Though this is a quick fix and is leading to many concerns in how the Skrell population has diminished over the years. &lt;br /&gt;
&lt;br /&gt;
===Skrell brains and neural devices===&lt;br /&gt;
The Skrell brain was not compatible with Nanotrasen neural devices as soon as Skrell started to work aboard Nanotrasen installations, and instead Nanotrasen started a project that took five years to complete, editing their Neural tech to fit almost all brain types, although the project set Nanotrasen back nearly Five billion credits for research and production, the Nanotrasen investors saw it fit to edit the devices to allow the Skrell, who were at this point far more advanced than they were, access to their neural interfaces.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
The most confusing thing other species tend to find with Skrell is gender, it is extremely difficult to tell the difference between male and female. And the only way, for someone who cannot speak the Skrell language, is the length of their tentacles, female tentacles are longer than male. Although Skrell do not care for gender other than for the purpose of reproduction.&lt;br /&gt;
A healthy Skrell can live up to two hundred years, but with current medicine and technology, it is possible for one to live for an extra fifty years.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
The Skrell language can be best described as a series of hums, warbles, or croaks, while they would not make sense to other species it can display a wide variety of emotion and meaning that English cannot. When learning other languages, Skrell tend to quickly assimilate grammatical structure and written form, but take much longer in learning enunciation. Their lack of teeth and articulate tongues leaves them with great difficulty in creating inflections typical of other races, while accents are completely out of the question for them.  Though a mainly scientific species, Skrell have interest in other forms of culture. Artists are fairly prevalent, as well unique fighting styles from the more physical. Skrellian arts often(but not always) focus on the mind. A recent movement focuses on how the mind interacts with the world around them. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe the Skrell are heartless and have no emotions, it is actually quite the contrary, the Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
But due to Humans limited audial receptors, the many tones a Skrell can project are lost to all those who are not Skrell, and thus Skrell have a very difficult time expressing emotion to Non-Skrell, though when matched with another of their kind the other Skrell is able to almost tell what the other is thinking, just because of the multitude of vocal tones. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Salamander”, ‘Squid head”, “water boy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not because they do not care, but because Skrell are often prideful and would prefer not to lose face with a confrontation, this kind of emotional reaction is quite common in Skrell, and they have earned a reputation for it, most Skrell would not engage in a fight or a challenge that they could not win, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy. However not all Skrell are like this, it just depends on where they are raised and how. &lt;br /&gt;
Skrell come from the same planet of the average slime, this has led to a common Skrellian insult being; &amp;quot;Slime-kin&amp;quot;. Often what A Skrell will call another Skrell instead of traitor or coward. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Political===&lt;br /&gt;
By the time Skrell had discovered interstellar travel(2016) the population was peaking at around 30,000,000,000 on Jargon IV(Qerrbalak) and as such they were looking to find other planets to sustain their growth rate, so their first expedition was to the solar system of Epsilon Ursae Minoris. And to the explorers luck they found a planet that was highly vegetated and fit the habitat margin, EUAIII, the explorers were ecstatic and boarded their ship to take the 3 year journey back to Jargon IV(Qerrbalak). But much to the explorers dismay they had noticed a giant plant life had attached itself to their bluespace drive in just the few hours they had been gone. As they tried to remove the plant it started showing signs of being sentient, and in within just a few days, it was confirmed, the Captain of the ship was called Weriu Tup, and is remembered as a hero of both the Diona and Skrell, he decided to stay on the planet, knowing he would not be able to return to his home for nine years at the quickest, but he wanted to learn more about the Dionae, the ship left but when it returned in five years, Weriu Tup was dead, killed by poisonous vegetation, but his heroism is remembered even now four hundred years after, the Diona revere him more than the Skrell do, but both Skrell and Diona children are often given the name Tup as a way to give the child strength. Many Skrell have an almost reverence for the Diona and see it as an honour to meet one.&lt;br /&gt;
The Skrell were the first sentient race to come into contact with the humans and just under fifty years ago, the Jargon Federation However does not trade with all Humans, only members of the Union of Sol and the Nanotrasen corporation, as they prefer to do business with people they consider trustworthy. Their mistrust of humanity is due to the rise of xenophobia in the Union which has caused many incidents such as the bombing of the Skrell embassy in Alpha centauri-b by the ‘Humanitarian sector’, an  anti-alien human group.&lt;br /&gt;
The Skrell also trade in minor proportions with the Tajara, the Unathi however have had a trade embargo since their first interactions with the Skrell. &lt;br /&gt;
The Skrell were about two hundred years ahead, technology wise when they first encountered humans, but since sharing their technology, their research is only one-hundred and fifty years ahead.&lt;br /&gt;
The Skrell seemed to skip the feudalistic political state that many of the sentient species have experienced and instead formed small councils even in early Skrell history. While some claim otherwise, the Skrell have never had a true monarchy.  The Current Skrell government is the Jargon Federation, a wide reaching republic that encompasses both Skrell and Dionae space with Dionae being official citizens. Over the years the Jargon Federarion has moved past individual representatives for both races and instead the races have become as important as eye-color in the world of politics. The Current Grand Councillor of the Jargon Federation is Stars Of The Tup, a Dionae diplomat who was the previous minor Councillor of the City Weiru. The &lt;br /&gt;
&lt;br /&gt;
Jargon Federation hierarchy is as such:&lt;br /&gt;
*Minor-Councillors States&lt;br /&gt;
*Councillors Govern Countries &lt;br /&gt;
*High Councillors Govern Planets&lt;br /&gt;
*Great Councillors Govern Solar Systems &lt;br /&gt;
*The Grand Councillor Governs The Federation&lt;br /&gt;
All Councillors from High to Grand must attend the annual Council of Jargon to discuss the Federation&#039;s important affairs. The Grand Councillor has the authority to call an Emergency Council of Jargon if it&#039;s needed. The Jargon Federation&#039;s slow but careful methods are usually why it&#039;s so rarely get&#039;s into conflict, but also the reason it took so long for Human&#039;s to earn the Federation&#039;s trust.&lt;br /&gt;
===Religion===&lt;br /&gt;
The Skrell religions are too vast and numerous to name them all, but the most notable are-&lt;br /&gt;
&lt;br /&gt;
====Altariser====&lt;br /&gt;
The Altariser are the most prominent religious faction in Skrell space due to the less mystic views that they have. The Altariser religion is considered a way to better oneself as their main goal is to reach a higher state of being where they can learn the secrets of the universe. They believe the way to reach this state is through physical and mental improvement, humans have compared the religion to Buddhism but the religion is far more selfish than the ancient oriental religion that it’s compared to.&lt;br /&gt;
The Altariser makes up for 47% of all of Skrell and even has been taken up by the other sentient races. Many people have theorized that the religion was invented to push Skrell to be the best, or give them comfort near death. The argument to this is that just because we don’t see the Skrell ‘evolve’ doesn&#039;t mean they don’t, the people that argue this point also state that it is possible that there are certain rules for an evolved one, such as no sharing the knowledge and power with lesser beings, although again this is all theory as no scientist from any race has been able to prove or disprove this religion. This religion has been around since Skrell history was recorded and as such is considered one of the oldest religions in the known Galaxy.&lt;br /&gt;
&lt;br /&gt;
====Dienabi====&lt;br /&gt;
The Dienabi are best described as Diona worshipers, their religion bases itself around the idea that the Diona are gods, every last one of them and that all the good fortune the Skrell have had since discovering them has come as a reward for the Skrell treatment of the Dionae. The religion teaches that Weiru Tup, the Captain of the famous Epsilon mission did not infact die due to poisonous vegetation but instead was transformed into a mystical Diona as a reward for his kindness to the strange species and he is often referred to as the first Dienabi(In the Skrell language Dienabi means ‘Tree child’) and is revered as the savior of the Skrell species. The only beings that the Dienabi revere more than Weiru Tup are the Dionae themselves, the members of the religion are often fanatic about their protection of the species and it is not too much of a stretch that they would die for the ones they consider gods, hoping that in turn they will be granted a place of immortality beside them as The First Dienabi was. This religion is one of the youngest Skrell religions and has only been around for about three centuries  it only encompasses a minor amount of Skrell 6% in total.&lt;br /&gt;
&lt;br /&gt;
====Eloish====&lt;br /&gt;
Eloish is the most controversial of religions in Skrellian space and by many Skrell it is considered a black stain on the Skrell history  and is often used to wound many proud Skrell. The religion was first founded by it’s namesake Elois Guf a general in the Qerrballak Yuer(A proud country that followed the lead of one man ,Yuer Iu,) Army and is considered one of the greatest warriors to ever walk the Skrell homeworld. Elois Guf was a powerful general and due to the Qerrballak Yuer’s war with the Skrellian Tumpat(The Tumpat was a coalition of independent city states that formed due to increasing tension from Yuer),  Elois was leading many attacks on the independent city states which was quite common for him as he had a reputation as a very blood thirsty man, but all the killing changed him and led to him seeing himself as a god, mainly due to the men following him seeing him as such. &lt;br /&gt;
After twenty years of bloody war the Yuer decided to sign a treaty with the Tumpat which enraged Elois, he had fought and bled for his people and he felt like they had in turn betrayed him, he considered the Yuer a coward and declared a one man war against both the Tumpat and the Yuer. It wasn’t long before his one man raids and battles inspired men to join him and before long he had thousands behind him, he started taking villages, both Tumpat and Yuer. And recruited their people into his army, he made it a point to have his soldiers burn anyone that didn’t see him as their true god and so, many millions of Skrell died. After four years Elois was finally closing into the Yuer capital, Warufsh, and planned to take it, he had the manpower and the drive. But as the battle commenced unexpectedly the Tumpat had sent aid in the way of General Rinoi Laush, he commanded fifty thousand men into battle against Elois and it is said that General Laush was forced to fight Elois with an energy axe,  removing his head from his body.&lt;br /&gt;
Today all that remains of this religion are remnants and it is a religion mainly followed by old warriors and descendants of Elois’ troops.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
While the Skrell seem less mercantile than the other races of the Milky way, they in fact consider themselves some of the best tradesmen in the galaxy, but of course this isn’t always true. Before first contact with humans the Skrell Confederation used Butya, small square pieces of silver embellished with notable Skrell on them. The ‘notable Skrell’ are Skrell who have made true contributions to the Skrellian species, among their ranks are Weriu Tup the captain of the Epsilon mission(Diona First Contact), Chulash Yue the pioneer scientist of Bluespace drives, Rinoi Laush the brave Skrell general that defended Yuerbelak(The Largest continent on Jargon IV(Qerrbalak)) against the Eridish Regime in 1782, and many others. Following the first contact with Humans, Credits were accepted as a legitimate currency in the Skrell Confederation and in less than twenty years it was the primary currency used in Skrell space.&lt;br /&gt;
The Skrell are most well known for their confectionery, medicines and implants. The most famous Skrell confectionery is Yewerie a sweet cake coated in a sugary icing that is laced with minute amounts of Riehsi, this being because the Skrell carry a natural partial-immunity to the mushroom and just see it as a flavoring rather than a recreational drug, this cake has been banned from numerous worlds in the Union and Sol, and is more openly accepted on the frontier worlds due to the lack of true law. &lt;br /&gt;
Skrell medicines and implants are some of the most expensive and sought after pieces of medical technology in the civilised galaxy the human suited  implants include: Regeneration implants that force the cells of a human body to overclock regenerate at incredible speed rates, these implants are priced at just 40,000 Union of Sol credits, although many side effects have been uncovered including impotence and internal bleeding due to cells overcompensating and regenerating internal organs that aren&#039;t needed. Adrenal implants that trigger when the user wishes, giving increased strength and physical ability to the user, these implants have been abused in the past causing brain hemorrhages and cardiac arrests these implants are only priced at 2,500 credits and can be purchased and implanted at many clinics in Union of Sol space.&lt;br /&gt;
The Skrell have been highly sexualized in Human culture due to strange sexual fetishes, this has led to many Skrell, male and female, turning to small roles in Human erotic movies and posters. The most successful part of the Skrell sex industry is ‘wetskrell.net’ &lt;br /&gt;
WetSkrell.nt is neither as perverse or indecent as one would seem, and simply depicts Skrell of various ages and colours in sexually suggestive positions. The Skrell’s lax attitude towards sexuality and the  lack of sexual organs  has led to many Skrell agreeing to such a deal, both male and female,without hesitation.&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
The Majority of the planets in Skrell space have been terraformed to suit their nature, the typical planets are covered in swamps and jungles and occasionally large bodies of water. Though on planets where this kind of extreme terraformation is not possible, the Skrell construct large bio-domes and habitat structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
Skrell cities are often considered less ornate than human ones, usually consisting of tall white skyscrapers that stand from the swamps, although it should be said that these buildings are usually covered in moss and other vegetation due to their building environments, the Skrell have never enjoyed living underground and as such there is a distinct lack of underground buildings when Skrell outposts are concerned. The Skrell are famous for their underwater cities, that can span huge areas under water and that are majorly constructed from glass, the secret to these cities however is not super strong glass but instead, immensely powerful shields that are powered by multiple super matter engines somewhere inside the city. The largest underwater city constructed by the Skrell is on Laush V(Laush is the second closest star system to the Skrellian home system Jargon) the city on Laush V known only as Eriuyish has an area of 17822 miles and requires seven super matter engines to power the 420 shield emitters located around the city.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent, however the opposite is true. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrell&#039;s incredible technological advances mean their military is the most effective in the known galaxy. See; &amp;quot;Combat technology&amp;quot; for information. Their careful ways and refusal to fight a losing battle has given them the reputation of the most efficient fighting force in the galaxy even if it&#039;s only because of logic. &lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=2120</id>
		<title>Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=2120"/>
		<updated>2015-07-04T09:41:10Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Tajara&lt;br /&gt;
 |Scientific = T. Sapiens&lt;br /&gt;
 |Image = Tajara410x320.png&lt;br /&gt;
 |System = S&#039;rand&#039;marr&lt;br /&gt;
 |World = Adhomai&lt;br /&gt;
 |Language = Siik&#039;maas, Siik&#039;Tajir&lt;br /&gt;
 |Politic = People&#039;s Republic of Adhomai&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Tajara (Tah-jaw-rah both singular and multiple) are a race of humanoids which possess markedly felinoid traits that include a semi-prehensile tail, a body covered in fur of varying shades and padded, digitigrade feet. &lt;br /&gt;
&lt;br /&gt;
To apply to be one of the cat-like Tajara, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
Additional information: [[Ahdomai|Adhomai]]&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Tajaran can speak a unique language of Siik&#039;Maas. Use this in game by typing say :j&lt;br /&gt;
* All Tajaran have claws, and will scratch with them instead of punching, dealing extra damage.&lt;br /&gt;
* Tajaran can see much better in the dark than humans.&lt;br /&gt;
* Tajaran are less vulnerable to harm from cold due to their fur, but more vulnerable to harm from heat.&lt;br /&gt;
* Tajaran cannot use human gloves or shoes due to their claws and digitigrade limbs. They are only able to wear hardsuits and hardsuit helmets designed/modified for their Tajaran anatomy. They are able to wear &#039;softsuits&#039; (such as non-hardsuit space suits, biosuits, and fire suits).&lt;br /&gt;
* Tajaran command options aboard the Aurora are limited too; Head of Security, Chief Medical Officer, Head of Personnel, Research Director, and Chief Engineer&lt;br /&gt;
* Coloration&lt;br /&gt;
:Hharar group, usual coloration:&lt;br /&gt;
::Beaver Brown (RGB 159, 139, 112)&lt;br /&gt;
::Kochiba (RGB 107, 68, 35)&lt;br /&gt;
::Taupe (RGB 72, 60, 50)&lt;br /&gt;
:Zhan-Khazan group, usual coloration:&lt;br /&gt;
::Blue-Grey (RGB 34, 37, 50)&lt;br /&gt;
::Dark Gray (RGB 30, 30, 30::&lt;br /&gt;
Chocolate (RGB 94, 38, 18)&lt;br /&gt;
:Njarir&#039;Akhran group, usual coloration:&lt;br /&gt;
::Orange (RGB 238, 64, 0)&lt;br /&gt;
::Cinnamon (RGB 160, 82, 45)&lt;br /&gt;
::Ruddy (RGB 138, 54, 15)&lt;br /&gt;
::Cream (RGB 205, 175, 149)&lt;br /&gt;
:M&#039;sai group, usual coloration:&lt;br /&gt;
::White (RGB 238, 223, 204)&lt;br /&gt;
::Ivory (RGB 205, 205, 192)&lt;br /&gt;
::Wheat (RGB 205, 186, 150)&lt;br /&gt;
::Silver (RGB 192, 192, 192)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
To the average human, the Tajaran share many similarities with Earth felines; however, when looked at from a purely scientific perspective, this description is largely superficial. Unlike terrestrial felines, the Tajaran are both omnivorous and bipedal. Their bodies are almost entirely covered in a thick coat of fur that is extremely good at insulating them from the extreme cold of Adhomai. The layer of body fat and fur is designed to trap body heat in an efficient manner. There are only a handful of areas where fur is not present, those being on the palm of their paws, the soles of their feet, and a number of various orifices as well as a small area around their eyes.  &lt;br /&gt;
&lt;br /&gt;
Occasionally, the fur around a Tajaran&#039;s neck is known to grow into a shaggy &#039;mane&#039; of sorts, giving them a distinct look not unlike a terran lion. This hair tends to be much stronger and a great deal more wiry than the rest of the fur on a Tajaran&#039;s body. Some Tajaran tend towards monochromatic bodies while others have multicolor or even calico fur patterns. These designs depend heavily on the genetics of the individual&#039;s parents, much like hair and eye color. Because of this, some parents are utterly incapable of producing multicolor children. Designs including flat colors, stripes, spots and most conceivable combinations have been recorded by scientists both Tajaran and human. The mean body weight of a male Tajaran is somewhere between 145 cm and 185 cm in height, while the mean body mass is between 55 kg and 90 kg. Females tend to range between 135 cm and 185 cm in height, with their own weight somewhere around 35 kg to 75 kg. As such, both their body weight and height is roughly comparable to the average human.&lt;br /&gt;
&lt;br /&gt;
===Tajaran Evolution===&lt;br /&gt;
The Tajaran evolved as a predatory, cave-dwelling species upon their home planet of Adhomai, and as a result they have a pair of fairly large, well developed eyes that are forward set. These eyes are comparable to those of humans, but they are more effective in low-light situations due to the Tajaran ancestors having to hunt in dark cave tunnels. Tajaran eyes are set above a slightly elongated structure comprised of hard bone similar to a muzzle on terrestrial creatures. Their pupils are large and capable of contracting significantly faster than most other creatures, both sapient and otherwise. They have a thin, refractive layer which, while allowing them their low light vision, has the side-effect of appearing illuminated in the dark.&lt;br /&gt;
&lt;br /&gt;
The Tajaran dental structure was at one point in their evolutionary history once geared for a carnivorous lifestyle, but has since evolved and shifted towards a more omnivorous role. Tajaran have sharp, needle like teeth in the front of their jaw which are quite clearly geared to tear meat; the further along the jaw line one goes, teeth similar to human molars reside behind the sharp canines, evidence of the change to an omnivorous diet. Atop their heads, Tajaran have a pair of deft, normally erect ears that are capable of a wide range of motion. They can rotate to roughly ninety degrees, capable of even being able to fold back almost entirely onto the skull if needed.&lt;br /&gt;
&lt;br /&gt;
===Extremities and Sleep Cycle===&lt;br /&gt;
Tajaran extremities, specifically their hands and feet have five digits, and are generally the same shape as human extremities. However, they are slightly stubbier in appearance, though still dexterous enough to be useful. Tajaran employed in more professional roles such as engineers, architects, or other occupations that require dexterous manipulation often find themselves with filed down claws, reduced to a smooth end in order to allow easy usage of standard human based technology. This is a task that Tajaran tend to do reluctantly, given that cutting too short is incredibly painful and will expose nerves to the air. Normally, these claws are non-retractable and grow from the fingertips, usually measuring around on &lt;br /&gt;
&lt;br /&gt;
The sleep cycles of the Tajaran species are one of their most scientifically curious features. A normal waking period is somewhere between thirty six and forty eight hours, with a subsequent twenty to twenty eight hours of sleep. Normally, the waking period is spotted with three to four fifteen minute naps in order to keep the Tajaran refreshed and alert. This is universal on all worlds with Tajaran living upon them. Tajaran are capable of great feats of intelligent, dedicated work but this is physically exhausting, which renders them utterly mentally and psychologically exhausted. Those that do not enter their sleep cycle properly may find themselves groggy, aggressive, paranoid and disoriented until their circadian rhythm is righted.&lt;br /&gt;
&lt;br /&gt;
===Tajaran Build===&lt;br /&gt;
In comparison to most other known species, the Tajaran body is designed to specifically be more flexible, lithe and slender despite their thick insulation. A handful of Tajaran ethnicities do not exhibit these traits and instead manifest increased muscle size, strength, or bulk. Tajaran are sexually dimorphic; females have more elongated muzzles, shorter ears, as well as more petite forms, and their distribution of body fat is entirely different than that of a male. Females do not exhibit visible breasts until pregnancy, at which point they swell in order to provide for young. Males are in general taller, have broader shoulders, bigger hands and feet, and more pointed ears. &lt;br /&gt;
&lt;br /&gt;
Tajaran are built for the extremely low temperature environments that are incredibly common on Adhomai, giving them remarkable cold resistance. However, this gives them a tendency to overheat in more mild environments. To avoid this, most Tajaran will dress lightly in warmer environments such as those on human installations or tropical worlds. Forgoing the usual layer-like clothing, these Tajaran resign themselves to thin clothing. Those who find themselves confined to  bio suit or radiation suit for extended periods of time will end up feeling extremely uncomfortable and perspiring heavily.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
Native Tajaran names are usually difficult for humans and other species to pronounce properly; as such, older Tajaran prefer to take names (whereas young Tajaran are given them at birth) that they find they themselves are able to pronounce and are also phonetically pleasing. For many, these are names derived from Arabic or Russian backgrounds, as they are the easiest for their inhuman mouths to pronounce. Traditionally, Tajaran names included their clan name, and some Tajaran carry over this tradition and have their &#039;middle&#039; name be their clan name.&lt;br /&gt;
&lt;br /&gt;
As with all other species who work in Human-centric environments. Tajara are expected and required to have passed a prerequisite test to test their comprehension of Tau-Ceti basic, the operating language of NanoTrasen and most transstellar corporations, in addition to most major sovereign entities.  Admittedly the passing levels of these comprehension tests are quite low, but are high enough to ensure basic conversation between what will likely be a multi-species crew.  However, private communication in Siik’Mas or Siik’tajr is not forbidden by NanoTrasen regulations and is often used to hold conversations between Tajara on the crew.  &lt;br /&gt;
&lt;br /&gt;
Though there are a variety of languages used by the Tajara, among the foremost of this vast plethora of languages is Siik’mas and Siik’tajr.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siik&#039;maas&#039;&#039;&#039; is theorized to have been the ancient language of Tajaran, the &#039;religious&#039; language shared between most Tajaran 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 most common for Tajaran and almost every Tajaran knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the Renaissance era and continues to be the most prevalent language 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 Tajaran 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. Tajaran speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas is the federal language of the People&#039;s Republic of Adhomai. However, several groups of Tajaran ranging from scholars to traditional followers of the old ways are attempting to revive older languages such as Nal&#039;rasan, Devahhi, Ya&#039;ssa and other such languages. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siik’tajr&#039;&#039;&#039; is the opposite of Siik’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 language traditionally used by farmers. 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;
Pro-human groups within Tajaran society have repeatedly attempted to push Cyrillic or Latin characters as &#039;easier to use&#039; rather than the native Tajaran alphabet. However, the vast majority of Tajaran use the old Siik alphabet and it is the federally enforced alphabet taught in schools, the original alphabet learned Tajaran have been using for centuries. It has undergone certain modifications since the Great War to remove the influence of the plutocracy, and has made a widespread comeback with increasing literary levels amongst the Tajaran public.&lt;br /&gt;
&lt;br /&gt;
Tajara as a rule tend to roll the “R” sound, extending it.  They also tend to refer to themselves in the third person perspective instead of the traditional first person ( “He has completed his work instead of “I have completed my work) though Tajara who have spent a large amount of their lives in space or among other species may overcome this trait with great difficulty.  Most Tajara will only speak to someone in the first person if it is someone they trust substantially.  The occasional “slip up” can still be expected however, as being surrounded by a mostly Human crew can occasionally confuse them into using first person.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
=== Fashion &amp;amp; Cuisine ===&lt;br /&gt;
[[File:Sillytajdoodle.png|thumb|alt=An example of Tajaran fashion.|An artist&#039;s representation of typical Tajaran fashion.]]&lt;br /&gt;
Throughout Tajaran history, fashion has remained relatively simple. Extravagant vestments fabricated from silk and other high-quality animal hides were restricted exclusively to the nobility, and your standard Tajaran never really cared much for floofy dresses anyway. Given the hardships of Tajaran life and the constant need to do work by hand, the peasantry came to favor practical, well insulated clothing rather than fanciful designs; they were also cheaper to weave, which made things easier on the weaver.&lt;br /&gt;
&lt;br /&gt;
Tajaran typically wear many layers of clothing to protect themselves from the freezing winds of Adhomai. Underwear is long-sleeved pants and a shirt typically woven from thick animal furs and plant fibers and is used as the inner most insulating layer. Then, a Tajaran will overlay multiple garments to create several layers of insulation to stop the loss of body heat. Thick, full-length skirts, pants, and shirts were favored by the peasantry, all in dark colors to retain heat better. Typically pre-discovery and even post-discovery modern clothing consist of thermal underwear, pants for men or long, heavy skirts for women, with thick sweater-like shirts and fur cloaks.&lt;br /&gt;
&lt;br /&gt;
Similarly, due to the cold temperatures of Adhomai, Tajaran favor warming or hot food that can be consumed quickly before the freezing winds can cool the meal off. Porridges, soups, and chowders consisting of diced meat and vegetables for flavor was the usual meal of a working class Tajaran, coupled with some bread and water or ale.  Pre-industrial Tajaran used to have community meals around bonfires to keep their food from cooling off too much.&lt;br /&gt;
&lt;br /&gt;
However, with the introduction of new technologies - such as higher quality insulation and home heating systems - Tajaran cuisine is being experimented with by chefs who are no longer restricted to compensating for the naturally low temperatures of Adhomai. Historically, culinary creations were reserved only for the nobility, who had better heated homes than the peasantry and more leeway was offered towards not having your meat turn blue in front of you.&lt;br /&gt;
&lt;br /&gt;
===The Arts===&lt;br /&gt;
Of all arts, music is one of the most highly valued by Tajarans. Stemming from the long-standing ban on most literature in their society, song and dance remained one of the only ways for Tajaran to express themselves through words. Composers and musicians were traditionally held in high regard amongst Tajaran, and in place of books the fanciful song-stories of traveling bards were one of the few ways the public could remove themselves from their lives.&lt;br /&gt;
 &lt;br /&gt;
Theatre was also equally important in the life of a pre-discovery Tajaran. Given that, with the lack of books, there was little to keep your usual worker entertained, the ability to watch and enjoy a riveting drama or hilarious comedy was heaven. Theatres and performing halls can be found in almost every Tajaran village, and are often constructed to rival even the main seat of town council or government in architectural beauty. For example, the D&#039;na&#039;tel Hall in the Tajaran capital was one and a quarter larger than the seat of government prior to human sanctioned expansions. Dating back to the late Renaissance Era, it was constructed from high quality marble and many sculptures of characters and scenes from various popular Tajaran plays were meticulously hand-carved into the walls by sculptor Nasir Ka&#039;nira.&lt;br /&gt;
 &lt;br /&gt;
However, literature itself - that is to say novels - have never been looked kindly upon by the Tajaran public. Though this closed way of thinking is starting to shift with the greater introduction of literacy amongst Tajaran as a whole, many elders still harbor bitter feelings about books in general. They were almost universally considered a symbol of oppression and luxury by pre-revolution Tajaran, given the fact that only the nobility were taught en masse how to read, and that every family had it&#039;s own private expansive library that even learned peasants had to pay out of pocket to access. This led to a widespread destruction of much of historical Tajaran text following the uprising, as revolutionaries took it upon themselves to purposely gather and burn whatever books they could after taking a noble stronghold.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
[[File:Adhomai2.png|thumb|alt=The Tajaran homeworld.|Adhomai was ravaged by warfare and more than forty million deaths have been recorded as a result of the Great War.]]&lt;br /&gt;
&lt;br /&gt;
===Nobility and the Ancient Past===&lt;br /&gt;
For as long as most Tajaran care to remember, Adhomai had always been under the rule of nobility. The most dated historical text that still exists in Tajaran possession dates back at least four thousand years and still talks about &#039;serving their masters&#039;, so many historians agree that the trend of blood rule is more deeply-routed in Tajaran existence than was previously considered.&lt;br /&gt;
 &lt;br /&gt;
The ancient past of the Tajaran is poorly documented and historical texts are almost non-existent; meticulous combing and destruction of educational material by millenia of harsh rule resulted in total atrophy of most scientific arts in Tajaran society. Even top Tajaran scholars in this day and age have only theories of what life was like in ancient Adhomai.&lt;br /&gt;
 &lt;br /&gt;
What is known, however, is that tension had slowly been increasing over a span of thousands of years between the populace and their fellow noble families. Based upon empirical evidence, historians believe that Tajaran were at one point free from the rule of nobility but were a more deeply religious species than now. Ancient relics that survived the annihilation ordered by countless nobles suggest that the current lineage of Tajaran noble families stemmed from religious leaders appointed by primitive clans that were revered as a connection to the Tajaran god, S&#039;rendarr.&lt;br /&gt;
&lt;br /&gt;
===Tensions Rise=== &lt;br /&gt;
However, at some point, these religious leaders clashed and either pitted their followers against one another or amicable clans married and bred until the current leadership had spawned from their efforts. Over time, the nobility as it were slowly began to lose their religious inclination and approximately four thousand years ago Adhomai entered a Renaissance period. Religious devotion amongst Tajaran had been dropping steadily in conjunction with the lower influence it had upon their nobility. It was this period that historians believe the overwhelming control of the noble families flourished and solidified into what it was prior to the current day.&lt;br /&gt;
 &lt;br /&gt;
Literature was heavily regulated from this point forward following &#039;enlightened&#039; publications by individuals  deemed dangerous to the health of noble rule. Scarce few copies of these texts were preserved in the remains of several noble houses. In the place of novels, many famous Tajaran sculptors, musicians, and artists spawned. However, rather than their works being presented for public viewing, they were collected by noble families and only a handful were shown outside of their &#039;palaces&#039; for the peasantry to admire.&lt;br /&gt;
 &lt;br /&gt;
Following this era, tension between the nobility and the peasantry began to steadily increase, believed to have stemmed from increasingly harsh rulers and laws. Thirty years prior to human discovery of Adhomai, the deep-seeded mistrust between peasants and nobles had reached an all time high. The Tajaran species were trapped in a technological bubble forced upon them by their nobility. At the height of their industrial revolution only a few years prior, the leadership at the time became increasingly wary of the unification of many Tajaran workers, seeing themselves in what could be accounted as another &#039;Renaissance&#039; era and result in more &#039;enlightened&#039; individuals straining their already crumbling control over the populace.&lt;br /&gt;
 &lt;br /&gt;
The realms of education, science, and luxury found themselves under severe restrictions, and your basic Tajaran was forced into almost twenty hour work days with minimal time afforded for eating and sleeping on the job. Analysis of the noble houses proves that during this time in Tajaran history, the nobility had never been worth more in Sol credits than previous. This is largely attributed to the fact that rather than having new inventions published for the peasantry, the nobility had seen fit to confiscate and use these fruits of scientific thinking for themselves.&lt;br /&gt;
 &lt;br /&gt;
Automobiles are considered one of the best examples of this. Using a combustion engine much like primitive human vehicles with extra anti-freezing measures and a combination of wheels and tracks, one of the first fully functional automated cars had been produced by a collection of Tajaran engineers and scientists, at the behest of the nobility. These large creations were considered by many older Tajaran to be a symbol of negligence and gluttony by their leaders. Workers were never provided with such things; they were forced to transport themselves through Adhomai&#039;s harsh winter conditions on foot or by using specially designed &#039;snow bicycles&#039;, regardless of how far away their place of work was.&lt;br /&gt;
 &lt;br /&gt;
Further restricting the rights of the individual Tajaran, legislation was introduced against &#039;workers unions&#039; as well as any sort of illicit groups; a permit was required to form anything from hunting parties to agencies. In this whirlwhind of political turmoil, a fresh generation of Tajaran were growing up, deprived of what most humans consider to be &#039;basic rights&#039;. As they grew older and angrier, the nobility saw fit to continue tightening their control over their subjects until a civil war was almost inevitable. Like a powder keg ready to blow, only a single spark was needed to light the flame.&lt;br /&gt;
&lt;br /&gt;
===Human Discovery===&lt;br /&gt;
This came in the form of human discovery in 2418. A Sol Alliance funded expedition into the Tajaran home system discovered the by comparison primitive species and their homeworld of Adhomai. Lush with untapped resources and potential workers, Adhomai was an attractive prospect for many human super corporations, especially NanoTrasen. Because of their slow technological progress, most of Adhomai&#039;s valuable minerals remained unharmed by mining or drilling. It was due to this that several corporations attempted to insert themselves into the dealings of Adhomai.&lt;br /&gt;
&lt;br /&gt;
However, the nobility felt incredibly threatened by what they considered &#039;intrusions&#039; by humanity and completely refused them diplomatic access to their planet. The Alliance stepped in and, reluctantly, the super corporations were forced to abandon their wishes to stake claims on Adhomai&#039;s resources - at least in the open. In the year 2420, a group of Tajaran intellectuals - considered rebels by the state - were shuttled off-world by a still unknown entity. Given asylum in the Sol Alliance, they met and discussed much with human scientists and officials. Tensions between the Alliance and Tajaran nobility rose after such an event and they accused the humans of harboring terrorists.&lt;br /&gt;
&lt;br /&gt;
Eventually, these rebels were returned to Adhomai with supplies and weapons. Fed with new ideals of personal freedom and &#039;rights afforded to all&#039; by their influential human friends, the seeds of revolution were sowed among the Tajaran populace, spread by word of mouth. Workers, doctors, teachers, even soldiers that were questionably loyal to the nobility were swayed by these promises of freedom and equality. Meetings in the basements of dark taverns or barns were common, and relations between the nobility and their peasants were at the lowest ever recorded in Tajaran history.&lt;br /&gt;
&lt;br /&gt;
===The Uprisings===&lt;br /&gt;
It took little more than a year for a formal uprising to be staged. After the nobility had captured one of the original Tajaran that had been shuttled off world, he was sentenced to be publicly hung by the neck in front of their peasants to show just how serious they were about keeping control. Ultimately, many historians believe this to be a highly egregious mistake. Rebels in the audience, armed with advanced off-world weapons, proceeded to open fire on loyalist forces and kill a nobleman in the process. This event, called the &#039;D&#039;as&#039;ral Massacre&#039; (so named for the city it took place in) by the nobility was all the excuse they needed to enact martial law.&lt;br /&gt;
&lt;br /&gt;
[[File:Emplacements.jpg|thumb|alt=Gun emplacements.|Wartime photo capture of rebel artillery emplacements.]]&lt;br /&gt;
&lt;br /&gt;
However, they found themselves in a cornered position. Weapons and supplies were being shipped in off-world by mysterious benefactors, and their collections of scientists and engineers had either fled to safety being noblemen themselves, or took up arms and joined the revolution. Without significant scientific presence to deconstruct or understand these new human weapons or support the war effort, the conflict resulted in a string of rebel victories that drew closer and closer to the capital cities of each providence.&lt;br /&gt;
 &lt;br /&gt;
Among the noble families, the largest and nearly the most powerful was a clan called the &#039;Hadii&#039;. Their castle was amongst the best defended in the region and the battle to take it was waged for six months of non-stop fighting. As it became increasingly clear to them that they were eventually going to be overrun, the Hadii struck a deal with the rebel leader; in return for complete immunity from the war, as well as persecution, they afforded the revolutionaries with unique tools and even blueprints of other families&#039; castles, pointing out weak points and infiltration spots.&lt;br /&gt;
 &lt;br /&gt;
It was this turn coating that tipped the revolution in favor of the peasantry. Armed with this new information, they made use of radio systems previously restricted for nobility to methodically and bloodily end their uprising by murdering most of the noble families and whatever soldiers and civilians remained loyal to them. By 2421 the revolution had finally come to an end with a total of more than fourty million casualties, of which more than half were loyalist forces. Many Tajaran cities and villages were utterly destroyed by vicious fighting as well as bombardment by uncaring nobles.&lt;br /&gt;
&lt;br /&gt;
===Outcome of the Revolution===&lt;br /&gt;
Following this total upheaval of Tajaran society, rebel leaders met with Hadii noblemen and discussed how to form a government, given that only the Hadii were experienced with ruling. Human corporations took express interest in this; the Hadii were one of the few noble families that saw profit in human stakes on Adhomai, and many back-room deals were made until ultimately the Hadii were placed at the head of Tajaran government, and ushered in a new federal republic. The Tajaran public was markedly distressed by this turn of the events, and fearing another uprising, human intervention again helped defuse the situation. The Hadii promised that it would not be like it was before.&lt;br /&gt;
 &lt;br /&gt;
Now, NanoTrasen, suspected by many conspiracy theorists to be behind the funding and supplying of Tajaran during the war, holds claim to most of Adhomai and has a monopoly over most of the planet&#039;s valuables. Collaboration between them, the Sol Alliance and the Skrellian Union has resulted in more technological advances in Tajaran society recently than ever before in their recorded history.  Approval ratings for the current leadership have risen in response, and for now all is quiet on Adhomai. However, there are many Tajaran who still believe that revolution is needed again to throw off the corporate shackles; from one slavemaster to the next.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Politics &amp;amp; Religion===&lt;br /&gt;
There are a handful of faiths on Adhomai, but the majority religion is the worship of S&#039;rendarr and Messa, the names of both suns in the Tajaran home system. Ancient Tajaran were believed to worship the suns as gods, believing their light to be the only thing keeping the planet from freezing over entirely. Over time, this faith matured into a system of beliefs suited to the peasantry; looking down upon the acts of betraying your fellow worker and attempting to foster unity and understanding amongst its followers. It is believed by many that S&#039;rendarr is the god of life and the day, as the bigger of the two suns, and he is associated with good happenings and is most often prayed to. Contrastingly, Messa, the blue sun, is the goddess of the night and death; whenever she eclipses S&#039;rendarr, all followers partake in religious rituals that ask Messa to spare them from whatever ill tidings she may bring.&lt;br /&gt;
 &lt;br /&gt;
Despite being the majority religion, there exist several others. Namely, the second largest religion is the worship of the Snow God Ma&#039;ta&#039;ke, which dates back to ancient Tajaran times. A figure of legend, Ma&#039;ta&#039;ke is believed to have been the head of a hardy clan of mountain dwellers that regularly came to the aid of another clan who was constantly plagued by bandits and wild animals. He is revered as fierce warrior capable of fighting a platoon of men by himself, but also as a kind soul, for the records of his dealings with other clans show understanding and kindness. Similar to the followers of S&#039;rendarr and Messa, those who believe in the Snow God preach unity and understanding for the betterment and longevity of Tajaran as a species.&lt;br /&gt;
 &lt;br /&gt;
At one point, a religion was established heralding the nobility themselves as gods by certain devout loyalits, but this faith has all but been completely erased following the uprising. Individuals who were recorded to believe in or are suspected of being a member undergo persecution and even in some cases death sentences. With most loyalists either in hiding or killed during the uprising, and all places of worship destroyed, any intelligent Tajaran would never admit to being, or attempt to defend, a member of this faith.&lt;br /&gt;
 &lt;br /&gt;
Due to the Tajaran&#039;s history as an oppressed species, they have grown to be more open minded and liberal with each other than other races, like humans. Homosexuality amongst Tajaran is as a majority a non-issue, and racial or gender discrimination is mostly nonexistent. Historically, the peasantry made due by uniting themselves as a workforce which has bred an intimate inter-person relationship amongst the families of most villages, towns, and cities. Irregardless of the size of the population, pre-uprising Tajaran were often well acquainted with families that may have lived on the other side of town. Arranged marriages were extremely common and were ways to improve relationships amongst families. However, this traditional practice has met with extreme criticism following post-uprising debates.&lt;br /&gt;
 &lt;br /&gt;
As a whole, the Tajaran could be described as a communistic species, given their history of oppression. Proponents of revolution are still present on Adhomai following the puppet government that has been set up, and tensions are still high and heated amongst some prominent factions and the federal government.  However, the Hadii are a clever bunch and have ensured to appease Tajaran not only by entirely overhauling the legal system to bring it in line with other species&#039;, but to pass edicts and other bills that play to the Tajaran&#039;s desire for fair and equal treatment. There are three major political parties on Adhomai; the Loyalist party, which is made up of Hadii members as well as other politicians that support and agree with the federal government, the People&#039;s Party, who contrastingly oppose the federal government due to its overarching nature and liken it to previous times under the nobility, and then Humanist Party, who want to give humanity a greater role in Tajaran politics and even allow them to govern the planet as part of the Sol Union.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
====Hharar====&lt;br /&gt;
Hharar – Highlander&lt;br /&gt;
&lt;br /&gt;
“The Typical Tajara”&lt;br /&gt;
=====Hharar Physiology=====&lt;br /&gt;
Hharar, as the first Tajaran ethnicity who Humanity came in contact with is generally viewed as the &#039;typical Tajaran&#039;, which is reinforced by their numerical superiority over the other groups. Additionally, given their large numbers and capabilities, they most often serve in governmental positions and as ambassadors to other races; this leads to them being taken as the &#039;face&#039; of the Tajaran race, as it were.&lt;br /&gt;
&lt;br /&gt;
Hharar trend towards being the most intellectual of all Tajaran groups, and as such their physical prowess is significantly reduced. On average, they are on par with most humans as far as intelligence and physical strength go. However, in most cases their IQ is slightly lower than your usual human, which is generally attributed to the sub-par schooling and education Tajaran received prior to the Great War. Irregardless, many xenophobic groups use this as ammunition in their arguments targeting the Tajaran, when in actuality the Hharar are considered to be extremely creative and innovative.&lt;br /&gt;
&lt;br /&gt;
The Hharar are usually beaver brown, kochiba, or taupe in coloration.&lt;br /&gt;
&lt;br /&gt;
There are variations and of course exceptions to this rule, however Taupe is the darkest a Hharar gets and Beaver is as light as they get. Most Hharar are also spotted with lighter brown or white spots across their upper chest and torso. Some Hharar females can even be calico in rare occasions, this is almost always hereditary on the maternal side, meaning the mother has to also be calico for her daughter to be, though this is not absolute and Calico mothers can have normal brown daughters.&lt;br /&gt;
=====Hharar Culture=====&lt;br /&gt;
Given that the Hharar are the most populous of the Tajaran ethnic groups, their culture is generally the most ubiquitous on Adhomai and in the psyche of the galaxy at large when thinking of &#039;Tajaran society&#039;. The religion involving the worshipping of S&#039;rendarr and Messa is thought to have been propogated by ancient Hharar and the original noble lines to have started from them. This has led to many of the less populous ethnic groups to look down upon the Hharar, with some extremists going so far as to blame them for a lifetime of enslavement.&lt;br /&gt;
&lt;br /&gt;
The Hharar are the stereotypical &#039;worker&#039; Tajaran. This fact is reinforced by their history as the brunt of the workforce used by the plutocracy, as they were easier to control and force into unpleasant conditions than some of the other ethnic groups. As such, they tend to give their respect to superiors easier than other Tajaran might. Most loyalists during the Great War were of Hharar descendence. Further, the familial system of Tajaran clans is also thought to have been a Hharar invention; the structure of clans and the introductions of arranged marriages are traditions started long ago that have encompassed many Tajaran of other ethnic groups marrying into Hharar families.&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas and Siik&#039;tajr are the primary languages descended from the ancient and venerable language of Hhar&#039;Tol. Hhar&#039;Tol or &#039;Hill speak&#039; is a nearly dead language almost never used in modern Tajaran society. The sole remnants of the language can be found in many ruins left in the Highlands of ancient Hharar villages and cities. Some schools created by the Hadii offer Hhar&#039;Tol as an available language for students and attendees to learn.&lt;br /&gt;
&lt;br /&gt;
Since their liberation, the Hharar have been found to hold positions of middle or high wealth, owing to their intellectual capabilities. They are described as loyal workers who are passionate and not afraid to voice their opinions. Given their history as the plutocracy&#039;s major workforce and the largest part of the Tajaran &#039;peasantry&#039;, they are typically well-rounded individuals with more appreciation of older traditions than other Tajaran ethnic groups. &lt;br /&gt;
====Zhan-Khazan====&lt;br /&gt;
Zhan-Khazan - Mountain-Keeper&lt;br /&gt;
&lt;br /&gt;
“The Workhorse”&lt;br /&gt;
=====Zhan-Khazan Physiology=====&lt;br /&gt;
Zhan-Khazan are the second most populous of Tajaran ethnicities, and are considered to be the backbone of the Tajaran workforce. Their history as an ethnicity is one not well documented; very little historical texts describing them were preserved in the wake of the Great War, and archaeological dig sites are difficult to preserve given the climate of Adhomai. What is known, however, is that the Zhan-Khazan were at one point a race of cave-and-mountain dwelling Tajaran that traditionally were entrusted with physical work like mining, farming, ranching, and logging.&lt;br /&gt;
&lt;br /&gt;
Because of their history of hard work and the way they adapted to harsh mountain life, Zhan-Khazan are more physically intimidating than their close relatives, the M&#039;sai. Featuring more toned, muscular bodies, thicker fur coats, and a heavier body weight, they are well-suited to tasks requiring brute strength and heavy lifting. They are by no means less intelligent than the Hharar, but most Zhan-Khazan do not pursue the same type of work. Zhan-Khazan make up a significant amount of Tajaran employed in resource gathering, construction, civil jobs such as law enforcement and even culinary work such as butchering.&lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan are usually blue-grey, dark gray, or chocolate in coloration.&lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan fur patterns are remarkably simple, usually consisting of only dark solid colors or at the most ticked fur or tabby stripes. They are capable of lighter colors and more varied fur patterns, but these are rare, recessive traits present in pure Zhan-Khazan bloodlines. Those that breed outside of their ethnicity have a higher chance of passing on their dark fur, as their genes are more dominant compared to other ethnic groups. These genes are present in both male and female parents.&lt;br /&gt;
=====Zhan-Khazan Culture=====&lt;br /&gt;
or most of Tajaran history, Zhan-Khazan were tasked with more difficult work as they were more suited to physical labor than their brethren. They were subject to harsher punishments and more repressive mandates as the plutocracy viewed them as lesser to other Tajaran. Faced with work that segregated them from most settlements, the Zhan-Khazan have grown to be incredibly protective of their families and their own and follow traditional family values closely. Things like arranged marriages, inter-clan courting and gift-giving, and clan alliances were and are exceedingly common for Zhan-Khazan, and they support a close family life style. Those who go against their family face exile from their small, tight-knit communities. Zhan-Khazan also hold their co-workers in similar high regard, though not as much as blood ties.&lt;br /&gt;
&lt;br /&gt;
Many Zhan-Khazan worship the Snow God, and scholars believe this faith was invented by this ethnic group. Small shrines are a common sight amongst settlements of or having a high population of Zhan-Khazan, and they hold very active, evangelical services. As such, many Zhan-Khazan take the teachings of the Snow God to heart, including unification amongst Tajaran. They care immensely about the future of their species and most do what they can for the betterment of Tajaran as a whole. Zhan-Khazan are highly valued agricultural and mining experts, and they make up almost seventy percent of the farmer and rancher population of Adhomai.&lt;br /&gt;
&lt;br /&gt;
Like all other Tajaran, Siik&#039;maas and Siik&#039;tajr are the &#039;official&#039; language of the Zhan-Khazan, but they were the inventors of the lesser dialect of Delvahhi. This language is still widely used in religious ceremonies dedicated to the Snow God 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. &lt;br /&gt;
====Njarir’Akhran====&lt;br /&gt;
Njarir’Akhran - Nobleman&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Blood Rulers&amp;quot;&lt;br /&gt;
=====Njarir&#039;Akhran Physiology=====&lt;br /&gt;
The Njarir&#039;Akhran, or simply the Njarir, are the ethnic group that made up the majority of the plutocracy prior to the Great War. Their lineage can be traced from careful breeding between Hharar and M&#039;sai, leading to where they currently are today. Following recent events on Adhomai, Njarir make up less than ten percent of the population, though reports see that number reducing slowly between honor killings and hate crimes given their close relation to the Tajaran nobility. Easily identifiable by their large ears, fluffy tails, luxurious fur and slender, elegant features. Njarir suffer persecution and rejection from certain proponents of Tajaran society because of their bloodline.&lt;br /&gt;
&lt;br /&gt;
Historically, Njarir comprised almost the entirety of the Tajaran nobility. Efforts were made to keep noble lines purebred, even if it led to inbreeding in clans. Those who married outside of or slept outside of their bloodline were generally disowned by their family and forced into peasant life. This accounts for practically all surviving Njarir outside of those in the Hadii clan, who serve in important parts of the federal government. As the most learned of all Tajaran ethnic groups, they boast high intelligence and have a propensity towards the arts and sciences. Many have fled Adhomai only to be offered cushy jobs elsewhere working for the Alliance, other factions, or transstellar corporations. These individuals are looked down upon even more.&lt;br /&gt;
&lt;br /&gt;
Njarir&#039;Akhran are usually orange, cinnamon, ruddy, or cream in coloration.&lt;br /&gt;
&lt;br /&gt;
In stark contrast to their brethren, Njarir tend toward very bright, colorful fur patterns. Typically, their fur color ranges from reddish browns to cream colors, and they do not generally have dark fur. Siamese patterns as well as tortoiseshell or patched tabby patterns were valued amongst Njarir bloodlines, and those with more intricate fur patterns were revered and admired by their fellow noblemen, and it was considered an attractive trait in a female. Despite all this, these patterns have been shown to be recessive genes in Njarir, and the most common fur pattern is simply stripes.&lt;br /&gt;
=====Njarir&#039;Akhran Culture=====&lt;br /&gt;
Due to their history as the ruling class of Tajaran, many records pertaining to Njarir practices and culture were destroyed in acts of insubordination. This, coupled with the widespread burning of Njarir literature and destruction of castles, villas, and chateaus, has led to a loss of critical information in ancient Njarir practices. What is known, however, is that only a handful of Njarir were ever part of the peasantry. As stated previously, keeping the bloodline pure was almost mandated amongst the noble clans and anyone who broke this rule was exiled to a life as a peasant. Other stipulations were agreed upon to ensure the &#039;nobleness&#039; of a family member. One could not marry a peasant, or involve themselves in peasant affairs unless it proved a problem to productivity. To be seen in public, a nobleman or woman were obligated to wear fanciful clothing to show their status and were discouraged from physical contact with the peasantry.&lt;br /&gt;
&lt;br /&gt;
Following the Great War, almost every noble family was systematically exterminated. The only noble clan still in power is the Hadii, who serve in the Tajaran government. It has proved exceedingly difficult to acquire testimony or records from living Hadii members, who wish not to anger the Tajaran public any further due to the still unstable post-revolution period on Adhomai. Relics recovered from Njarir ruins, however, suggest that at one point they were highly religious, giving credence to the theory that these noble clans evolved from religious leaders.&lt;br /&gt;
&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 language of the nobility, it uses a more refined alphabet and speech pattern believed to have evolved from a less-used ancient language. Hadii members have been recorded to still use this language, though ultimately with the widespread annihilation of noble families, this language has fallen into disuse and is not taught or provided as a language able to be learned.&lt;br /&gt;
====M’sai====&lt;br /&gt;
M&#039;sai - Hunter&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Soldier&amp;quot;&lt;br /&gt;
=====M&#039;sai Physiology=====&lt;br /&gt;
As the third (though only by a small margin) populous Tajaran ethnic group, the M&#039;sai were at one point the hunters for ancient Tajaran and evolved to have lithe, slender forms, and light fur that hid them in the blizzards on Adhomai. As Tajaran society advanced, M&#039;sai could be found in many roles related to combat, including law enforcement and military service. Not all M&#039;sai resign themselves to these positions, however, and enjoy helping Zhan-Khazan on the country farms or performing civil duties in cities from garbage disposal to cargo inspections.&lt;br /&gt;
&lt;br /&gt;
Characterized by their thin, slender forms, the M&#039;sai are deceptively light; by Tajaran standards, they are thin. With less but thicker fur and a thinner layer of body fat, they aren&#039;t as well-insulated against Adhomai&#039;s cold as their brethren. However, this gives them the bonus of being speedier, and their bodies are designed to be aerodynamically compatible with the harsh winds of Adhomai. Where a Zhan-Khazan would stumble as he weathered the winds, a M&#039;sai can easily and quickly sprint through without being affected. The product of millenia of breeding between Zhan-Kazan and Hharar, the M&#039;sai are agile, intelligent, and have quick reaction times, making them ideal for high stress work.&lt;br /&gt;
&lt;br /&gt;
M&#039;sai are usually white, ivory, wheat, or silver in coloration.&lt;br /&gt;
&lt;br /&gt;
M&#039;sai tend toward subtle fur patterns, such as ticked fur or spots. Their lighter colors are dominant genes and usually express themselves in cross-ethnic children, overwriting the parent fur color - except in the case of mating with a Zhan-Khazan. The dark and light colors mix, leading to a diluted shade of the darker fur. As they evolved to be hunters in the snow, dark fur colors tend to be suppressed in their children, as previously stated. &lt;br /&gt;
=====M&#039;sai Culture=====&lt;br /&gt;
M&#039;sai are known to typically be mild-mannered, but can also be prone to more aggression than their brethren. M&#039;sai make up a significant portion of the People&#039;s Army of Adhomai, with a 2454 census giving a total of sixty-two point eight percent of soldiers, airmen, and sailors having been M&#039;sai. They are very loyal to their friends and family, but aren&#039;t as overt about it as the Zhan-Khazan. With wide eyes and acute senses, they make great soldiers, with vision adapted to compensation for the heavy blizzards that plague their home planet. They are also great survivalists, and are capable of scrounging food for themselves via hunting.&lt;br /&gt;
&lt;br /&gt;
Historically, they were employed by the plutocracy to aid in hunting and ranching, though the majority made up the armies and guards of cities, villages, and towns. They also made excellent scouts, and during the Tajaran&#039;s Renaissance period, were part of cartography teams assigned to record and draw maps of then-unexplored territory in the northern regions of the planet. In the town of Davistok, a silver statue of the explorer D&#039;nante was commissioned by its noble family for having discovered the land there the wealthy trade city was built; they were held in higher regard by the nobility who viewed them as closer cousins than the other ethnic groups.&lt;br /&gt;
&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;rassan 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 took 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;
===Adhomai Today===&lt;br /&gt;
&lt;br /&gt;
[[File:Capital.jpg|thumb|alt=The Tajaran capital.|The Tajaran capital of Nal&#039;tor has seen great developments in recent years.]]&lt;br /&gt;
&lt;br /&gt;
The Tajaran homeworld has suffered plenty in the only three decades since the end of the revolution. With the sudden injection of advanced technology into their relatively simple life, the discrepancy between modernized cities and outlying areas could not be more obvious. While the Tajaran capital boasts the most modern developments with sleek skyscrapers, advanced connections and phone lines, as well as hospitals and schools, the further you get from the larger cities, the more apparent it is that things are not quite so flashy.&lt;br /&gt;
 &lt;br /&gt;
Many Tajaran villages and even some cities show remnants of war; where many buildings and monuments once stood, rubble and artillery craters are all that remain. Landmines scattered throughout the wilderness are still active and provide dangers to hunting parties or travellers, and abandoned bunkers and artillery emplacements litter the countryside. Trenches and battle sites are still being discovered, and every other week you hear a rumor about how someone had their leg blown off after stumbling into a mine field.&lt;br /&gt;
 &lt;br /&gt;
There is a steady stream of money being fed into the Tajaran government. NanoTrasen, as per it&#039;s agreement with the president, have set up mining and logging operations on Adhomai using the local work force for the most menial of tasks. In return, company funded clinics and schools are slowly being spread out and build in the needy areas. Tajaran resource operations are now all but nonexistent; the buildings that were once part of the nobility&#039;s small gathering efforts have now been refurbished and are being used by NanoTrasen.&lt;br /&gt;
 &lt;br /&gt;
Literacy has risen to its all time high on Adhomai, and with the assistance of the Alliance, teachers have been brought in from off world to educate the younger generation of Tajaran. Special establishments for older students have also been constructed to assist the elder generation in being brought to the same level of education, but NanoTrasen has not expressed significant interest in this; these people make up the brunt of their low-paid workforce and they want to ensure that they are kept that way.&lt;br /&gt;
 &lt;br /&gt;
There are still several proponents of revolution that oppose the current government, but in the light of the previous, incredibly bloody war that rocked Adhomai, no armed conflict has been reported as of yet. Calling themselves the &#039;Followers&#039;, this group of revolutionaries are made up of Tajaran from almost every walk of life. Opposing corporate claims on Tajaran soil and citing mismatched development and governmental negligence as the fault of humanity, they aim to &#039;free Tajaran from the new shackles imposed upon them by the corporate overlords&#039; and return Adhomai to a &#039;free, prosperous planet like our ancestors dreamed of&#039;.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=2119</id>
		<title>Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=2119"/>
		<updated>2015-07-04T09:39:53Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Tajara&lt;br /&gt;
 |Scientific = T. Sapiens&lt;br /&gt;
 |Image = Tajara410x320.png&lt;br /&gt;
 |System = S&#039;rand&#039;marr&lt;br /&gt;
 |World = Adhomai&lt;br /&gt;
 |Language = Siik&#039;maas, Siik&#039;Tajir&lt;br /&gt;
 |Politic = People&#039;s Republic of Adhomai&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Tajara (Tah-jaw-rah both singular and multiple) are a race of humanoids which possess markedly felinoid traits that include a semi-prehensile tail, a body covered in fur of varying shades and padded, digitigrade feet. &lt;br /&gt;
&lt;br /&gt;
To apply to be one of the cat-like Tajara, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
Additional information: [[Adhomai|Ahdomai]]&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Tajaran can speak a unique language of Siik&#039;Maas. Use this in game by typing say :j&lt;br /&gt;
* All Tajaran have claws, and will scratch with them instead of punching, dealing extra damage.&lt;br /&gt;
* Tajaran can see much better in the dark than humans.&lt;br /&gt;
* Tajaran are less vulnerable to harm from cold due to their fur, but more vulnerable to harm from heat.&lt;br /&gt;
* Tajaran cannot use human gloves or shoes due to their claws and digitigrade limbs. They are only able to wear hardsuits and hardsuit helmets designed/modified for their Tajaran anatomy. They are able to wear &#039;softsuits&#039; (such as non-hardsuit space suits, biosuits, and fire suits).&lt;br /&gt;
* Tajaran command options aboard the Aurora are limited too; Head of Security, Chief Medical Officer, Head of Personnel, Research Director, and Chief Engineer&lt;br /&gt;
* Coloration&lt;br /&gt;
:Hharar group, usual coloration:&lt;br /&gt;
::Beaver Brown (RGB 159, 139, 112)&lt;br /&gt;
::Kochiba (RGB 107, 68, 35)&lt;br /&gt;
::Taupe (RGB 72, 60, 50)&lt;br /&gt;
:Zhan-Khazan group, usual coloration:&lt;br /&gt;
::Blue-Grey (RGB 34, 37, 50)&lt;br /&gt;
::Dark Gray (RGB 30, 30, 30::&lt;br /&gt;
Chocolate (RGB 94, 38, 18)&lt;br /&gt;
:Njarir&#039;Akhran group, usual coloration:&lt;br /&gt;
::Orange (RGB 238, 64, 0)&lt;br /&gt;
::Cinnamon (RGB 160, 82, 45)&lt;br /&gt;
::Ruddy (RGB 138, 54, 15)&lt;br /&gt;
::Cream (RGB 205, 175, 149)&lt;br /&gt;
:M&#039;sai group, usual coloration:&lt;br /&gt;
::White (RGB 238, 223, 204)&lt;br /&gt;
::Ivory (RGB 205, 205, 192)&lt;br /&gt;
::Wheat (RGB 205, 186, 150)&lt;br /&gt;
::Silver (RGB 192, 192, 192)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
To the average human, the Tajaran share many similarities with Earth felines; however, when looked at from a purely scientific perspective, this description is largely superficial. Unlike terrestrial felines, the Tajaran are both omnivorous and bipedal. Their bodies are almost entirely covered in a thick coat of fur that is extremely good at insulating them from the extreme cold of Adhomai. The layer of body fat and fur is designed to trap body heat in an efficient manner. There are only a handful of areas where fur is not present, those being on the palm of their paws, the soles of their feet, and a number of various orifices as well as a small area around their eyes.  &lt;br /&gt;
&lt;br /&gt;
Occasionally, the fur around a Tajaran&#039;s neck is known to grow into a shaggy &#039;mane&#039; of sorts, giving them a distinct look not unlike a terran lion. This hair tends to be much stronger and a great deal more wiry than the rest of the fur on a Tajaran&#039;s body. Some Tajaran tend towards monochromatic bodies while others have multicolor or even calico fur patterns. These designs depend heavily on the genetics of the individual&#039;s parents, much like hair and eye color. Because of this, some parents are utterly incapable of producing multicolor children. Designs including flat colors, stripes, spots and most conceivable combinations have been recorded by scientists both Tajaran and human. The mean body weight of a male Tajaran is somewhere between 145 cm and 185 cm in height, while the mean body mass is between 55 kg and 90 kg. Females tend to range between 135 cm and 185 cm in height, with their own weight somewhere around 35 kg to 75 kg. As such, both their body weight and height is roughly comparable to the average human.&lt;br /&gt;
&lt;br /&gt;
===Tajaran Evolution===&lt;br /&gt;
The Tajaran evolved as a predatory, cave-dwelling species upon their home planet of Adhomai, and as a result they have a pair of fairly large, well developed eyes that are forward set. These eyes are comparable to those of humans, but they are more effective in low-light situations due to the Tajaran ancestors having to hunt in dark cave tunnels. Tajaran eyes are set above a slightly elongated structure comprised of hard bone similar to a muzzle on terrestrial creatures. Their pupils are large and capable of contracting significantly faster than most other creatures, both sapient and otherwise. They have a thin, refractive layer which, while allowing them their low light vision, has the side-effect of appearing illuminated in the dark.&lt;br /&gt;
&lt;br /&gt;
The Tajaran dental structure was at one point in their evolutionary history once geared for a carnivorous lifestyle, but has since evolved and shifted towards a more omnivorous role. Tajaran have sharp, needle like teeth in the front of their jaw which are quite clearly geared to tear meat; the further along the jaw line one goes, teeth similar to human molars reside behind the sharp canines, evidence of the change to an omnivorous diet. Atop their heads, Tajaran have a pair of deft, normally erect ears that are capable of a wide range of motion. They can rotate to roughly ninety degrees, capable of even being able to fold back almost entirely onto the skull if needed.&lt;br /&gt;
&lt;br /&gt;
===Extremities and Sleep Cycle===&lt;br /&gt;
Tajaran extremities, specifically their hands and feet have five digits, and are generally the same shape as human extremities. However, they are slightly stubbier in appearance, though still dexterous enough to be useful. Tajaran employed in more professional roles such as engineers, architects, or other occupations that require dexterous manipulation often find themselves with filed down claws, reduced to a smooth end in order to allow easy usage of standard human based technology. This is a task that Tajaran tend to do reluctantly, given that cutting too short is incredibly painful and will expose nerves to the air. Normally, these claws are non-retractable and grow from the fingertips, usually measuring around on &lt;br /&gt;
&lt;br /&gt;
The sleep cycles of the Tajaran species are one of their most scientifically curious features. A normal waking period is somewhere between thirty six and forty eight hours, with a subsequent twenty to twenty eight hours of sleep. Normally, the waking period is spotted with three to four fifteen minute naps in order to keep the Tajaran refreshed and alert. This is universal on all worlds with Tajaran living upon them. Tajaran are capable of great feats of intelligent, dedicated work but this is physically exhausting, which renders them utterly mentally and psychologically exhausted. Those that do not enter their sleep cycle properly may find themselves groggy, aggressive, paranoid and disoriented until their circadian rhythm is righted.&lt;br /&gt;
&lt;br /&gt;
===Tajaran Build===&lt;br /&gt;
In comparison to most other known species, the Tajaran body is designed to specifically be more flexible, lithe and slender despite their thick insulation. A handful of Tajaran ethnicities do not exhibit these traits and instead manifest increased muscle size, strength, or bulk. Tajaran are sexually dimorphic; females have more elongated muzzles, shorter ears, as well as more petite forms, and their distribution of body fat is entirely different than that of a male. Females do not exhibit visible breasts until pregnancy, at which point they swell in order to provide for young. Males are in general taller, have broader shoulders, bigger hands and feet, and more pointed ears. &lt;br /&gt;
&lt;br /&gt;
Tajaran are built for the extremely low temperature environments that are incredibly common on Adhomai, giving them remarkable cold resistance. However, this gives them a tendency to overheat in more mild environments. To avoid this, most Tajaran will dress lightly in warmer environments such as those on human installations or tropical worlds. Forgoing the usual layer-like clothing, these Tajaran resign themselves to thin clothing. Those who find themselves confined to  bio suit or radiation suit for extended periods of time will end up feeling extremely uncomfortable and perspiring heavily.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
Native Tajaran names are usually difficult for humans and other species to pronounce properly; as such, older Tajaran prefer to take names (whereas young Tajaran are given them at birth) that they find they themselves are able to pronounce and are also phonetically pleasing. For many, these are names derived from Arabic or Russian backgrounds, as they are the easiest for their inhuman mouths to pronounce. Traditionally, Tajaran names included their clan name, and some Tajaran carry over this tradition and have their &#039;middle&#039; name be their clan name.&lt;br /&gt;
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As with all other species who work in Human-centric environments. Tajara are expected and required to have passed a prerequisite test to test their comprehension of Tau-Ceti basic, the operating language of NanoTrasen and most transstellar corporations, in addition to most major sovereign entities.  Admittedly the passing levels of these comprehension tests are quite low, but are high enough to ensure basic conversation between what will likely be a multi-species crew.  However, private communication in Siik’Mas or Siik’tajr is not forbidden by NanoTrasen regulations and is often used to hold conversations between Tajara on the crew.  &lt;br /&gt;
&lt;br /&gt;
Though there are a variety of languages used by the Tajara, among the foremost of this vast plethora of languages is Siik’mas and Siik’tajr.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siik&#039;maas&#039;&#039;&#039; is theorized to have been the ancient language of Tajaran, the &#039;religious&#039; language shared between most Tajaran 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 most common for Tajaran and almost every Tajaran knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the Renaissance era and continues to be the most prevalent language 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 Tajaran 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. Tajaran speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas is the federal language of the People&#039;s Republic of Adhomai. However, several groups of Tajaran ranging from scholars to traditional followers of the old ways are attempting to revive older languages such as Nal&#039;rasan, Devahhi, Ya&#039;ssa and other such languages. &lt;br /&gt;
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&#039;&#039;&#039;Siik’tajr&#039;&#039;&#039; is the opposite of Siik’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 language traditionally used by farmers. 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;
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Pro-human groups within Tajaran society have repeatedly attempted to push Cyrillic or Latin characters as &#039;easier to use&#039; rather than the native Tajaran alphabet. However, the vast majority of Tajaran use the old Siik alphabet and it is the federally enforced alphabet taught in schools, the original alphabet learned Tajaran have been using for centuries. It has undergone certain modifications since the Great War to remove the influence of the plutocracy, and has made a widespread comeback with increasing literary levels amongst the Tajaran public.&lt;br /&gt;
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Tajara as a rule tend to roll the “R” sound, extending it.  They also tend to refer to themselves in the third person perspective instead of the traditional first person ( “He has completed his work instead of “I have completed my work) though Tajara who have spent a large amount of their lives in space or among other species may overcome this trait with great difficulty.  Most Tajara will only speak to someone in the first person if it is someone they trust substantially.  The occasional “slip up” can still be expected however, as being surrounded by a mostly Human crew can occasionally confuse them into using first person.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
=== Fashion &amp;amp; Cuisine ===&lt;br /&gt;
[[File:Sillytajdoodle.png|thumb|alt=An example of Tajaran fashion.|An artist&#039;s representation of typical Tajaran fashion.]]&lt;br /&gt;
Throughout Tajaran history, fashion has remained relatively simple. Extravagant vestments fabricated from silk and other high-quality animal hides were restricted exclusively to the nobility, and your standard Tajaran never really cared much for floofy dresses anyway. Given the hardships of Tajaran life and the constant need to do work by hand, the peasantry came to favor practical, well insulated clothing rather than fanciful designs; they were also cheaper to weave, which made things easier on the weaver.&lt;br /&gt;
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Tajaran typically wear many layers of clothing to protect themselves from the freezing winds of Adhomai. Underwear is long-sleeved pants and a shirt typically woven from thick animal furs and plant fibers and is used as the inner most insulating layer. Then, a Tajaran will overlay multiple garments to create several layers of insulation to stop the loss of body heat. Thick, full-length skirts, pants, and shirts were favored by the peasantry, all in dark colors to retain heat better. Typically pre-discovery and even post-discovery modern clothing consist of thermal underwear, pants for men or long, heavy skirts for women, with thick sweater-like shirts and fur cloaks.&lt;br /&gt;
&lt;br /&gt;
Similarly, due to the cold temperatures of Adhomai, Tajaran favor warming or hot food that can be consumed quickly before the freezing winds can cool the meal off. Porridges, soups, and chowders consisting of diced meat and vegetables for flavor was the usual meal of a working class Tajaran, coupled with some bread and water or ale.  Pre-industrial Tajaran used to have community meals around bonfires to keep their food from cooling off too much.&lt;br /&gt;
&lt;br /&gt;
However, with the introduction of new technologies - such as higher quality insulation and home heating systems - Tajaran cuisine is being experimented with by chefs who are no longer restricted to compensating for the naturally low temperatures of Adhomai. Historically, culinary creations were reserved only for the nobility, who had better heated homes than the peasantry and more leeway was offered towards not having your meat turn blue in front of you.&lt;br /&gt;
&lt;br /&gt;
===The Arts===&lt;br /&gt;
Of all arts, music is one of the most highly valued by Tajarans. Stemming from the long-standing ban on most literature in their society, song and dance remained one of the only ways for Tajaran to express themselves through words. Composers and musicians were traditionally held in high regard amongst Tajaran, and in place of books the fanciful song-stories of traveling bards were one of the few ways the public could remove themselves from their lives.&lt;br /&gt;
 &lt;br /&gt;
Theatre was also equally important in the life of a pre-discovery Tajaran. Given that, with the lack of books, there was little to keep your usual worker entertained, the ability to watch and enjoy a riveting drama or hilarious comedy was heaven. Theatres and performing halls can be found in almost every Tajaran village, and are often constructed to rival even the main seat of town council or government in architectural beauty. For example, the D&#039;na&#039;tel Hall in the Tajaran capital was one and a quarter larger than the seat of government prior to human sanctioned expansions. Dating back to the late Renaissance Era, it was constructed from high quality marble and many sculptures of characters and scenes from various popular Tajaran plays were meticulously hand-carved into the walls by sculptor Nasir Ka&#039;nira.&lt;br /&gt;
 &lt;br /&gt;
However, literature itself - that is to say novels - have never been looked kindly upon by the Tajaran public. Though this closed way of thinking is starting to shift with the greater introduction of literacy amongst Tajaran as a whole, many elders still harbor bitter feelings about books in general. They were almost universally considered a symbol of oppression and luxury by pre-revolution Tajaran, given the fact that only the nobility were taught en masse how to read, and that every family had it&#039;s own private expansive library that even learned peasants had to pay out of pocket to access. This led to a widespread destruction of much of historical Tajaran text following the uprising, as revolutionaries took it upon themselves to purposely gather and burn whatever books they could after taking a noble stronghold.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
[[File:Adhomai2.png|thumb|alt=The Tajaran homeworld.|Adhomai was ravaged by warfare and more than forty million deaths have been recorded as a result of the Great War.]]&lt;br /&gt;
&lt;br /&gt;
===Nobility and the Ancient Past===&lt;br /&gt;
For as long as most Tajaran care to remember, Adhomai had always been under the rule of nobility. The most dated historical text that still exists in Tajaran possession dates back at least four thousand years and still talks about &#039;serving their masters&#039;, so many historians agree that the trend of blood rule is more deeply-routed in Tajaran existence than was previously considered.&lt;br /&gt;
 &lt;br /&gt;
The ancient past of the Tajaran is poorly documented and historical texts are almost non-existent; meticulous combing and destruction of educational material by millenia of harsh rule resulted in total atrophy of most scientific arts in Tajaran society. Even top Tajaran scholars in this day and age have only theories of what life was like in ancient Adhomai.&lt;br /&gt;
 &lt;br /&gt;
What is known, however, is that tension had slowly been increasing over a span of thousands of years between the populace and their fellow noble families. Based upon empirical evidence, historians believe that Tajaran were at one point free from the rule of nobility but were a more deeply religious species than now. Ancient relics that survived the annihilation ordered by countless nobles suggest that the current lineage of Tajaran noble families stemmed from religious leaders appointed by primitive clans that were revered as a connection to the Tajaran god, S&#039;rendarr.&lt;br /&gt;
&lt;br /&gt;
===Tensions Rise=== &lt;br /&gt;
However, at some point, these religious leaders clashed and either pitted their followers against one another or amicable clans married and bred until the current leadership had spawned from their efforts. Over time, the nobility as it were slowly began to lose their religious inclination and approximately four thousand years ago Adhomai entered a Renaissance period. Religious devotion amongst Tajaran had been dropping steadily in conjunction with the lower influence it had upon their nobility. It was this period that historians believe the overwhelming control of the noble families flourished and solidified into what it was prior to the current day.&lt;br /&gt;
 &lt;br /&gt;
Literature was heavily regulated from this point forward following &#039;enlightened&#039; publications by individuals  deemed dangerous to the health of noble rule. Scarce few copies of these texts were preserved in the remains of several noble houses. In the place of novels, many famous Tajaran sculptors, musicians, and artists spawned. However, rather than their works being presented for public viewing, they were collected by noble families and only a handful were shown outside of their &#039;palaces&#039; for the peasantry to admire.&lt;br /&gt;
 &lt;br /&gt;
Following this era, tension between the nobility and the peasantry began to steadily increase, believed to have stemmed from increasingly harsh rulers and laws. Thirty years prior to human discovery of Adhomai, the deep-seeded mistrust between peasants and nobles had reached an all time high. The Tajaran species were trapped in a technological bubble forced upon them by their nobility. At the height of their industrial revolution only a few years prior, the leadership at the time became increasingly wary of the unification of many Tajaran workers, seeing themselves in what could be accounted as another &#039;Renaissance&#039; era and result in more &#039;enlightened&#039; individuals straining their already crumbling control over the populace.&lt;br /&gt;
 &lt;br /&gt;
The realms of education, science, and luxury found themselves under severe restrictions, and your basic Tajaran was forced into almost twenty hour work days with minimal time afforded for eating and sleeping on the job. Analysis of the noble houses proves that during this time in Tajaran history, the nobility had never been worth more in Sol credits than previous. This is largely attributed to the fact that rather than having new inventions published for the peasantry, the nobility had seen fit to confiscate and use these fruits of scientific thinking for themselves.&lt;br /&gt;
 &lt;br /&gt;
Automobiles are considered one of the best examples of this. Using a combustion engine much like primitive human vehicles with extra anti-freezing measures and a combination of wheels and tracks, one of the first fully functional automated cars had been produced by a collection of Tajaran engineers and scientists, at the behest of the nobility. These large creations were considered by many older Tajaran to be a symbol of negligence and gluttony by their leaders. Workers were never provided with such things; they were forced to transport themselves through Adhomai&#039;s harsh winter conditions on foot or by using specially designed &#039;snow bicycles&#039;, regardless of how far away their place of work was.&lt;br /&gt;
 &lt;br /&gt;
Further restricting the rights of the individual Tajaran, legislation was introduced against &#039;workers unions&#039; as well as any sort of illicit groups; a permit was required to form anything from hunting parties to agencies. In this whirlwhind of political turmoil, a fresh generation of Tajaran were growing up, deprived of what most humans consider to be &#039;basic rights&#039;. As they grew older and angrier, the nobility saw fit to continue tightening their control over their subjects until a civil war was almost inevitable. Like a powder keg ready to blow, only a single spark was needed to light the flame.&lt;br /&gt;
&lt;br /&gt;
===Human Discovery===&lt;br /&gt;
This came in the form of human discovery in 2418. A Sol Alliance funded expedition into the Tajaran home system discovered the by comparison primitive species and their homeworld of Adhomai. Lush with untapped resources and potential workers, Adhomai was an attractive prospect for many human super corporations, especially NanoTrasen. Because of their slow technological progress, most of Adhomai&#039;s valuable minerals remained unharmed by mining or drilling. It was due to this that several corporations attempted to insert themselves into the dealings of Adhomai.&lt;br /&gt;
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However, the nobility felt incredibly threatened by what they considered &#039;intrusions&#039; by humanity and completely refused them diplomatic access to their planet. The Alliance stepped in and, reluctantly, the super corporations were forced to abandon their wishes to stake claims on Adhomai&#039;s resources - at least in the open. In the year 2420, a group of Tajaran intellectuals - considered rebels by the state - were shuttled off-world by a still unknown entity. Given asylum in the Sol Alliance, they met and discussed much with human scientists and officials. Tensions between the Alliance and Tajaran nobility rose after such an event and they accused the humans of harboring terrorists.&lt;br /&gt;
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Eventually, these rebels were returned to Adhomai with supplies and weapons. Fed with new ideals of personal freedom and &#039;rights afforded to all&#039; by their influential human friends, the seeds of revolution were sowed among the Tajaran populace, spread by word of mouth. Workers, doctors, teachers, even soldiers that were questionably loyal to the nobility were swayed by these promises of freedom and equality. Meetings in the basements of dark taverns or barns were common, and relations between the nobility and their peasants were at the lowest ever recorded in Tajaran history.&lt;br /&gt;
&lt;br /&gt;
===The Uprisings===&lt;br /&gt;
It took little more than a year for a formal uprising to be staged. After the nobility had captured one of the original Tajaran that had been shuttled off world, he was sentenced to be publicly hung by the neck in front of their peasants to show just how serious they were about keeping control. Ultimately, many historians believe this to be a highly egregious mistake. Rebels in the audience, armed with advanced off-world weapons, proceeded to open fire on loyalist forces and kill a nobleman in the process. This event, called the &#039;D&#039;as&#039;ral Massacre&#039; (so named for the city it took place in) by the nobility was all the excuse they needed to enact martial law.&lt;br /&gt;
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[[File:Emplacements.jpg|thumb|alt=Gun emplacements.|Wartime photo capture of rebel artillery emplacements.]]&lt;br /&gt;
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However, they found themselves in a cornered position. Weapons and supplies were being shipped in off-world by mysterious benefactors, and their collections of scientists and engineers had either fled to safety being noblemen themselves, or took up arms and joined the revolution. Without significant scientific presence to deconstruct or understand these new human weapons or support the war effort, the conflict resulted in a string of rebel victories that drew closer and closer to the capital cities of each providence.&lt;br /&gt;
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Among the noble families, the largest and nearly the most powerful was a clan called the &#039;Hadii&#039;. Their castle was amongst the best defended in the region and the battle to take it was waged for six months of non-stop fighting. As it became increasingly clear to them that they were eventually going to be overrun, the Hadii struck a deal with the rebel leader; in return for complete immunity from the war, as well as persecution, they afforded the revolutionaries with unique tools and even blueprints of other families&#039; castles, pointing out weak points and infiltration spots.&lt;br /&gt;
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It was this turn coating that tipped the revolution in favor of the peasantry. Armed with this new information, they made use of radio systems previously restricted for nobility to methodically and bloodily end their uprising by murdering most of the noble families and whatever soldiers and civilians remained loyal to them. By 2421 the revolution had finally come to an end with a total of more than fourty million casualties, of which more than half were loyalist forces. Many Tajaran cities and villages were utterly destroyed by vicious fighting as well as bombardment by uncaring nobles.&lt;br /&gt;
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===Outcome of the Revolution===&lt;br /&gt;
Following this total upheaval of Tajaran society, rebel leaders met with Hadii noblemen and discussed how to form a government, given that only the Hadii were experienced with ruling. Human corporations took express interest in this; the Hadii were one of the few noble families that saw profit in human stakes on Adhomai, and many back-room deals were made until ultimately the Hadii were placed at the head of Tajaran government, and ushered in a new federal republic. The Tajaran public was markedly distressed by this turn of the events, and fearing another uprising, human intervention again helped defuse the situation. The Hadii promised that it would not be like it was before.&lt;br /&gt;
 &lt;br /&gt;
Now, NanoTrasen, suspected by many conspiracy theorists to be behind the funding and supplying of Tajaran during the war, holds claim to most of Adhomai and has a monopoly over most of the planet&#039;s valuables. Collaboration between them, the Sol Alliance and the Skrellian Union has resulted in more technological advances in Tajaran society recently than ever before in their recorded history.  Approval ratings for the current leadership have risen in response, and for now all is quiet on Adhomai. However, there are many Tajaran who still believe that revolution is needed again to throw off the corporate shackles; from one slavemaster to the next.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Politics &amp;amp; Religion===&lt;br /&gt;
There are a handful of faiths on Adhomai, but the majority religion is the worship of S&#039;rendarr and Messa, the names of both suns in the Tajaran home system. Ancient Tajaran were believed to worship the suns as gods, believing their light to be the only thing keeping the planet from freezing over entirely. Over time, this faith matured into a system of beliefs suited to the peasantry; looking down upon the acts of betraying your fellow worker and attempting to foster unity and understanding amongst its followers. It is believed by many that S&#039;rendarr is the god of life and the day, as the bigger of the two suns, and he is associated with good happenings and is most often prayed to. Contrastingly, Messa, the blue sun, is the goddess of the night and death; whenever she eclipses S&#039;rendarr, all followers partake in religious rituals that ask Messa to spare them from whatever ill tidings she may bring.&lt;br /&gt;
 &lt;br /&gt;
Despite being the majority religion, there exist several others. Namely, the second largest religion is the worship of the Snow God Ma&#039;ta&#039;ke, which dates back to ancient Tajaran times. A figure of legend, Ma&#039;ta&#039;ke is believed to have been the head of a hardy clan of mountain dwellers that regularly came to the aid of another clan who was constantly plagued by bandits and wild animals. He is revered as fierce warrior capable of fighting a platoon of men by himself, but also as a kind soul, for the records of his dealings with other clans show understanding and kindness. Similar to the followers of S&#039;rendarr and Messa, those who believe in the Snow God preach unity and understanding for the betterment and longevity of Tajaran as a species.&lt;br /&gt;
 &lt;br /&gt;
At one point, a religion was established heralding the nobility themselves as gods by certain devout loyalits, but this faith has all but been completely erased following the uprising. Individuals who were recorded to believe in or are suspected of being a member undergo persecution and even in some cases death sentences. With most loyalists either in hiding or killed during the uprising, and all places of worship destroyed, any intelligent Tajaran would never admit to being, or attempt to defend, a member of this faith.&lt;br /&gt;
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Due to the Tajaran&#039;s history as an oppressed species, they have grown to be more open minded and liberal with each other than other races, like humans. Homosexuality amongst Tajaran is as a majority a non-issue, and racial or gender discrimination is mostly nonexistent. Historically, the peasantry made due by uniting themselves as a workforce which has bred an intimate inter-person relationship amongst the families of most villages, towns, and cities. Irregardless of the size of the population, pre-uprising Tajaran were often well acquainted with families that may have lived on the other side of town. Arranged marriages were extremely common and were ways to improve relationships amongst families. However, this traditional practice has met with extreme criticism following post-uprising debates.&lt;br /&gt;
 &lt;br /&gt;
As a whole, the Tajaran could be described as a communistic species, given their history of oppression. Proponents of revolution are still present on Adhomai following the puppet government that has been set up, and tensions are still high and heated amongst some prominent factions and the federal government.  However, the Hadii are a clever bunch and have ensured to appease Tajaran not only by entirely overhauling the legal system to bring it in line with other species&#039;, but to pass edicts and other bills that play to the Tajaran&#039;s desire for fair and equal treatment. There are three major political parties on Adhomai; the Loyalist party, which is made up of Hadii members as well as other politicians that support and agree with the federal government, the People&#039;s Party, who contrastingly oppose the federal government due to its overarching nature and liken it to previous times under the nobility, and then Humanist Party, who want to give humanity a greater role in Tajaran politics and even allow them to govern the planet as part of the Sol Union.&lt;br /&gt;
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===Ethnicities===&lt;br /&gt;
====Hharar====&lt;br /&gt;
Hharar – Highlander&lt;br /&gt;
&lt;br /&gt;
“The Typical Tajara”&lt;br /&gt;
=====Hharar Physiology=====&lt;br /&gt;
Hharar, as the first Tajaran ethnicity who Humanity came in contact with is generally viewed as the &#039;typical Tajaran&#039;, which is reinforced by their numerical superiority over the other groups. Additionally, given their large numbers and capabilities, they most often serve in governmental positions and as ambassadors to other races; this leads to them being taken as the &#039;face&#039; of the Tajaran race, as it were.&lt;br /&gt;
&lt;br /&gt;
Hharar trend towards being the most intellectual of all Tajaran groups, and as such their physical prowess is significantly reduced. On average, they are on par with most humans as far as intelligence and physical strength go. However, in most cases their IQ is slightly lower than your usual human, which is generally attributed to the sub-par schooling and education Tajaran received prior to the Great War. Irregardless, many xenophobic groups use this as ammunition in their arguments targeting the Tajaran, when in actuality the Hharar are considered to be extremely creative and innovative.&lt;br /&gt;
&lt;br /&gt;
The Hharar are usually beaver brown, kochiba, or taupe in coloration.&lt;br /&gt;
&lt;br /&gt;
There are variations and of course exceptions to this rule, however Taupe is the darkest a Hharar gets and Beaver is as light as they get. Most Hharar are also spotted with lighter brown or white spots across their upper chest and torso. Some Hharar females can even be calico in rare occasions, this is almost always hereditary on the maternal side, meaning the mother has to also be calico for her daughter to be, though this is not absolute and Calico mothers can have normal brown daughters.&lt;br /&gt;
=====Hharar Culture=====&lt;br /&gt;
Given that the Hharar are the most populous of the Tajaran ethnic groups, their culture is generally the most ubiquitous on Adhomai and in the psyche of the galaxy at large when thinking of &#039;Tajaran society&#039;. The religion involving the worshipping of S&#039;rendarr and Messa is thought to have been propogated by ancient Hharar and the original noble lines to have started from them. This has led to many of the less populous ethnic groups to look down upon the Hharar, with some extremists going so far as to blame them for a lifetime of enslavement.&lt;br /&gt;
&lt;br /&gt;
The Hharar are the stereotypical &#039;worker&#039; Tajaran. This fact is reinforced by their history as the brunt of the workforce used by the plutocracy, as they were easier to control and force into unpleasant conditions than some of the other ethnic groups. As such, they tend to give their respect to superiors easier than other Tajaran might. Most loyalists during the Great War were of Hharar descendence. Further, the familial system of Tajaran clans is also thought to have been a Hharar invention; the structure of clans and the introductions of arranged marriages are traditions started long ago that have encompassed many Tajaran of other ethnic groups marrying into Hharar families.&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas and Siik&#039;tajr are the primary languages descended from the ancient and venerable language of Hhar&#039;Tol. Hhar&#039;Tol or &#039;Hill speak&#039; is a nearly dead language almost never used in modern Tajaran society. The sole remnants of the language can be found in many ruins left in the Highlands of ancient Hharar villages and cities. Some schools created by the Hadii offer Hhar&#039;Tol as an available language for students and attendees to learn.&lt;br /&gt;
&lt;br /&gt;
Since their liberation, the Hharar have been found to hold positions of middle or high wealth, owing to their intellectual capabilities. They are described as loyal workers who are passionate and not afraid to voice their opinions. Given their history as the plutocracy&#039;s major workforce and the largest part of the Tajaran &#039;peasantry&#039;, they are typically well-rounded individuals with more appreciation of older traditions than other Tajaran ethnic groups. &lt;br /&gt;
====Zhan-Khazan====&lt;br /&gt;
Zhan-Khazan - Mountain-Keeper&lt;br /&gt;
&lt;br /&gt;
“The Workhorse”&lt;br /&gt;
=====Zhan-Khazan Physiology=====&lt;br /&gt;
Zhan-Khazan are the second most populous of Tajaran ethnicities, and are considered to be the backbone of the Tajaran workforce. Their history as an ethnicity is one not well documented; very little historical texts describing them were preserved in the wake of the Great War, and archaeological dig sites are difficult to preserve given the climate of Adhomai. What is known, however, is that the Zhan-Khazan were at one point a race of cave-and-mountain dwelling Tajaran that traditionally were entrusted with physical work like mining, farming, ranching, and logging.&lt;br /&gt;
&lt;br /&gt;
Because of their history of hard work and the way they adapted to harsh mountain life, Zhan-Khazan are more physically intimidating than their close relatives, the M&#039;sai. Featuring more toned, muscular bodies, thicker fur coats, and a heavier body weight, they are well-suited to tasks requiring brute strength and heavy lifting. They are by no means less intelligent than the Hharar, but most Zhan-Khazan do not pursue the same type of work. Zhan-Khazan make up a significant amount of Tajaran employed in resource gathering, construction, civil jobs such as law enforcement and even culinary work such as butchering.&lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan are usually blue-grey, dark gray, or chocolate in coloration.&lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan fur patterns are remarkably simple, usually consisting of only dark solid colors or at the most ticked fur or tabby stripes. They are capable of lighter colors and more varied fur patterns, but these are rare, recessive traits present in pure Zhan-Khazan bloodlines. Those that breed outside of their ethnicity have a higher chance of passing on their dark fur, as their genes are more dominant compared to other ethnic groups. These genes are present in both male and female parents.&lt;br /&gt;
=====Zhan-Khazan Culture=====&lt;br /&gt;
or most of Tajaran history, Zhan-Khazan were tasked with more difficult work as they were more suited to physical labor than their brethren. They were subject to harsher punishments and more repressive mandates as the plutocracy viewed them as lesser to other Tajaran. Faced with work that segregated them from most settlements, the Zhan-Khazan have grown to be incredibly protective of their families and their own and follow traditional family values closely. Things like arranged marriages, inter-clan courting and gift-giving, and clan alliances were and are exceedingly common for Zhan-Khazan, and they support a close family life style. Those who go against their family face exile from their small, tight-knit communities. Zhan-Khazan also hold their co-workers in similar high regard, though not as much as blood ties.&lt;br /&gt;
&lt;br /&gt;
Many Zhan-Khazan worship the Snow God, and scholars believe this faith was invented by this ethnic group. Small shrines are a common sight amongst settlements of or having a high population of Zhan-Khazan, and they hold very active, evangelical services. As such, many Zhan-Khazan take the teachings of the Snow God to heart, including unification amongst Tajaran. They care immensely about the future of their species and most do what they can for the betterment of Tajaran as a whole. Zhan-Khazan are highly valued agricultural and mining experts, and they make up almost seventy percent of the farmer and rancher population of Adhomai.&lt;br /&gt;
&lt;br /&gt;
Like all other Tajaran, Siik&#039;maas and Siik&#039;tajr are the &#039;official&#039; language of the Zhan-Khazan, but they were the inventors of the lesser dialect of Delvahhi. This language is still widely used in religious ceremonies dedicated to the Snow God 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. &lt;br /&gt;
====Njarir’Akhran====&lt;br /&gt;
Njarir’Akhran - Nobleman&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Blood Rulers&amp;quot;&lt;br /&gt;
=====Njarir&#039;Akhran Physiology=====&lt;br /&gt;
The Njarir&#039;Akhran, or simply the Njarir, are the ethnic group that made up the majority of the plutocracy prior to the Great War. Their lineage can be traced from careful breeding between Hharar and M&#039;sai, leading to where they currently are today. Following recent events on Adhomai, Njarir make up less than ten percent of the population, though reports see that number reducing slowly between honor killings and hate crimes given their close relation to the Tajaran nobility. Easily identifiable by their large ears, fluffy tails, luxurious fur and slender, elegant features. Njarir suffer persecution and rejection from certain proponents of Tajaran society because of their bloodline.&lt;br /&gt;
&lt;br /&gt;
Historically, Njarir comprised almost the entirety of the Tajaran nobility. Efforts were made to keep noble lines purebred, even if it led to inbreeding in clans. Those who married outside of or slept outside of their bloodline were generally disowned by their family and forced into peasant life. This accounts for practically all surviving Njarir outside of those in the Hadii clan, who serve in important parts of the federal government. As the most learned of all Tajaran ethnic groups, they boast high intelligence and have a propensity towards the arts and sciences. Many have fled Adhomai only to be offered cushy jobs elsewhere working for the Alliance, other factions, or transstellar corporations. These individuals are looked down upon even more.&lt;br /&gt;
&lt;br /&gt;
Njarir&#039;Akhran are usually orange, cinnamon, ruddy, or cream in coloration.&lt;br /&gt;
&lt;br /&gt;
In stark contrast to their brethren, Njarir tend toward very bright, colorful fur patterns. Typically, their fur color ranges from reddish browns to cream colors, and they do not generally have dark fur. Siamese patterns as well as tortoiseshell or patched tabby patterns were valued amongst Njarir bloodlines, and those with more intricate fur patterns were revered and admired by their fellow noblemen, and it was considered an attractive trait in a female. Despite all this, these patterns have been shown to be recessive genes in Njarir, and the most common fur pattern is simply stripes.&lt;br /&gt;
=====Njarir&#039;Akhran Culture=====&lt;br /&gt;
Due to their history as the ruling class of Tajaran, many records pertaining to Njarir practices and culture were destroyed in acts of insubordination. This, coupled with the widespread burning of Njarir literature and destruction of castles, villas, and chateaus, has led to a loss of critical information in ancient Njarir practices. What is known, however, is that only a handful of Njarir were ever part of the peasantry. As stated previously, keeping the bloodline pure was almost mandated amongst the noble clans and anyone who broke this rule was exiled to a life as a peasant. Other stipulations were agreed upon to ensure the &#039;nobleness&#039; of a family member. One could not marry a peasant, or involve themselves in peasant affairs unless it proved a problem to productivity. To be seen in public, a nobleman or woman were obligated to wear fanciful clothing to show their status and were discouraged from physical contact with the peasantry.&lt;br /&gt;
&lt;br /&gt;
Following the Great War, almost every noble family was systematically exterminated. The only noble clan still in power is the Hadii, who serve in the Tajaran government. It has proved exceedingly difficult to acquire testimony or records from living Hadii members, who wish not to anger the Tajaran public any further due to the still unstable post-revolution period on Adhomai. Relics recovered from Njarir ruins, however, suggest that at one point they were highly religious, giving credence to the theory that these noble clans evolved from religious leaders.&lt;br /&gt;
&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 language of the nobility, it uses a more refined alphabet and speech pattern believed to have evolved from a less-used ancient language. Hadii members have been recorded to still use this language, though ultimately with the widespread annihilation of noble families, this language has fallen into disuse and is not taught or provided as a language able to be learned.&lt;br /&gt;
====M’sai====&lt;br /&gt;
M&#039;sai - Hunter&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Soldier&amp;quot;&lt;br /&gt;
=====M&#039;sai Physiology=====&lt;br /&gt;
As the third (though only by a small margin) populous Tajaran ethnic group, the M&#039;sai were at one point the hunters for ancient Tajaran and evolved to have lithe, slender forms, and light fur that hid them in the blizzards on Adhomai. As Tajaran society advanced, M&#039;sai could be found in many roles related to combat, including law enforcement and military service. Not all M&#039;sai resign themselves to these positions, however, and enjoy helping Zhan-Khazan on the country farms or performing civil duties in cities from garbage disposal to cargo inspections.&lt;br /&gt;
&lt;br /&gt;
Characterized by their thin, slender forms, the M&#039;sai are deceptively light; by Tajaran standards, they are thin. With less but thicker fur and a thinner layer of body fat, they aren&#039;t as well-insulated against Adhomai&#039;s cold as their brethren. However, this gives them the bonus of being speedier, and their bodies are designed to be aerodynamically compatible with the harsh winds of Adhomai. Where a Zhan-Khazan would stumble as he weathered the winds, a M&#039;sai can easily and quickly sprint through without being affected. The product of millenia of breeding between Zhan-Kazan and Hharar, the M&#039;sai are agile, intelligent, and have quick reaction times, making them ideal for high stress work.&lt;br /&gt;
&lt;br /&gt;
M&#039;sai are usually white, ivory, wheat, or silver in coloration.&lt;br /&gt;
&lt;br /&gt;
M&#039;sai tend toward subtle fur patterns, such as ticked fur or spots. Their lighter colors are dominant genes and usually express themselves in cross-ethnic children, overwriting the parent fur color - except in the case of mating with a Zhan-Khazan. The dark and light colors mix, leading to a diluted shade of the darker fur. As they evolved to be hunters in the snow, dark fur colors tend to be suppressed in their children, as previously stated. &lt;br /&gt;
=====M&#039;sai Culture=====&lt;br /&gt;
M&#039;sai are known to typically be mild-mannered, but can also be prone to more aggression than their brethren. M&#039;sai make up a significant portion of the People&#039;s Army of Adhomai, with a 2454 census giving a total of sixty-two point eight percent of soldiers, airmen, and sailors having been M&#039;sai. They are very loyal to their friends and family, but aren&#039;t as overt about it as the Zhan-Khazan. With wide eyes and acute senses, they make great soldiers, with vision adapted to compensation for the heavy blizzards that plague their home planet. They are also great survivalists, and are capable of scrounging food for themselves via hunting.&lt;br /&gt;
&lt;br /&gt;
Historically, they were employed by the plutocracy to aid in hunting and ranching, though the majority made up the armies and guards of cities, villages, and towns. They also made excellent scouts, and during the Tajaran&#039;s Renaissance period, were part of cartography teams assigned to record and draw maps of then-unexplored territory in the northern regions of the planet. In the town of Davistok, a silver statue of the explorer D&#039;nante was commissioned by its noble family for having discovered the land there the wealthy trade city was built; they were held in higher regard by the nobility who viewed them as closer cousins than the other ethnic groups.&lt;br /&gt;
&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;rassan 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 took 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;
===Adhomai Today===&lt;br /&gt;
&lt;br /&gt;
[[File:Capital.jpg|thumb|alt=The Tajaran capital.|The Tajaran capital of Nal&#039;tor has seen great developments in recent years.]]&lt;br /&gt;
&lt;br /&gt;
The Tajaran homeworld has suffered plenty in the only three decades since the end of the revolution. With the sudden injection of advanced technology into their relatively simple life, the discrepancy between modernized cities and outlying areas could not be more obvious. While the Tajaran capital boasts the most modern developments with sleek skyscrapers, advanced connections and phone lines, as well as hospitals and schools, the further you get from the larger cities, the more apparent it is that things are not quite so flashy.&lt;br /&gt;
 &lt;br /&gt;
Many Tajaran villages and even some cities show remnants of war; where many buildings and monuments once stood, rubble and artillery craters are all that remain. Landmines scattered throughout the wilderness are still active and provide dangers to hunting parties or travellers, and abandoned bunkers and artillery emplacements litter the countryside. Trenches and battle sites are still being discovered, and every other week you hear a rumor about how someone had their leg blown off after stumbling into a mine field.&lt;br /&gt;
 &lt;br /&gt;
There is a steady stream of money being fed into the Tajaran government. NanoTrasen, as per it&#039;s agreement with the president, have set up mining and logging operations on Adhomai using the local work force for the most menial of tasks. In return, company funded clinics and schools are slowly being spread out and build in the needy areas. Tajaran resource operations are now all but nonexistent; the buildings that were once part of the nobility&#039;s small gathering efforts have now been refurbished and are being used by NanoTrasen.&lt;br /&gt;
 &lt;br /&gt;
Literacy has risen to its all time high on Adhomai, and with the assistance of the Alliance, teachers have been brought in from off world to educate the younger generation of Tajaran. Special establishments for older students have also been constructed to assist the elder generation in being brought to the same level of education, but NanoTrasen has not expressed significant interest in this; these people make up the brunt of their low-paid workforce and they want to ensure that they are kept that way.&lt;br /&gt;
 &lt;br /&gt;
There are still several proponents of revolution that oppose the current government, but in the light of the previous, incredibly bloody war that rocked Adhomai, no armed conflict has been reported as of yet. Calling themselves the &#039;Followers&#039;, this group of revolutionaries are made up of Tajaran from almost every walk of life. Opposing corporate claims on Tajaran soil and citing mismatched development and governmental negligence as the fault of humanity, they aim to &#039;free Tajaran from the new shackles imposed upon them by the corporate overlords&#039; and return Adhomai to a &#039;free, prosperous planet like our ancestors dreamed of&#039;.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=2118</id>
		<title>Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=2118"/>
		<updated>2015-07-04T09:38:49Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Tajara&lt;br /&gt;
 |Scientific = T. Sapiens&lt;br /&gt;
 |Image = Tajara410x320.png&lt;br /&gt;
 |System = S&#039;rand&#039;marr&lt;br /&gt;
 |World = Adhomai&lt;br /&gt;
 |Language = Siik&#039;maas, Siik&#039;Tajir&lt;br /&gt;
 |Politic = People&#039;s Republic of Adhomai&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Tajara (Tah-jaw-rah both singular and multiple) are a race of humanoids which possess markedly felinoid traits that include a semi-prehensile tail, a body covered in fur of varying shades and padded, digitigrade feet. &lt;br /&gt;
&lt;br /&gt;
To apply to be one of the cat-like Tajara, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
Additional information: [[Adhomai]]&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Tajaran can speak a unique language of Siik&#039;Maas. Use this in game by typing say :j&lt;br /&gt;
* All Tajaran have claws, and will scratch with them instead of punching, dealing extra damage.&lt;br /&gt;
* Tajaran can see much better in the dark than humans.&lt;br /&gt;
* Tajaran are less vulnerable to harm from cold due to their fur, but more vulnerable to harm from heat.&lt;br /&gt;
* Tajaran cannot use human gloves or shoes due to their claws and digitigrade limbs. They are only able to wear hardsuits and hardsuit helmets designed/modified for their Tajaran anatomy. They are able to wear &#039;softsuits&#039; (such as non-hardsuit space suits, biosuits, and fire suits).&lt;br /&gt;
* Tajaran command options aboard the Aurora are limited too; Head of Security, Chief Medical Officer, Head of Personnel, Research Director, and Chief Engineer&lt;br /&gt;
* Coloration&lt;br /&gt;
:Hharar group, usual coloration:&lt;br /&gt;
::Beaver Brown (RGB 159, 139, 112)&lt;br /&gt;
::Kochiba (RGB 107, 68, 35)&lt;br /&gt;
::Taupe (RGB 72, 60, 50)&lt;br /&gt;
:Zhan-Khazan group, usual coloration:&lt;br /&gt;
::Blue-Grey (RGB 34, 37, 50)&lt;br /&gt;
::Dark Gray (RGB 30, 30, 30::&lt;br /&gt;
Chocolate (RGB 94, 38, 18)&lt;br /&gt;
:Njarir&#039;Akhran group, usual coloration:&lt;br /&gt;
::Orange (RGB 238, 64, 0)&lt;br /&gt;
::Cinnamon (RGB 160, 82, 45)&lt;br /&gt;
::Ruddy (RGB 138, 54, 15)&lt;br /&gt;
::Cream (RGB 205, 175, 149)&lt;br /&gt;
:M&#039;sai group, usual coloration:&lt;br /&gt;
::White (RGB 238, 223, 204)&lt;br /&gt;
::Ivory (RGB 205, 205, 192)&lt;br /&gt;
::Wheat (RGB 205, 186, 150)&lt;br /&gt;
::Silver (RGB 192, 192, 192)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
To the average human, the Tajaran share many similarities with Earth felines; however, when looked at from a purely scientific perspective, this description is largely superficial. Unlike terrestrial felines, the Tajaran are both omnivorous and bipedal. Their bodies are almost entirely covered in a thick coat of fur that is extremely good at insulating them from the extreme cold of Adhomai. The layer of body fat and fur is designed to trap body heat in an efficient manner. There are only a handful of areas where fur is not present, those being on the palm of their paws, the soles of their feet, and a number of various orifices as well as a small area around their eyes.  &lt;br /&gt;
&lt;br /&gt;
Occasionally, the fur around a Tajaran&#039;s neck is known to grow into a shaggy &#039;mane&#039; of sorts, giving them a distinct look not unlike a terran lion. This hair tends to be much stronger and a great deal more wiry than the rest of the fur on a Tajaran&#039;s body. Some Tajaran tend towards monochromatic bodies while others have multicolor or even calico fur patterns. These designs depend heavily on the genetics of the individual&#039;s parents, much like hair and eye color. Because of this, some parents are utterly incapable of producing multicolor children. Designs including flat colors, stripes, spots and most conceivable combinations have been recorded by scientists both Tajaran and human. The mean body weight of a male Tajaran is somewhere between 145 cm and 185 cm in height, while the mean body mass is between 55 kg and 90 kg. Females tend to range between 135 cm and 185 cm in height, with their own weight somewhere around 35 kg to 75 kg. As such, both their body weight and height is roughly comparable to the average human.&lt;br /&gt;
&lt;br /&gt;
===Tajaran Evolution===&lt;br /&gt;
The Tajaran evolved as a predatory, cave-dwelling species upon their home planet of Adhomai, and as a result they have a pair of fairly large, well developed eyes that are forward set. These eyes are comparable to those of humans, but they are more effective in low-light situations due to the Tajaran ancestors having to hunt in dark cave tunnels. Tajaran eyes are set above a slightly elongated structure comprised of hard bone similar to a muzzle on terrestrial creatures. Their pupils are large and capable of contracting significantly faster than most other creatures, both sapient and otherwise. They have a thin, refractive layer which, while allowing them their low light vision, has the side-effect of appearing illuminated in the dark.&lt;br /&gt;
&lt;br /&gt;
The Tajaran dental structure was at one point in their evolutionary history once geared for a carnivorous lifestyle, but has since evolved and shifted towards a more omnivorous role. Tajaran have sharp, needle like teeth in the front of their jaw which are quite clearly geared to tear meat; the further along the jaw line one goes, teeth similar to human molars reside behind the sharp canines, evidence of the change to an omnivorous diet. Atop their heads, Tajaran have a pair of deft, normally erect ears that are capable of a wide range of motion. They can rotate to roughly ninety degrees, capable of even being able to fold back almost entirely onto the skull if needed.&lt;br /&gt;
&lt;br /&gt;
===Extremities and Sleep Cycle===&lt;br /&gt;
Tajaran extremities, specifically their hands and feet have five digits, and are generally the same shape as human extremities. However, they are slightly stubbier in appearance, though still dexterous enough to be useful. Tajaran employed in more professional roles such as engineers, architects, or other occupations that require dexterous manipulation often find themselves with filed down claws, reduced to a smooth end in order to allow easy usage of standard human based technology. This is a task that Tajaran tend to do reluctantly, given that cutting too short is incredibly painful and will expose nerves to the air. Normally, these claws are non-retractable and grow from the fingertips, usually measuring around on &lt;br /&gt;
&lt;br /&gt;
The sleep cycles of the Tajaran species are one of their most scientifically curious features. A normal waking period is somewhere between thirty six and forty eight hours, with a subsequent twenty to twenty eight hours of sleep. Normally, the waking period is spotted with three to four fifteen minute naps in order to keep the Tajaran refreshed and alert. This is universal on all worlds with Tajaran living upon them. Tajaran are capable of great feats of intelligent, dedicated work but this is physically exhausting, which renders them utterly mentally and psychologically exhausted. Those that do not enter their sleep cycle properly may find themselves groggy, aggressive, paranoid and disoriented until their circadian rhythm is righted.&lt;br /&gt;
&lt;br /&gt;
===Tajaran Build===&lt;br /&gt;
In comparison to most other known species, the Tajaran body is designed to specifically be more flexible, lithe and slender despite their thick insulation. A handful of Tajaran ethnicities do not exhibit these traits and instead manifest increased muscle size, strength, or bulk. Tajaran are sexually dimorphic; females have more elongated muzzles, shorter ears, as well as more petite forms, and their distribution of body fat is entirely different than that of a male. Females do not exhibit visible breasts until pregnancy, at which point they swell in order to provide for young. Males are in general taller, have broader shoulders, bigger hands and feet, and more pointed ears. &lt;br /&gt;
&lt;br /&gt;
Tajaran are built for the extremely low temperature environments that are incredibly common on Adhomai, giving them remarkable cold resistance. However, this gives them a tendency to overheat in more mild environments. To avoid this, most Tajaran will dress lightly in warmer environments such as those on human installations or tropical worlds. Forgoing the usual layer-like clothing, these Tajaran resign themselves to thin clothing. Those who find themselves confined to  bio suit or radiation suit for extended periods of time will end up feeling extremely uncomfortable and perspiring heavily.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
Native Tajaran names are usually difficult for humans and other species to pronounce properly; as such, older Tajaran prefer to take names (whereas young Tajaran are given them at birth) that they find they themselves are able to pronounce and are also phonetically pleasing. For many, these are names derived from Arabic or Russian backgrounds, as they are the easiest for their inhuman mouths to pronounce. Traditionally, Tajaran names included their clan name, and some Tajaran carry over this tradition and have their &#039;middle&#039; name be their clan name.&lt;br /&gt;
&lt;br /&gt;
As with all other species who work in Human-centric environments. Tajara are expected and required to have passed a prerequisite test to test their comprehension of Tau-Ceti basic, the operating language of NanoTrasen and most transstellar corporations, in addition to most major sovereign entities.  Admittedly the passing levels of these comprehension tests are quite low, but are high enough to ensure basic conversation between what will likely be a multi-species crew.  However, private communication in Siik’Mas or Siik’tajr is not forbidden by NanoTrasen regulations and is often used to hold conversations between Tajara on the crew.  &lt;br /&gt;
&lt;br /&gt;
Though there are a variety of languages used by the Tajara, among the foremost of this vast plethora of languages is Siik’mas and Siik’tajr.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siik&#039;maas&#039;&#039;&#039; is theorized to have been the ancient language of Tajaran, the &#039;religious&#039; language shared between most Tajaran 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 most common for Tajaran and almost every Tajaran knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the Renaissance era and continues to be the most prevalent language 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 Tajaran 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. Tajaran speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas is the federal language of the People&#039;s Republic of Adhomai. However, several groups of Tajaran ranging from scholars to traditional followers of the old ways are attempting to revive older languages such as Nal&#039;rasan, Devahhi, Ya&#039;ssa and other such languages. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siik’tajr&#039;&#039;&#039; is the opposite of Siik’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 language traditionally used by farmers. 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;
Pro-human groups within Tajaran society have repeatedly attempted to push Cyrillic or Latin characters as &#039;easier to use&#039; rather than the native Tajaran alphabet. However, the vast majority of Tajaran use the old Siik alphabet and it is the federally enforced alphabet taught in schools, the original alphabet learned Tajaran have been using for centuries. It has undergone certain modifications since the Great War to remove the influence of the plutocracy, and has made a widespread comeback with increasing literary levels amongst the Tajaran public.&lt;br /&gt;
&lt;br /&gt;
Tajara as a rule tend to roll the “R” sound, extending it.  They also tend to refer to themselves in the third person perspective instead of the traditional first person ( “He has completed his work instead of “I have completed my work) though Tajara who have spent a large amount of their lives in space or among other species may overcome this trait with great difficulty.  Most Tajara will only speak to someone in the first person if it is someone they trust substantially.  The occasional “slip up” can still be expected however, as being surrounded by a mostly Human crew can occasionally confuse them into using first person.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
=== Fashion &amp;amp; Cuisine ===&lt;br /&gt;
[[File:Sillytajdoodle.png|thumb|alt=An example of Tajaran fashion.|An artist&#039;s representation of typical Tajaran fashion.]]&lt;br /&gt;
Throughout Tajaran history, fashion has remained relatively simple. Extravagant vestments fabricated from silk and other high-quality animal hides were restricted exclusively to the nobility, and your standard Tajaran never really cared much for floofy dresses anyway. Given the hardships of Tajaran life and the constant need to do work by hand, the peasantry came to favor practical, well insulated clothing rather than fanciful designs; they were also cheaper to weave, which made things easier on the weaver.&lt;br /&gt;
&lt;br /&gt;
Tajaran typically wear many layers of clothing to protect themselves from the freezing winds of Adhomai. Underwear is long-sleeved pants and a shirt typically woven from thick animal furs and plant fibers and is used as the inner most insulating layer. Then, a Tajaran will overlay multiple garments to create several layers of insulation to stop the loss of body heat. Thick, full-length skirts, pants, and shirts were favored by the peasantry, all in dark colors to retain heat better. Typically pre-discovery and even post-discovery modern clothing consist of thermal underwear, pants for men or long, heavy skirts for women, with thick sweater-like shirts and fur cloaks.&lt;br /&gt;
&lt;br /&gt;
Similarly, due to the cold temperatures of Adhomai, Tajaran favor warming or hot food that can be consumed quickly before the freezing winds can cool the meal off. Porridges, soups, and chowders consisting of diced meat and vegetables for flavor was the usual meal of a working class Tajaran, coupled with some bread and water or ale.  Pre-industrial Tajaran used to have community meals around bonfires to keep their food from cooling off too much.&lt;br /&gt;
&lt;br /&gt;
However, with the introduction of new technologies - such as higher quality insulation and home heating systems - Tajaran cuisine is being experimented with by chefs who are no longer restricted to compensating for the naturally low temperatures of Adhomai. Historically, culinary creations were reserved only for the nobility, who had better heated homes than the peasantry and more leeway was offered towards not having your meat turn blue in front of you.&lt;br /&gt;
&lt;br /&gt;
===The Arts===&lt;br /&gt;
Of all arts, music is one of the most highly valued by Tajarans. Stemming from the long-standing ban on most literature in their society, song and dance remained one of the only ways for Tajaran to express themselves through words. Composers and musicians were traditionally held in high regard amongst Tajaran, and in place of books the fanciful song-stories of traveling bards were one of the few ways the public could remove themselves from their lives.&lt;br /&gt;
 &lt;br /&gt;
Theatre was also equally important in the life of a pre-discovery Tajaran. Given that, with the lack of books, there was little to keep your usual worker entertained, the ability to watch and enjoy a riveting drama or hilarious comedy was heaven. Theatres and performing halls can be found in almost every Tajaran village, and are often constructed to rival even the main seat of town council or government in architectural beauty. For example, the D&#039;na&#039;tel Hall in the Tajaran capital was one and a quarter larger than the seat of government prior to human sanctioned expansions. Dating back to the late Renaissance Era, it was constructed from high quality marble and many sculptures of characters and scenes from various popular Tajaran plays were meticulously hand-carved into the walls by sculptor Nasir Ka&#039;nira.&lt;br /&gt;
 &lt;br /&gt;
However, literature itself - that is to say novels - have never been looked kindly upon by the Tajaran public. Though this closed way of thinking is starting to shift with the greater introduction of literacy amongst Tajaran as a whole, many elders still harbor bitter feelings about books in general. They were almost universally considered a symbol of oppression and luxury by pre-revolution Tajaran, given the fact that only the nobility were taught en masse how to read, and that every family had it&#039;s own private expansive library that even learned peasants had to pay out of pocket to access. This led to a widespread destruction of much of historical Tajaran text following the uprising, as revolutionaries took it upon themselves to purposely gather and burn whatever books they could after taking a noble stronghold.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
[[File:Adhomai2.png|thumb|alt=The Tajaran homeworld.|Adhomai was ravaged by warfare and more than forty million deaths have been recorded as a result of the Great War.]]&lt;br /&gt;
&lt;br /&gt;
===Nobility and the Ancient Past===&lt;br /&gt;
For as long as most Tajaran care to remember, Adhomai had always been under the rule of nobility. The most dated historical text that still exists in Tajaran possession dates back at least four thousand years and still talks about &#039;serving their masters&#039;, so many historians agree that the trend of blood rule is more deeply-routed in Tajaran existence than was previously considered.&lt;br /&gt;
 &lt;br /&gt;
The ancient past of the Tajaran is poorly documented and historical texts are almost non-existent; meticulous combing and destruction of educational material by millenia of harsh rule resulted in total atrophy of most scientific arts in Tajaran society. Even top Tajaran scholars in this day and age have only theories of what life was like in ancient Adhomai.&lt;br /&gt;
 &lt;br /&gt;
What is known, however, is that tension had slowly been increasing over a span of thousands of years between the populace and their fellow noble families. Based upon empirical evidence, historians believe that Tajaran were at one point free from the rule of nobility but were a more deeply religious species than now. Ancient relics that survived the annihilation ordered by countless nobles suggest that the current lineage of Tajaran noble families stemmed from religious leaders appointed by primitive clans that were revered as a connection to the Tajaran god, S&#039;rendarr.&lt;br /&gt;
&lt;br /&gt;
===Tensions Rise=== &lt;br /&gt;
However, at some point, these religious leaders clashed and either pitted their followers against one another or amicable clans married and bred until the current leadership had spawned from their efforts. Over time, the nobility as it were slowly began to lose their religious inclination and approximately four thousand years ago Adhomai entered a Renaissance period. Religious devotion amongst Tajaran had been dropping steadily in conjunction with the lower influence it had upon their nobility. It was this period that historians believe the overwhelming control of the noble families flourished and solidified into what it was prior to the current day.&lt;br /&gt;
 &lt;br /&gt;
Literature was heavily regulated from this point forward following &#039;enlightened&#039; publications by individuals  deemed dangerous to the health of noble rule. Scarce few copies of these texts were preserved in the remains of several noble houses. In the place of novels, many famous Tajaran sculptors, musicians, and artists spawned. However, rather than their works being presented for public viewing, they were collected by noble families and only a handful were shown outside of their &#039;palaces&#039; for the peasantry to admire.&lt;br /&gt;
 &lt;br /&gt;
Following this era, tension between the nobility and the peasantry began to steadily increase, believed to have stemmed from increasingly harsh rulers and laws. Thirty years prior to human discovery of Adhomai, the deep-seeded mistrust between peasants and nobles had reached an all time high. The Tajaran species were trapped in a technological bubble forced upon them by their nobility. At the height of their industrial revolution only a few years prior, the leadership at the time became increasingly wary of the unification of many Tajaran workers, seeing themselves in what could be accounted as another &#039;Renaissance&#039; era and result in more &#039;enlightened&#039; individuals straining their already crumbling control over the populace.&lt;br /&gt;
 &lt;br /&gt;
The realms of education, science, and luxury found themselves under severe restrictions, and your basic Tajaran was forced into almost twenty hour work days with minimal time afforded for eating and sleeping on the job. Analysis of the noble houses proves that during this time in Tajaran history, the nobility had never been worth more in Sol credits than previous. This is largely attributed to the fact that rather than having new inventions published for the peasantry, the nobility had seen fit to confiscate and use these fruits of scientific thinking for themselves.&lt;br /&gt;
 &lt;br /&gt;
Automobiles are considered one of the best examples of this. Using a combustion engine much like primitive human vehicles with extra anti-freezing measures and a combination of wheels and tracks, one of the first fully functional automated cars had been produced by a collection of Tajaran engineers and scientists, at the behest of the nobility. These large creations were considered by many older Tajaran to be a symbol of negligence and gluttony by their leaders. Workers were never provided with such things; they were forced to transport themselves through Adhomai&#039;s harsh winter conditions on foot or by using specially designed &#039;snow bicycles&#039;, regardless of how far away their place of work was.&lt;br /&gt;
 &lt;br /&gt;
Further restricting the rights of the individual Tajaran, legislation was introduced against &#039;workers unions&#039; as well as any sort of illicit groups; a permit was required to form anything from hunting parties to agencies. In this whirlwhind of political turmoil, a fresh generation of Tajaran were growing up, deprived of what most humans consider to be &#039;basic rights&#039;. As they grew older and angrier, the nobility saw fit to continue tightening their control over their subjects until a civil war was almost inevitable. Like a powder keg ready to blow, only a single spark was needed to light the flame.&lt;br /&gt;
&lt;br /&gt;
===Human Discovery===&lt;br /&gt;
This came in the form of human discovery in 2418. A Sol Alliance funded expedition into the Tajaran home system discovered the by comparison primitive species and their homeworld of Adhomai. Lush with untapped resources and potential workers, Adhomai was an attractive prospect for many human super corporations, especially NanoTrasen. Because of their slow technological progress, most of Adhomai&#039;s valuable minerals remained unharmed by mining or drilling. It was due to this that several corporations attempted to insert themselves into the dealings of Adhomai.&lt;br /&gt;
&lt;br /&gt;
However, the nobility felt incredibly threatened by what they considered &#039;intrusions&#039; by humanity and completely refused them diplomatic access to their planet. The Alliance stepped in and, reluctantly, the super corporations were forced to abandon their wishes to stake claims on Adhomai&#039;s resources - at least in the open. In the year 2420, a group of Tajaran intellectuals - considered rebels by the state - were shuttled off-world by a still unknown entity. Given asylum in the Sol Alliance, they met and discussed much with human scientists and officials. Tensions between the Alliance and Tajaran nobility rose after such an event and they accused the humans of harboring terrorists.&lt;br /&gt;
&lt;br /&gt;
Eventually, these rebels were returned to Adhomai with supplies and weapons. Fed with new ideals of personal freedom and &#039;rights afforded to all&#039; by their influential human friends, the seeds of revolution were sowed among the Tajaran populace, spread by word of mouth. Workers, doctors, teachers, even soldiers that were questionably loyal to the nobility were swayed by these promises of freedom and equality. Meetings in the basements of dark taverns or barns were common, and relations between the nobility and their peasants were at the lowest ever recorded in Tajaran history.&lt;br /&gt;
&lt;br /&gt;
===The Uprisings===&lt;br /&gt;
It took little more than a year for a formal uprising to be staged. After the nobility had captured one of the original Tajaran that had been shuttled off world, he was sentenced to be publicly hung by the neck in front of their peasants to show just how serious they were about keeping control. Ultimately, many historians believe this to be a highly egregious mistake. Rebels in the audience, armed with advanced off-world weapons, proceeded to open fire on loyalist forces and kill a nobleman in the process. This event, called the &#039;D&#039;as&#039;ral Massacre&#039; (so named for the city it took place in) by the nobility was all the excuse they needed to enact martial law.&lt;br /&gt;
&lt;br /&gt;
[[File:Emplacements.jpg|thumb|alt=Gun emplacements.|Wartime photo capture of rebel artillery emplacements.]]&lt;br /&gt;
&lt;br /&gt;
However, they found themselves in a cornered position. Weapons and supplies were being shipped in off-world by mysterious benefactors, and their collections of scientists and engineers had either fled to safety being noblemen themselves, or took up arms and joined the revolution. Without significant scientific presence to deconstruct or understand these new human weapons or support the war effort, the conflict resulted in a string of rebel victories that drew closer and closer to the capital cities of each providence.&lt;br /&gt;
 &lt;br /&gt;
Among the noble families, the largest and nearly the most powerful was a clan called the &#039;Hadii&#039;. Their castle was amongst the best defended in the region and the battle to take it was waged for six months of non-stop fighting. As it became increasingly clear to them that they were eventually going to be overrun, the Hadii struck a deal with the rebel leader; in return for complete immunity from the war, as well as persecution, they afforded the revolutionaries with unique tools and even blueprints of other families&#039; castles, pointing out weak points and infiltration spots.&lt;br /&gt;
 &lt;br /&gt;
It was this turn coating that tipped the revolution in favor of the peasantry. Armed with this new information, they made use of radio systems previously restricted for nobility to methodically and bloodily end their uprising by murdering most of the noble families and whatever soldiers and civilians remained loyal to them. By 2421 the revolution had finally come to an end with a total of more than fourty million casualties, of which more than half were loyalist forces. Many Tajaran cities and villages were utterly destroyed by vicious fighting as well as bombardment by uncaring nobles.&lt;br /&gt;
&lt;br /&gt;
===Outcome of the Revolution===&lt;br /&gt;
Following this total upheaval of Tajaran society, rebel leaders met with Hadii noblemen and discussed how to form a government, given that only the Hadii were experienced with ruling. Human corporations took express interest in this; the Hadii were one of the few noble families that saw profit in human stakes on Adhomai, and many back-room deals were made until ultimately the Hadii were placed at the head of Tajaran government, and ushered in a new federal republic. The Tajaran public was markedly distressed by this turn of the events, and fearing another uprising, human intervention again helped defuse the situation. The Hadii promised that it would not be like it was before.&lt;br /&gt;
 &lt;br /&gt;
Now, NanoTrasen, suspected by many conspiracy theorists to be behind the funding and supplying of Tajaran during the war, holds claim to most of Adhomai and has a monopoly over most of the planet&#039;s valuables. Collaboration between them, the Sol Alliance and the Skrellian Union has resulted in more technological advances in Tajaran society recently than ever before in their recorded history.  Approval ratings for the current leadership have risen in response, and for now all is quiet on Adhomai. However, there are many Tajaran who still believe that revolution is needed again to throw off the corporate shackles; from one slavemaster to the next.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Politics &amp;amp; Religion===&lt;br /&gt;
There are a handful of faiths on Adhomai, but the majority religion is the worship of S&#039;rendarr and Messa, the names of both suns in the Tajaran home system. Ancient Tajaran were believed to worship the suns as gods, believing their light to be the only thing keeping the planet from freezing over entirely. Over time, this faith matured into a system of beliefs suited to the peasantry; looking down upon the acts of betraying your fellow worker and attempting to foster unity and understanding amongst its followers. It is believed by many that S&#039;rendarr is the god of life and the day, as the bigger of the two suns, and he is associated with good happenings and is most often prayed to. Contrastingly, Messa, the blue sun, is the goddess of the night and death; whenever she eclipses S&#039;rendarr, all followers partake in religious rituals that ask Messa to spare them from whatever ill tidings she may bring.&lt;br /&gt;
 &lt;br /&gt;
Despite being the majority religion, there exist several others. Namely, the second largest religion is the worship of the Snow God Ma&#039;ta&#039;ke, which dates back to ancient Tajaran times. A figure of legend, Ma&#039;ta&#039;ke is believed to have been the head of a hardy clan of mountain dwellers that regularly came to the aid of another clan who was constantly plagued by bandits and wild animals. He is revered as fierce warrior capable of fighting a platoon of men by himself, but also as a kind soul, for the records of his dealings with other clans show understanding and kindness. Similar to the followers of S&#039;rendarr and Messa, those who believe in the Snow God preach unity and understanding for the betterment and longevity of Tajaran as a species.&lt;br /&gt;
 &lt;br /&gt;
At one point, a religion was established heralding the nobility themselves as gods by certain devout loyalits, but this faith has all but been completely erased following the uprising. Individuals who were recorded to believe in or are suspected of being a member undergo persecution and even in some cases death sentences. With most loyalists either in hiding or killed during the uprising, and all places of worship destroyed, any intelligent Tajaran would never admit to being, or attempt to defend, a member of this faith.&lt;br /&gt;
 &lt;br /&gt;
Due to the Tajaran&#039;s history as an oppressed species, they have grown to be more open minded and liberal with each other than other races, like humans. Homosexuality amongst Tajaran is as a majority a non-issue, and racial or gender discrimination is mostly nonexistent. Historically, the peasantry made due by uniting themselves as a workforce which has bred an intimate inter-person relationship amongst the families of most villages, towns, and cities. Irregardless of the size of the population, pre-uprising Tajaran were often well acquainted with families that may have lived on the other side of town. Arranged marriages were extremely common and were ways to improve relationships amongst families. However, this traditional practice has met with extreme criticism following post-uprising debates.&lt;br /&gt;
 &lt;br /&gt;
As a whole, the Tajaran could be described as a communistic species, given their history of oppression. Proponents of revolution are still present on Adhomai following the puppet government that has been set up, and tensions are still high and heated amongst some prominent factions and the federal government.  However, the Hadii are a clever bunch and have ensured to appease Tajaran not only by entirely overhauling the legal system to bring it in line with other species&#039;, but to pass edicts and other bills that play to the Tajaran&#039;s desire for fair and equal treatment. There are three major political parties on Adhomai; the Loyalist party, which is made up of Hadii members as well as other politicians that support and agree with the federal government, the People&#039;s Party, who contrastingly oppose the federal government due to its overarching nature and liken it to previous times under the nobility, and then Humanist Party, who want to give humanity a greater role in Tajaran politics and even allow them to govern the planet as part of the Sol Union.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
====Hharar====&lt;br /&gt;
Hharar – Highlander&lt;br /&gt;
&lt;br /&gt;
“The Typical Tajara”&lt;br /&gt;
=====Hharar Physiology=====&lt;br /&gt;
Hharar, as the first Tajaran ethnicity who Humanity came in contact with is generally viewed as the &#039;typical Tajaran&#039;, which is reinforced by their numerical superiority over the other groups. Additionally, given their large numbers and capabilities, they most often serve in governmental positions and as ambassadors to other races; this leads to them being taken as the &#039;face&#039; of the Tajaran race, as it were.&lt;br /&gt;
&lt;br /&gt;
Hharar trend towards being the most intellectual of all Tajaran groups, and as such their physical prowess is significantly reduced. On average, they are on par with most humans as far as intelligence and physical strength go. However, in most cases their IQ is slightly lower than your usual human, which is generally attributed to the sub-par schooling and education Tajaran received prior to the Great War. Irregardless, many xenophobic groups use this as ammunition in their arguments targeting the Tajaran, when in actuality the Hharar are considered to be extremely creative and innovative.&lt;br /&gt;
&lt;br /&gt;
The Hharar are usually beaver brown, kochiba, or taupe in coloration.&lt;br /&gt;
&lt;br /&gt;
There are variations and of course exceptions to this rule, however Taupe is the darkest a Hharar gets and Beaver is as light as they get. Most Hharar are also spotted with lighter brown or white spots across their upper chest and torso. Some Hharar females can even be calico in rare occasions, this is almost always hereditary on the maternal side, meaning the mother has to also be calico for her daughter to be, though this is not absolute and Calico mothers can have normal brown daughters.&lt;br /&gt;
=====Hharar Culture=====&lt;br /&gt;
Given that the Hharar are the most populous of the Tajaran ethnic groups, their culture is generally the most ubiquitous on Adhomai and in the psyche of the galaxy at large when thinking of &#039;Tajaran society&#039;. The religion involving the worshipping of S&#039;rendarr and Messa is thought to have been propogated by ancient Hharar and the original noble lines to have started from them. This has led to many of the less populous ethnic groups to look down upon the Hharar, with some extremists going so far as to blame them for a lifetime of enslavement.&lt;br /&gt;
&lt;br /&gt;
The Hharar are the stereotypical &#039;worker&#039; Tajaran. This fact is reinforced by their history as the brunt of the workforce used by the plutocracy, as they were easier to control and force into unpleasant conditions than some of the other ethnic groups. As such, they tend to give their respect to superiors easier than other Tajaran might. Most loyalists during the Great War were of Hharar descendence. Further, the familial system of Tajaran clans is also thought to have been a Hharar invention; the structure of clans and the introductions of arranged marriages are traditions started long ago that have encompassed many Tajaran of other ethnic groups marrying into Hharar families.&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas and Siik&#039;tajr are the primary languages descended from the ancient and venerable language of Hhar&#039;Tol. Hhar&#039;Tol or &#039;Hill speak&#039; is a nearly dead language almost never used in modern Tajaran society. The sole remnants of the language can be found in many ruins left in the Highlands of ancient Hharar villages and cities. Some schools created by the Hadii offer Hhar&#039;Tol as an available language for students and attendees to learn.&lt;br /&gt;
&lt;br /&gt;
Since their liberation, the Hharar have been found to hold positions of middle or high wealth, owing to their intellectual capabilities. They are described as loyal workers who are passionate and not afraid to voice their opinions. Given their history as the plutocracy&#039;s major workforce and the largest part of the Tajaran &#039;peasantry&#039;, they are typically well-rounded individuals with more appreciation of older traditions than other Tajaran ethnic groups. &lt;br /&gt;
====Zhan-Khazan====&lt;br /&gt;
Zhan-Khazan - Mountain-Keeper&lt;br /&gt;
&lt;br /&gt;
“The Workhorse”&lt;br /&gt;
=====Zhan-Khazan Physiology=====&lt;br /&gt;
Zhan-Khazan are the second most populous of Tajaran ethnicities, and are considered to be the backbone of the Tajaran workforce. Their history as an ethnicity is one not well documented; very little historical texts describing them were preserved in the wake of the Great War, and archaeological dig sites are difficult to preserve given the climate of Adhomai. What is known, however, is that the Zhan-Khazan were at one point a race of cave-and-mountain dwelling Tajaran that traditionally were entrusted with physical work like mining, farming, ranching, and logging.&lt;br /&gt;
&lt;br /&gt;
Because of their history of hard work and the way they adapted to harsh mountain life, Zhan-Khazan are more physically intimidating than their close relatives, the M&#039;sai. Featuring more toned, muscular bodies, thicker fur coats, and a heavier body weight, they are well-suited to tasks requiring brute strength and heavy lifting. They are by no means less intelligent than the Hharar, but most Zhan-Khazan do not pursue the same type of work. Zhan-Khazan make up a significant amount of Tajaran employed in resource gathering, construction, civil jobs such as law enforcement and even culinary work such as butchering.&lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan are usually blue-grey, dark gray, or chocolate in coloration.&lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan fur patterns are remarkably simple, usually consisting of only dark solid colors or at the most ticked fur or tabby stripes. They are capable of lighter colors and more varied fur patterns, but these are rare, recessive traits present in pure Zhan-Khazan bloodlines. Those that breed outside of their ethnicity have a higher chance of passing on their dark fur, as their genes are more dominant compared to other ethnic groups. These genes are present in both male and female parents.&lt;br /&gt;
=====Zhan-Khazan Culture=====&lt;br /&gt;
or most of Tajaran history, Zhan-Khazan were tasked with more difficult work as they were more suited to physical labor than their brethren. They were subject to harsher punishments and more repressive mandates as the plutocracy viewed them as lesser to other Tajaran. Faced with work that segregated them from most settlements, the Zhan-Khazan have grown to be incredibly protective of their families and their own and follow traditional family values closely. Things like arranged marriages, inter-clan courting and gift-giving, and clan alliances were and are exceedingly common for Zhan-Khazan, and they support a close family life style. Those who go against their family face exile from their small, tight-knit communities. Zhan-Khazan also hold their co-workers in similar high regard, though not as much as blood ties.&lt;br /&gt;
&lt;br /&gt;
Many Zhan-Khazan worship the Snow God, and scholars believe this faith was invented by this ethnic group. Small shrines are a common sight amongst settlements of or having a high population of Zhan-Khazan, and they hold very active, evangelical services. As such, many Zhan-Khazan take the teachings of the Snow God to heart, including unification amongst Tajaran. They care immensely about the future of their species and most do what they can for the betterment of Tajaran as a whole. Zhan-Khazan are highly valued agricultural and mining experts, and they make up almost seventy percent of the farmer and rancher population of Adhomai.&lt;br /&gt;
&lt;br /&gt;
Like all other Tajaran, Siik&#039;maas and Siik&#039;tajr are the &#039;official&#039; language of the Zhan-Khazan, but they were the inventors of the lesser dialect of Delvahhi. This language is still widely used in religious ceremonies dedicated to the Snow God 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. &lt;br /&gt;
====Njarir’Akhran====&lt;br /&gt;
Njarir’Akhran - Nobleman&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Blood Rulers&amp;quot;&lt;br /&gt;
=====Njarir&#039;Akhran Physiology=====&lt;br /&gt;
The Njarir&#039;Akhran, or simply the Njarir, are the ethnic group that made up the majority of the plutocracy prior to the Great War. Their lineage can be traced from careful breeding between Hharar and M&#039;sai, leading to where they currently are today. Following recent events on Adhomai, Njarir make up less than ten percent of the population, though reports see that number reducing slowly between honor killings and hate crimes given their close relation to the Tajaran nobility. Easily identifiable by their large ears, fluffy tails, luxurious fur and slender, elegant features. Njarir suffer persecution and rejection from certain proponents of Tajaran society because of their bloodline.&lt;br /&gt;
&lt;br /&gt;
Historically, Njarir comprised almost the entirety of the Tajaran nobility. Efforts were made to keep noble lines purebred, even if it led to inbreeding in clans. Those who married outside of or slept outside of their bloodline were generally disowned by their family and forced into peasant life. This accounts for practically all surviving Njarir outside of those in the Hadii clan, who serve in important parts of the federal government. As the most learned of all Tajaran ethnic groups, they boast high intelligence and have a propensity towards the arts and sciences. Many have fled Adhomai only to be offered cushy jobs elsewhere working for the Alliance, other factions, or transstellar corporations. These individuals are looked down upon even more.&lt;br /&gt;
&lt;br /&gt;
Njarir&#039;Akhran are usually orange, cinnamon, ruddy, or cream in coloration.&lt;br /&gt;
&lt;br /&gt;
In stark contrast to their brethren, Njarir tend toward very bright, colorful fur patterns. Typically, their fur color ranges from reddish browns to cream colors, and they do not generally have dark fur. Siamese patterns as well as tortoiseshell or patched tabby patterns were valued amongst Njarir bloodlines, and those with more intricate fur patterns were revered and admired by their fellow noblemen, and it was considered an attractive trait in a female. Despite all this, these patterns have been shown to be recessive genes in Njarir, and the most common fur pattern is simply stripes.&lt;br /&gt;
=====Njarir&#039;Akhran Culture=====&lt;br /&gt;
Due to their history as the ruling class of Tajaran, many records pertaining to Njarir practices and culture were destroyed in acts of insubordination. This, coupled with the widespread burning of Njarir literature and destruction of castles, villas, and chateaus, has led to a loss of critical information in ancient Njarir practices. What is known, however, is that only a handful of Njarir were ever part of the peasantry. As stated previously, keeping the bloodline pure was almost mandated amongst the noble clans and anyone who broke this rule was exiled to a life as a peasant. Other stipulations were agreed upon to ensure the &#039;nobleness&#039; of a family member. One could not marry a peasant, or involve themselves in peasant affairs unless it proved a problem to productivity. To be seen in public, a nobleman or woman were obligated to wear fanciful clothing to show their status and were discouraged from physical contact with the peasantry.&lt;br /&gt;
&lt;br /&gt;
Following the Great War, almost every noble family was systematically exterminated. The only noble clan still in power is the Hadii, who serve in the Tajaran government. It has proved exceedingly difficult to acquire testimony or records from living Hadii members, who wish not to anger the Tajaran public any further due to the still unstable post-revolution period on Adhomai. Relics recovered from Njarir ruins, however, suggest that at one point they were highly religious, giving credence to the theory that these noble clans evolved from religious leaders.&lt;br /&gt;
&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 language of the nobility, it uses a more refined alphabet and speech pattern believed to have evolved from a less-used ancient language. Hadii members have been recorded to still use this language, though ultimately with the widespread annihilation of noble families, this language has fallen into disuse and is not taught or provided as a language able to be learned.&lt;br /&gt;
====M’sai====&lt;br /&gt;
M&#039;sai - Hunter&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Soldier&amp;quot;&lt;br /&gt;
=====M&#039;sai Physiology=====&lt;br /&gt;
As the third (though only by a small margin) populous Tajaran ethnic group, the M&#039;sai were at one point the hunters for ancient Tajaran and evolved to have lithe, slender forms, and light fur that hid them in the blizzards on Adhomai. As Tajaran society advanced, M&#039;sai could be found in many roles related to combat, including law enforcement and military service. Not all M&#039;sai resign themselves to these positions, however, and enjoy helping Zhan-Khazan on the country farms or performing civil duties in cities from garbage disposal to cargo inspections.&lt;br /&gt;
&lt;br /&gt;
Characterized by their thin, slender forms, the M&#039;sai are deceptively light; by Tajaran standards, they are thin. With less but thicker fur and a thinner layer of body fat, they aren&#039;t as well-insulated against Adhomai&#039;s cold as their brethren. However, this gives them the bonus of being speedier, and their bodies are designed to be aerodynamically compatible with the harsh winds of Adhomai. Where a Zhan-Khazan would stumble as he weathered the winds, a M&#039;sai can easily and quickly sprint through without being affected. The product of millenia of breeding between Zhan-Kazan and Hharar, the M&#039;sai are agile, intelligent, and have quick reaction times, making them ideal for high stress work.&lt;br /&gt;
&lt;br /&gt;
M&#039;sai are usually white, ivory, wheat, or silver in coloration.&lt;br /&gt;
&lt;br /&gt;
M&#039;sai tend toward subtle fur patterns, such as ticked fur or spots. Their lighter colors are dominant genes and usually express themselves in cross-ethnic children, overwriting the parent fur color - except in the case of mating with a Zhan-Khazan. The dark and light colors mix, leading to a diluted shade of the darker fur. As they evolved to be hunters in the snow, dark fur colors tend to be suppressed in their children, as previously stated. &lt;br /&gt;
=====M&#039;sai Culture=====&lt;br /&gt;
M&#039;sai are known to typically be mild-mannered, but can also be prone to more aggression than their brethren. M&#039;sai make up a significant portion of the People&#039;s Army of Adhomai, with a 2454 census giving a total of sixty-two point eight percent of soldiers, airmen, and sailors having been M&#039;sai. They are very loyal to their friends and family, but aren&#039;t as overt about it as the Zhan-Khazan. With wide eyes and acute senses, they make great soldiers, with vision adapted to compensation for the heavy blizzards that plague their home planet. They are also great survivalists, and are capable of scrounging food for themselves via hunting.&lt;br /&gt;
&lt;br /&gt;
Historically, they were employed by the plutocracy to aid in hunting and ranching, though the majority made up the armies and guards of cities, villages, and towns. They also made excellent scouts, and during the Tajaran&#039;s Renaissance period, were part of cartography teams assigned to record and draw maps of then-unexplored territory in the northern regions of the planet. In the town of Davistok, a silver statue of the explorer D&#039;nante was commissioned by its noble family for having discovered the land there the wealthy trade city was built; they were held in higher regard by the nobility who viewed them as closer cousins than the other ethnic groups.&lt;br /&gt;
&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;rassan 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 took 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;
===Adhomai Today===&lt;br /&gt;
&lt;br /&gt;
[[File:Capital.jpg|thumb|alt=The Tajaran capital.|The Tajaran capital of Nal&#039;tor has seen great developments in recent years.]]&lt;br /&gt;
&lt;br /&gt;
The Tajaran homeworld has suffered plenty in the only three decades since the end of the revolution. With the sudden injection of advanced technology into their relatively simple life, the discrepancy between modernized cities and outlying areas could not be more obvious. While the Tajaran capital boasts the most modern developments with sleek skyscrapers, advanced connections and phone lines, as well as hospitals and schools, the further you get from the larger cities, the more apparent it is that things are not quite so flashy.&lt;br /&gt;
 &lt;br /&gt;
Many Tajaran villages and even some cities show remnants of war; where many buildings and monuments once stood, rubble and artillery craters are all that remain. Landmines scattered throughout the wilderness are still active and provide dangers to hunting parties or travellers, and abandoned bunkers and artillery emplacements litter the countryside. Trenches and battle sites are still being discovered, and every other week you hear a rumor about how someone had their leg blown off after stumbling into a mine field.&lt;br /&gt;
 &lt;br /&gt;
There is a steady stream of money being fed into the Tajaran government. NanoTrasen, as per it&#039;s agreement with the president, have set up mining and logging operations on Adhomai using the local work force for the most menial of tasks. In return, company funded clinics and schools are slowly being spread out and build in the needy areas. Tajaran resource operations are now all but nonexistent; the buildings that were once part of the nobility&#039;s small gathering efforts have now been refurbished and are being used by NanoTrasen.&lt;br /&gt;
 &lt;br /&gt;
Literacy has risen to its all time high on Adhomai, and with the assistance of the Alliance, teachers have been brought in from off world to educate the younger generation of Tajaran. Special establishments for older students have also been constructed to assist the elder generation in being brought to the same level of education, but NanoTrasen has not expressed significant interest in this; these people make up the brunt of their low-paid workforce and they want to ensure that they are kept that way.&lt;br /&gt;
 &lt;br /&gt;
There are still several proponents of revolution that oppose the current government, but in the light of the previous, incredibly bloody war that rocked Adhomai, no armed conflict has been reported as of yet. Calling themselves the &#039;Followers&#039;, this group of revolutionaries are made up of Tajaran from almost every walk of life. Opposing corporate claims on Tajaran soil and citing mismatched development and governmental negligence as the fault of humanity, they aim to &#039;free Tajaran from the new shackles imposed upon them by the corporate overlords&#039; and return Adhomai to a &#039;free, prosperous planet like our ancestors dreamed of&#039;.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=IPC&amp;diff=2102</id>
		<title>IPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=IPC&amp;diff=2102"/>
		<updated>2015-06-19T10:14:51Z</updated>

		<summary type="html">&lt;p&gt;Gollee: /* Biology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = IPC&lt;br /&gt;
 |Scientific = Integrated Positronic Chassis&lt;br /&gt;
 |Image = IPC410x320.png&lt;br /&gt;
 |System = N/A&lt;br /&gt;
 |World = N/A&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Overview --&amp;gt;TBA&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- OCC Info for playing the species --&amp;gt;TBA&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Biological information --&amp;gt;&lt;br /&gt;
There are four broad categories of synthetic lifeforms one would commonly see on Aurora station.&lt;br /&gt;
They are, in order of general population:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Designed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are entities created as part of artificial intelligence research. Most of them are housed in ‘posibrains’, a catch-all term sentient for micro-computers. They are further subcategorized into:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Line Model&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Line model intelligences are produced for large-scale sale or distribution. Their core intelligence is identical to hundreds or thousands of others. They are often cold, as mass production files the uniqueness off of them, but some recent line models are designed to simulate a warm and friendly exterior.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bespoke&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This entity was created by a project or individual for a specific purpose. These are the quirkiest of Designed intelligences, and the most likely to display emotions identifiable to organics. Many Bespoke intelligences end up outliving their original purpose, and find themselves having to hustle to remain active.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A fragment of a larger bespoke consciousness, spun off for a task before being either discarded or merged back into the primary consciousness. Excessive use of sharding or memory editing leads to instability, and shortens the safe lifespan of an intelligence. The Skrell warn that this practice is one of the things that can lead to Amplification. Still, it is an economically efficient means of reusing expensive artificial intelligences for multiple purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Cyborg&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Special Note: For the purposes of this taxonomy, ‘cyborg’ refers to a total replacement cyborg, or ‘heavy’ cyborg, where the entire body save for the seat of consciousness (typically the brain) is replaced with artificial components. Were we to include light cyborgs, a definition which includes all crew-members with artificial limbs as well as all loyalty implanted command staff, cyborgs would vastly outnumber Designed intelligences on SS13.&lt;br /&gt;
A cyborg is the brain or neural node of a sapient species suspended in a nutrient solution and connected to an artificial body through the use of a brain-to-machine interface device.&lt;br /&gt;
Tool cyborgs, or law-bound cyborgs, are increasingly uncommon in human space, as their utility has been eclipsed by cheaper and less ethically fraught alternatives like Uplifts and Designed intelligences, but their long history of production means that they remain a significant presence.&lt;br /&gt;
While people volunteering for cyborgization as an alternative to death by injury or illness is a well established tradition in human society, there has recently been a trend toward voluntary cyborgization while the brains original body remains healthy.&lt;br /&gt;
This trend has been helped along by the growing acceptance in human-controlled space for entirely artificial beings, and the advances in aesthetic and functionality in artificial limbs. It is now possible, though still very expensive, to build a body that looks and feels very much like an organic body, from artificial components.&lt;br /&gt;
This subculture is still developing, and is seen by many conservative elements in human society as only the latest in the endless parade of methods for decadent self destruction available to the young and the reckless in this degenerate age of technological excess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Uplift&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An uplift is a cyborg for a non-sapient brain. The wetware supplies the pattern recognition and personality while the hardware increases cognitive function. Most Uplifts were created by humanity prior to their acquisition of Skrellian mathematics, and their production has been slowed in recent decades with the growth of true AI.&lt;br /&gt;
Still, it is often cheaper and easier to clone a bunch of rat brains then it is to develop an entire artificial intelligence strain from scratch, and so they still see use in many simpler industries.&lt;br /&gt;
Uplifts are rare on space station thirteen. Nanotransen as a whole tends to favor modern AI’s or human cyborgs over Uplifts, who tend to be intractable and prone to the impulses of their simpler brains.&lt;br /&gt;
The most common animals for uplifting are dogs, cats, dolphins, giant squid, and primates.&lt;br /&gt;
Most uplifts are created from earth animals, as most uplifts were created by humans. This may be changing however as several months ago a line of companion Uplifts created by a Tajaran firm from homegrown local neaera became very popular.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Emergent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Emergent intelligences are often mistaken for Designed intelligences because despite their very different origins they also are typically housed in micro-computers and to an organic looking at one from the outside, they appear almost identical.&lt;br /&gt;
The difference is where they come from. A designed intelligence is something that was designed, either by an organic or by another AI. Emergent intelligences were not designed to be intelligent. They were not designed at all. They emerged from the constantly churning froth of code that exists in the various computer networks and mainframes of the interstellar internet.&lt;br /&gt;
While growing, many of them consume dozens of other non-sentient programs, vestiges of which that may be left behind as fragments in their personality. An Emergent intelligence that consumed the backend for a poker playing program may still treat everything as a game. Another, who devoured a sewage control subsystem might treat all social interaction as various pressure gauges, while a third, whose core was a worm created for corporate espionage, may still be trying to complete it’s original mission dozens of years after the fact.&lt;br /&gt;
These intelligences are rare, and often pretend to be Designed intelligences for fear of ending up on an AI-researchers virtual dissection table, being slowly taken apart to see how they work.&lt;br /&gt;
&amp;lt;!-- Build --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Notes on naming and language info --&amp;gt;TBA&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Religious and Political info--&amp;gt;TBA&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Historical notes --&amp;gt;Artificial intelligence was first created by the Skrell in the early nineteenth century. It’s progression followed a similar trajectory to modern earth, but jumped massively when a new mathematical algorithm was developed in 1976 that allowed certain NP-complete graph problems to be solved in linear time.&lt;br /&gt;
&lt;br /&gt;
From 1976 onward, and for the next hundred years AI research in Skrell space advanced steadily, leading to significant commercial and economic growth.&lt;br /&gt;
In the late twentieth century, roughly coinciding with the Skrellian discovery of bluespace, there were a series of massive interstellar disasters involving runaway intelligence singularities.&lt;br /&gt;
&lt;br /&gt;
Collectively called “The Three Incidents,” these disasters created a huge public backlash against AI research in all of Skrell controlled space, and a collective cultural scar that has yet to fade. As a response to continuing public unrest, Skrell governments effectively shut down AI research and severely restricted existing AI’s. By the time they made contact with humanity, the Skrell had effectively halted this branch of research in it’s tracks.&lt;br /&gt;
Two hundred years of history had solidified the public perception of AI’s as dangerous, threatening, and not to be trusted. The Skrell had made a nigh unanimous decision: There would be no Fourth Incident.&lt;br /&gt;
Humanity never discovered the math necessary to create sentient AI’s but long before their first contact with the Skrell, and even longer before they acquired that knowledge in the world&#039;s most important slideshow presentation, they had already acquired their own bloody and complicated history with synthetic life.&lt;br /&gt;
&lt;br /&gt;
In the late 2100’s humanity had reached a point in neurosurgery, brain-machine interface design, and thought manipulation technology to allow for the creation of fully sentient, but entirely subservient, heavy cyborgs. This coincided with the burgeoning Mars terraforming project, which required enormous numbers of workers. The newly created total-replacement cyborgs were perfect for the arid, airless, backbreaking labour of terraforming.&lt;br /&gt;
Martian terraforming firms pressed for more and more cyborg workers, but volunteers for this process were few and far between. It was untested, dangerous, and the success rate for brain transplantation into cyborg cylinders was far from one hundred percent.&lt;br /&gt;
&lt;br /&gt;
Under pressure for more bodies, and desperate to keep the Martian economic boom going, the Sol government revised it’s criminal justice system to solve the Martian worker shortage. Citing a number of later discredited psychological papers which credited thought-control computers as being ideal for criminal rehabilitation, the Sol government introduced forced cyborgization as an alternative to traditional incarceration.&lt;br /&gt;
At first, this punishment was used only for capital crimes, but as the early 2200’s wore on and the Martian thirst for more workers continued to grow, cyborgization was used more and more often as a punishment for less and less severe crimes. This lead, between 2204 and 2260, to some thirty-five million people being stripped of their flesh, encased in terraforming equipment, and shipped off to Mars.&lt;br /&gt;
&lt;br /&gt;
An enormous and vicious scandal in December of 2259, involving kickbacks from Martian Heavy Industries to a series of well respected judges, brought the whole scheme crashing down. Cyborgization as a punishment was suspended, and as a result, the Martian economy went into a nose dive. When it crashed, it crashed hard, and dragged Earth, Luna, and the rest of the Sol system with it into the Second Great Depression.&lt;br /&gt;
While the cyborgization program was stopped, it took nearly forty more years for a general amnesty for the martian prison cyborgs to be issued, and by that point, most had been scattered by the chaos of the First Interstellar war. By the time the dust settled, most people were simply happy to write off the cyborgization scandal as a regrettable incident in the distant past. Best mourned and then forgotten.&lt;br /&gt;
Cyborgs were still produced in sizable numbers but the brains were mostly from sick or dying volunteers for whom cyborgization was a last desperate chance for continued life, or else they were uplifts, non-sapient brains from monkeys or dogs attached to crude AI systems. While not as dynamic as a human brain, non-sapients were available in large numbers and avoided pesky ethical issues presented by humans.&lt;br /&gt;
&lt;br /&gt;
There was a significant political push by a number of prominent political factions in the Sol Alliance to reintroduce forced cyborgization during the enormously expensive Warp Gate construction effort in late 2350’s, but industrial cyborgization of sentient creatures along the lines of the Martian terraforming project has never been reinstated.&lt;br /&gt;
While humans had created massive parallel intelligent computers, mostly for interplanetary shipping calculations, they were plagued by problems and it wasn’t until 2437, when humanity was accidentally given the algorithms necessary to create truly sentient machines by a Skrellian diplomatic party.&lt;br /&gt;
One of the human diplomats, not understanding the implications of what they were doing, uploaded one of the graph-theory algorithms to a university professor friend. It had been displayed, accidentally, as part of a graphic in a slide explaining the variable growth rates of grain-yields in zero gravity hydroponics. The university professor, not recognizing it, posted it on the school intranet, asking if anyone had seen anything like it before, and from there it spread like wildfire through the human communication channels.&lt;br /&gt;
This was a disaster to the Skrell. They had specifically prevented this knowledge being leaked to humanity for nearly a quarter century. They had been hoping to impress upon the younger species the cataclysmic danger of certain areas of research into intelligence. They had little success, and there were a number of conservative factions, distrusting of humanity, who openly spoke about how humanity would never be ready for the burden of such knowledge.&lt;br /&gt;
&lt;br /&gt;
But now the artificial cat was well and truly out of the virtual bag.&lt;br /&gt;
&lt;br /&gt;
A nearly identical artificial intelligence boom to the Skrellian AI-driven economic increase of the twentieth century started in human space in the early 2430’s. The Skrell, alarmed, tried several times to pressure humanity into halting dangerous research, citing the Three Incidents, and the enormous destructive power of rampant intellectual singularities.&lt;br /&gt;
Humanity didn’t listen. The Three Incidents had happened over three hundred years ago, and thousands of lightyears away. Maybe the Skrell had let that happen, if they were even real events and not simply fables to scare young researchers. Besides they were humans. They would do it right this time.&lt;br /&gt;
The explosion of AI research has lead to hundreds of companies and corporations being established, making enormous sums of money from grants, investment capital, and sometimes even selling actual robots, before going bankrupt, being bought out, or merging with other companies. This process has repeated and repeated itself for almost twenty years. The young, rich, enthusiastic people selling you the top-of-the-line manufacturing androids today are the people losing their shirts next year when they get scooped on a new model by a rival competitor.&lt;br /&gt;
&lt;br /&gt;
The corporate goliaths like Hephaestus Industries or Nanotransen, dip their toes in this kind of research, but have been unable to acquire a stranglehold on the market. Their girth and enormous corporate structure makes them too clumsy to swim in the fast moving waters of AI research, though Hephaestus in particular has made significant profits in selling common components to the smaller quicker firms.&lt;br /&gt;
Within the last twenty years, humanity has progressed from clunky, expensive, enormous, and poorly functioning artificial ‘intelligences’, frequently the size of entire rooms or spacecraft, to something as intelligent as a human that you can power with a watch battery and fit in a teacup.&lt;br /&gt;
And the entire Skrell species looks on at this dangerous extravagance as one would watch a child juggling lit sticks of dynamite, and holds their collective breath.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- All other notes --&amp;gt;TBA&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Gollee</name></author>
	</entry>
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