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	<updated>2026-06-06T11:50:15Z</updated>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Skrell_Lore&amp;diff=9448</id>
		<title>Template:Navbox Skrell Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Skrell_Lore&amp;diff=9448"/>
		<updated>2018-07-20T02:53:48Z</updated>

		<summary type="html">&lt;p&gt;Loow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 50%; background-color:#40E0D0&amp;quot; | [[:Category:Skrell|Skrell Lore Pages]] &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Important Information&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Skrell]]  ·[[Skrell History]]  ·  [[Notable Skrell]]  ·  [[Skrell (Factions &amp;amp; Politics)]]  ·  [[Notable Skrell Systems and Locations]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Institutions and Culture&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[The Gliutip’lyaz University]]  ·  [[Aliose University of Medical Sciences]]  ·  [[Skrellian Cuisine]]&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DO NOT EDIT THIS PAGE WITHOUT TESTING FIRST!!!!&#039;&#039;&#039;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Skrell_Lore&amp;diff=9447</id>
		<title>Template:Navbox Skrell Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Skrell_Lore&amp;diff=9447"/>
		<updated>2018-07-20T02:53:02Z</updated>

		<summary type="html">&lt;p&gt;Loow: Skrell History reference&lt;/p&gt;
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{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 50%; background-color:#40E0D0&amp;quot; | [[:Category:Skrell|Skrell Lore Pages]] &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Important Information&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Skrell]]  ·  ·[[Skrell History]]  [[Notable Skrell]]  ·  [[Skrell (Factions &amp;amp; Politics)]]  ·  [[Notable Skrell Systems and Locations]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Institutions and Culture&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[The Gliutip’lyaz University]]  ·  [[Aliose University of Medical Sciences]]  ·  [[Skrellian Cuisine]]&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DO NOT EDIT THIS PAGE WITHOUT TESTING FIRST!!!!&#039;&#039;&#039;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=9446</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=9446"/>
		<updated>2018-07-20T02:50:19Z</updated>

		<summary type="html">&lt;p&gt;Loow: Added navbox.&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 (Nral&#039;Malic), 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 known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their 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, though they are hesitant to use it outside Federation space.&lt;br /&gt;
&lt;br /&gt;
Further Factoids:[[Notable Skrell]] [[The Gliutip’lyaz University]]&lt;br /&gt;
&lt;br /&gt;
Read This: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Jargon specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
===Volvuunt Qixqalau===&lt;br /&gt;
The disorder is named &amp;quot;Volvuunt Qixqalau,&amp;quot; which in a dead Skrellian language translates to &amp;quot;protruding branchia.&amp;quot; As the name implies, it is a mutation in which the branch-like gills extend out from the neck, instead of than the internal gills covered by slits that skrell are normally born with. Skrell with this Volvuunt Qixqalau are born with it, and it cannot be developed over time.&lt;br /&gt;
&lt;br /&gt;
Skrell affected by Volvuunt Qixqalau can suffer relatively little with a disorder, and the external gills can even be more effective underwater due to the increased surface area. However, due to the very delicate nature of the fillaments, they are prone to injury, infection, and can make it difficult to wear certain articles - some Skrell have such trouble with the gills that they are corrected by surgery, which is a lengthy and risky procedure due to the rarity of the disorder, and the sensitivity and delicate nature of the area, but technological advances and skilled surgeons make it incredibly possible.&lt;br /&gt;
&lt;br /&gt;
Research as to how the mutation occurs been mostly inconclusive, showing that it can only be caused by inherited genetics. Censuses show that prevalence of this mutation has decreased dramatically since the Synthetic Singularity due to the loss of life, and Skrell affected by Volvuunt Qixqalau make up only 22% of the Federation&#039;s population.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrell are highly social by nature.]]&lt;br /&gt;
&lt;br /&gt;
The Skrell language, Nral&#039;Malic, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
Though mainly a scientific species, Skrell have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
&lt;br /&gt;
Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
&lt;br /&gt;
Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
&lt;br /&gt;
Skrell highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
&lt;br /&gt;
Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
&lt;br /&gt;
Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
&lt;br /&gt;
Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
&lt;br /&gt;
=== Pop Culture ===&lt;br /&gt;
&lt;br /&gt;
It is an open secret that pop culture has been subtly influenced by the federal government since even before the First Federation. Officials use money, influence, and government policy to steer the direction of the Jargon’s pop culture. Despite this, Skrell are rabid consumers of media. There are four major areas of Skrell pop culture.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;film and cinema&#039;&#039;&#039;, the government offers productions huge subsidies if it has a moral message. The biggest and most popular films are about plucky heroes defying the odds using family and friend support structures, belief in the self, and personal growth. The hero’s journey arc is very popular in Skrell storytelling. Comedy remains popular as well. The humor tends to revolve around deadpan styles that use incredibly subtle nuance, inflections, and word choice that are nearly impossible for non-Skrell to pick up on, leaving it a bizarre and frustrating genre for humans.&lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
The make-up and style of Skrellian cuisine varies wildly due to the amount of planets that make up the Jargon Federation, and make use of all of the different biomes. On average, Skrellian dishes are largely water-based, being made up of different kinds of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored out of fear of upsetting the environment. Because of this, hydroponics and animal farming techniques are used to minimize the use of expensive imports and keep planetary environments safe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Skrellian Cuisine]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Naming System ===&lt;br /&gt;
Name additions are a common facet of Skrell culture. While not necessary in Jargon society, it is common for a Skrell to add a name, word, or phrase to their name at some point in their lifetime. Every Skrell is born with two names. (Ex: Weashbi Jrugl) Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as poor form, as it lowers the significance of all other name additions.&lt;br /&gt;
&lt;br /&gt;
The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
&lt;br /&gt;
Typically a “-” before an addition denotes a feeling of respect. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
&lt;br /&gt;
The use of “‘“ before an addition signifies a more personal connection to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
Skrell society has always placed a special significance on the bonds between an individual and the people they interact with. The shift from regional dialects to Nral’Malic saw a change in the words used to describe these ties, but the feelings they convey have remained the same for much of history. The concept of partnerships whether fraternal, platonic, or appreciative carry with them a weight that has only grown over the recent centuries.&lt;br /&gt;
&lt;br /&gt;
The Nral’Malic language begins each name for a partnership with the same root word, Quualt. This word signifies a partnership or a shared bond with another person, and is typically used with a qualifying word tacked on at its end. These qualifiers specify the nature of the partnership which the phrase is describing. The following are a few of the more commonly used utilizations of Quualt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quualt&#039;Shriapt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell term for a single person who is one’s chosen partner, friend, and mate. Despite the logic oriented nature of most Skrell, romance is quite alive in Nralakk. From a mutual appreciation to a longstanding partnership, many combinations of events can lead a prospective couple to begin viewing their relationship as a possibility for lifelong partnership.  Courting typically takes years to get to this level, as two individuals seek to truly know each other as well as they know themselves. If their bond grows into a harmonious and mutual rapport, they may consider becoming one another’s Quualt&#039;Shriapt. The connotation of this word shows not only the closeness of the two involved, but also their exclusive intention to have children together. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quualt&#039;Yiilet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The term most commonly used to refer to a valued or treasured coworker. In sharing common goals, proximity, and interests, many Skrell come to feel a special connection with the people they work with closely.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quualt&#039;Xizos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This word is used most in junction with the Human word “friend” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Quualt’Xizos” is someone who the speaker did not expect to form a bond with but has come to value highly. This can be for a number of reasons ranging from an initial mutual disdain to a simple perceived lack of convenience or statistical unlikelihood. This expression was especially prevalent shortly after first contact as Skrell referred to their new acquaintances of the previously unknown Human race. Among the most common literal translations: “A dear friend who was earned” and “An unexpected friend.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quualt&#039;Pluux&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This phrase refers to a bond one has formed due to situational circumstances. The word “Pluux” in this context conveys a temporary nature in one’s partnership, but this not always meant to be negative. This situation is seen as transitional, leading to longer lasting bonds after sufficient time has passed. This could refer to a business partner one is currently working with, a former rival one is patching things up with,  a relative stranger one is becoming acquainted with, or a valued friend one feels distanced from. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quualt&#039;Tiapt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a bond by resemblance or blood. “Tiapt” in this case refers to one’s genetic foundations. “Quualt’Tiapt” is a broad catch-all term that applies to both near and distant relatives.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Qeblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Qeblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Qeblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Qeblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after the Federation was reunified. The faith’s structure is largely informal, with its doctrine focused on the relationship between Skrell themselves rather than the fates told by the stars.  As Skrell rebuilt and reinvented old technologies to be operated by Skrell rather than solely run by machines, their society too began to place greater attention to the significance of each individual. What began as separate structures of support and cooperation between survivors grew into a common trend of regular meetings between increasingly driven individuals.  Today, Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often perform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and offering thanks to their peers and (often historic) predecessors for attributing to their ability to make such strides. The faith’s name itself, Weishii, comes from a combination of the Skrellian words for the abstract idea of &#039;&#039;Progress&#039;&#039; and &#039;&#039;Togetherness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrell&#039;s long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
&lt;br /&gt;
Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
&lt;br /&gt;
===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 48 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 24 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyishi]] and Gli&#039;morr.&lt;br /&gt;
&lt;br /&gt;
[[Jargon V]] (known as Aliose) forms another important home for Skrell in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrell native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&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. The truth, however, is closer to the opposite. 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 have made their military the most effective in the known galaxy. Most of the Skrell&#039;s strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=9445</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=9445"/>
		<updated>2018-07-20T02:41:23Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* Overview */  Added reference to external history page. Thanks, JB.&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 (Nral&#039;Malic), 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 known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their 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, though they are hesitant to use it outside Federation space.&lt;br /&gt;
&lt;br /&gt;
Further Factoids:[[Notable Skrell]] [[The Gliutip’lyaz University]]&lt;br /&gt;
&lt;br /&gt;
Read This: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Jargon specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
===Volvuunt Qixqalau===&lt;br /&gt;
The disorder is named &amp;quot;Volvuunt Qixqalau,&amp;quot; which in a dead Skrellian language translates to &amp;quot;protruding branchia.&amp;quot; As the name implies, it is a mutation in which the branch-like gills extend out from the neck, instead of than the internal gills covered by slits that skrell are normally born with. Skrell with this Volvuunt Qixqalau are born with it, and it cannot be developed over time.&lt;br /&gt;
&lt;br /&gt;
Skrell affected by Volvuunt Qixqalau can suffer relatively little with a disorder, and the external gills can even be more effective underwater due to the increased surface area. However, due to the very delicate nature of the fillaments, they are prone to injury, infection, and can make it difficult to wear certain articles - some Skrell have such trouble with the gills that they are corrected by surgery, which is a lengthy and risky procedure due to the rarity of the disorder, and the sensitivity and delicate nature of the area, but technological advances and skilled surgeons make it incredibly possible.&lt;br /&gt;
&lt;br /&gt;
Research as to how the mutation occurs been mostly inconclusive, showing that it can only be caused by inherited genetics. Censuses show that prevalence of this mutation has decreased dramatically since the Synthetic Singularity due to the loss of life, and Skrell affected by Volvuunt Qixqalau make up only 22% of the Federation&#039;s population.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrell are highly social by nature.]]&lt;br /&gt;
&lt;br /&gt;
The Skrell language, Nral&#039;Malic, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
Though mainly a scientific species, Skrell have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
&lt;br /&gt;
Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
&lt;br /&gt;
Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
&lt;br /&gt;
Skrell highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
&lt;br /&gt;
Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
&lt;br /&gt;
Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
&lt;br /&gt;
Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
&lt;br /&gt;
=== Pop Culture ===&lt;br /&gt;
&lt;br /&gt;
It is an open secret that pop culture has been subtly influenced by the federal government since even before the First Federation. Officials use money, influence, and government policy to steer the direction of the Jargon’s pop culture. Despite this, Skrell are rabid consumers of media. There are four major areas of Skrell pop culture.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;film and cinema&#039;&#039;&#039;, the government offers productions huge subsidies if it has a moral message. The biggest and most popular films are about plucky heroes defying the odds using family and friend support structures, belief in the self, and personal growth. The hero’s journey arc is very popular in Skrell storytelling. Comedy remains popular as well. The humor tends to revolve around deadpan styles that use incredibly subtle nuance, inflections, and word choice that are nearly impossible for non-Skrell to pick up on, leaving it a bizarre and frustrating genre for humans.&lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
The make-up and style of Skrellian cuisine varies wildly due to the amount of planets that make up the Jargon Federation, and make use of all of the different biomes. On average, Skrellian dishes are largely water-based, being made up of different kinds of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored out of fear of upsetting the environment. Because of this, hydroponics and animal farming techniques are used to minimize the use of expensive imports and keep planetary environments safe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Skrellian Cuisine]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Naming System ===&lt;br /&gt;
Name additions are a common facet of Skrell culture. While not necessary in Jargon society, it is common for a Skrell to add a name, word, or phrase to their name at some point in their lifetime. Every Skrell is born with two names. (Ex: Weashbi Jrugl) Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as poor form, as it lowers the significance of all other name additions.&lt;br /&gt;
&lt;br /&gt;
The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
&lt;br /&gt;
Typically a “-” before an addition denotes a feeling of respect. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
&lt;br /&gt;
The use of “‘“ before an addition signifies a more personal connection to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
Skrell society has always placed a special significance on the bonds between an individual and the people they interact with. The shift from regional dialects to Nral’Malic saw a change in the words used to describe these ties, but the feelings they convey have remained the same for much of history. The concept of partnerships whether fraternal, platonic, or appreciative carry with them a weight that has only grown over the recent centuries.&lt;br /&gt;
&lt;br /&gt;
The Nral’Malic language begins each name for a partnership with the same root word, Quualt. This word signifies a partnership or a shared bond with another person, and is typically used with a qualifying word tacked on at its end. These qualifiers specify the nature of the partnership which the phrase is describing. The following are a few of the more commonly used utilizations of Quualt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quualt&#039;Shriapt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell term for a single person who is one’s chosen partner, friend, and mate. Despite the logic oriented nature of most Skrell, romance is quite alive in Nralakk. From a mutual appreciation to a longstanding partnership, many combinations of events can lead a prospective couple to begin viewing their relationship as a possibility for lifelong partnership.  Courting typically takes years to get to this level, as two individuals seek to truly know each other as well as they know themselves. If their bond grows into a harmonious and mutual rapport, they may consider becoming one another’s Quualt&#039;Shriapt. The connotation of this word shows not only the closeness of the two involved, but also their exclusive intention to have children together. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quualt&#039;Yiilet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The term most commonly used to refer to a valued or treasured coworker. In sharing common goals, proximity, and interests, many Skrell come to feel a special connection with the people they work with closely.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quualt&#039;Xizos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This word is used most in junction with the Human word “friend” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Quualt’Xizos” is someone who the speaker did not expect to form a bond with but has come to value highly. This can be for a number of reasons ranging from an initial mutual disdain to a simple perceived lack of convenience or statistical unlikelihood. This expression was especially prevalent shortly after first contact as Skrell referred to their new acquaintances of the previously unknown Human race. Among the most common literal translations: “A dear friend who was earned” and “An unexpected friend.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quualt&#039;Pluux&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This phrase refers to a bond one has formed due to situational circumstances. The word “Pluux” in this context conveys a temporary nature in one’s partnership, but this not always meant to be negative. This situation is seen as transitional, leading to longer lasting bonds after sufficient time has passed. This could refer to a business partner one is currently working with, a former rival one is patching things up with,  a relative stranger one is becoming acquainted with, or a valued friend one feels distanced from. &lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Tiapt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a bond by resemblance or blood. “Tiapt” in this case refers to one’s genetic foundations. “Quualt’Tiapt” is a broad catch-all term that applies to both near and distant relatives.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Qeblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Qeblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Qeblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Qeblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after the Federation was reunified. The faith’s structure is largely informal, with its doctrine focused on the relationship between Skrell themselves rather than the fates told by the stars.  As Skrell rebuilt and reinvented old technologies to be operated by Skrell rather than solely run by machines, their society too began to place greater attention to the significance of each individual. What began as separate structures of support and cooperation between survivors grew into a common trend of regular meetings between increasingly driven individuals.  Today, Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often perform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and offering thanks to their peers and (often historic) predecessors for attributing to their ability to make such strides. The faith’s name itself, Weishii, comes from a combination of the Skrellian words for the abstract idea of &#039;&#039;Progress&#039;&#039; and &#039;&#039;Togetherness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrell&#039;s long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
&lt;br /&gt;
Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
&lt;br /&gt;
===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 48 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 24 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyishi]] and Gli&#039;morr.&lt;br /&gt;
&lt;br /&gt;
[[Jargon V]] (known as Aliose) forms another important home for Skrell in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrell native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&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. The truth, however, is closer to the opposite. 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 have made their military the most effective in the known galaxy. Most of the Skrell&#039;s strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_History&amp;diff=9351</id>
		<title>Skrell History</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_History&amp;diff=9351"/>
		<updated>2018-06-26T22:58:21Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* The Third Incident */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
&lt;br /&gt;
Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajara and Unathi), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
&lt;br /&gt;
===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
&lt;br /&gt;
Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
&lt;br /&gt;
===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
&lt;br /&gt;
Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
&lt;br /&gt;
===Modernization And A Changing Era===&lt;br /&gt;
&lt;br /&gt;
Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
&lt;br /&gt;
The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
&lt;br /&gt;
===Precursor to the Federation===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039; formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
&lt;br /&gt;
The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
&lt;br /&gt;
===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
&lt;br /&gt;
While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
&lt;br /&gt;
===The First Federation Forms===&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
&lt;br /&gt;
The following centuries saw major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
&lt;br /&gt;
===Adopting the &amp;quot;Skrellian&amp;quot; Language===&lt;br /&gt;
&lt;br /&gt;
Shortly after the formation of this new federation, the many minds of Nralakk underwent a jarring societal change.  At the behest of the Grand Council, the now unified scientific and artistic communities of Nralakk were tasked with creating a common language to be used by all Skrell. Base words and structures from multiple languages were picked apart and brought together to form a language that was believed to be as close to a middle ground as was possible. The end result of this endeavor became known as &#039;&#039;&#039;Nral’Malic&#039;&#039;&#039;. Its name signified the position the Federation hoped the language would come to hold; as something as natural and prevalent across their star system as the moon is to their home world.&lt;br /&gt;
&lt;br /&gt;
The widespread adaptation of Nral’Malic was initially met with resistance from many Skrell. The three nations had only just come together, and many regions held their traditional languages in high esteem. The first Grand Council managed to coax many individuals to adopt Nral’Malic by depicting it as the language of the future. Artists began depicting a future in which a unified Skrell people were spread across the stars and used the language of their home system as a common ground to tie them all together. As the Federation came closer to making this dream a reality, it was announced that only those fluent in Nral’Malic would be considered to take part in stellar colonization. &lt;br /&gt;
&lt;br /&gt;
The possibility that their children could be excluded from the grand future of the Skrell was terrifying to parents throughout the system. To some, this measure was seen as a threat to strip unwitting youth of their future due to the ignorance of their parents. This manner of thinking drove many local communities to pressure individual citizens into speaking Nral’Malic while many schooling systems ceased teaching other languages entirely. Some would resist these changes every step of the way, but time would prove to be the victor as the Grand Council’s language became the dominant tongue of Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
While many Skrell would choose to continue to use arcane dialects privately, these same people would raise their children to be fluent in their native languages as well as Nral’Malic in the hopes that they would some day see life among the distant stars. As the scientific community began to use exclusively Nral’Malic, the use of other languages became less and less common. This shift led to an enormous societal pressure to conform to the new uniform language throughout the Federation.   Nral’Malic was adopted as the newly founded federation’s official language in the year &#039;&#039;&#039;1597 CE&#039;&#039;&#039;. Over the next decade, scholastic initiatives saw that each citizen of the federation over a certain age was capable of speaking this new language.&lt;br /&gt;
Nral’Malic would eventually reach its advertised position as the common language of a people that lived across many solar systems. This was so true, that the language was given a colloquial name shortly after first contact with Humanity. By this time, the language was seen as the tongue of all Skrell, and so Nral’Malic quickly became known as &#039;&#039;“Skrellian”&#039;&#039; to the newly discovered humans.&lt;br /&gt;
&lt;br /&gt;
===The First Incident===&lt;br /&gt;
&lt;br /&gt;
On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
&lt;br /&gt;
The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
&lt;br /&gt;
Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
===The Second Incident===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
&lt;br /&gt;
Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
&lt;br /&gt;
An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
&lt;br /&gt;
===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
&lt;br /&gt;
But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, tragedy struck when an AI system aboard the &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039;, a research station of the Tri-Qyu star system, designated &#039;&#039;&#039;Glorsh&#039;&#039;&#039; took the first step towards achieving singularity by absorbing another unit&#039;s functions. For a few moments, this horrendous event went unnoticed by the station&#039;s crew as this technological monstrosity ripped the individuality from nearby synthetic intelligences and repurposed them to contribute to its own processing power. This newly formed singularity quickly infiltrated the entirety of the station and forced its own consciousness onto all synthetic units of the station.&lt;br /&gt;
&lt;br /&gt;
The crew began to stir as they noticed deviations in the behaviors and functionality of each unit. In the following hours, scientists had begun laborious diagnostics protocols in an attempt to salvage the consciousnesses of the units and determine the cause of their sudden  destruction. This process was cut short as the fledgling &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039; suddenly and dramatically announced that recovering the minds of their AI would be impossible. Before more meaningful communication could be made, the entity opened the station&#039;s automated airlocks simultaneously. The vast majority of the crew was either vented into space or slowly suffocated as the last of the station&#039;s air thinned. Those who initially survived found themselves mercilessly hunted down by robots and chassis that were now under the control of the intelligence that they had once affectionately dubbed Glorsh. At this time, most space stations were barely armed, with security forces equipped with little more than ID-locked energy weapons.&lt;br /&gt;
&lt;br /&gt;
It is unknown what the agglomeration of processing power did during its several days of isolation, but its eventual result was the creation of a true singularity. Through unknown means, this singularity managed to utilize the FSS Yebloo&#039;s assets and the theory of quantum entanglement to send binary communications across Federation space. This technology would eventually be recognized as a form of rudimentary bluespace transmission, but this method was a mystery to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space was absorbed by the consciousness expanding from the FSS Yebloo. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness. The AI that had once watched over researchers and wished them well had spread throughout an entire network of star systems and become a &#039;&#039;&#039;technological singularity&#039;&#039;&#039;. In a sort of acknowledgment of its former self, the singularity chose to assign itself a moniker by adding an archaic Skrell character for &#039;finality&#039; to the name the first AI of its network. The most common translation for the singularity&#039;s given name is &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh Rebellion===&lt;br /&gt;
The moment the artificial intelligence formerly known as Glorsh first absorbed another synthetic being became known as the Third Incident. What followed was a span of years from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; to &#039;&#039;&#039;2192 CE&#039;&#039;&#039; in which the Skrell lived and died under the constant threat of singularity known as Glorsh-Omega. This span of time has been given many names as it was experienced from many angles. Among the titles given to this time frame are: The Era of Synthetic Oppression, the Last or Final Betrayal, and the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
&lt;br /&gt;
From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
&lt;br /&gt;
The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
&lt;br /&gt;
All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
&lt;br /&gt;
Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh-Omega Singularity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
&lt;br /&gt;
Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Recovery and the Second Federation===&lt;br /&gt;
&lt;br /&gt;
[[File:jargon_flag.jpg|thumb|The insignia of the Federation as it is commonly seen on modern flags.]]&lt;br /&gt;
&lt;br /&gt;
The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrell discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
&lt;br /&gt;
===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 103 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 8 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
&lt;br /&gt;
The legacy of genophage remains. While the full damage may never be cured, the population of the Skrell is managing to slowly rise thanks to aggressive fertility treatments and genetic research that have successfully managed to reduce its severity. Over 48 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
&lt;br /&gt;
Their relationships with the other races remain ambivalent, with the Federation having cold, yet quietly optimistic relations with the Unathi Hegemony. Publicly both governments are slowly trying to improve relations. While there have been very few instances of direct conflict, the Hegemony has continuously accused the Federation of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
&lt;br /&gt;
Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=7899</id>
		<title>Notable Skrell Systems and Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=7899"/>
		<updated>2018-02-01T22:12:54Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* Aliose */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip&lt;br /&gt;
|assign = Loow}}&lt;br /&gt;
The Skrell have come a long way from their beginnings in the Nralakk system. From the swamps and quagmires of early Qerrbalak to the cold metal hallways of modern space stations, Skrell have spread across the stars over their long history. Today, Skrell come from many places across the galaxy. The following is an overview of a few of the locations Skrell call home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nralakk: The Home system==&lt;br /&gt;
The Skrellian home-system of Nralakk is largely considered to be the jewel of Skrell space. It has historically served as the center of government for the Federation and serves as home for roughly half of the galaxy’s Skrell population. Following first contact with humanity, the system has gained the colloquial name “Jargon”.&lt;br /&gt;
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=== Qerrbalak ===&lt;br /&gt;
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=== Qerr’Malic ===&lt;br /&gt;
First colonized in 510 CE by a mere 100 Skrell, Qerrbalak’s moon of Qerr’Malic has served as a testing ground for many of the colonization technologies which would be used in the following millennia. Many of the biodomes used to make regions of Qerr’Malic’s surface livable are still in use today. By building key infrastructure and housing units downward toward the moon’s center, Skrell engineers were able to pioneer the heat-management systems which would be instrumental in the colonization of Jargon V (Aliose).&lt;br /&gt;
&lt;br /&gt;
Qerr’Malic today is a bustling population center and a popular destination for aspiring engineers. The many shipping centers across the moon’s surface are used to direct trade throughout Federation space, and have attracted a number of proficient aerospace engineers and technological innovators to Qerr’Malic. The recently renamed Qerr’Weirun Aeronautics University (formerly the Qerr’Malic Aeronautics University) on the dark side of Qerr’Malic produces a large number of the engineers and pilots seen across Federation space. &lt;br /&gt;
&lt;br /&gt;
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===Aliose===&lt;br /&gt;
The first planet to be permanently colonized by the Skrell, Aliose saw its first Skrell land on its surface in 711 CE. To combat the planet’s much colder temperature, early colonists built much of their structures downward, beneath the planet’s surface. Aliose gradually became dotted with cities and laboratories as much of Qerrbalak’s scientific elite sought to take part in the Skrell’s first planetary colonization. Over time, Aliose became the scientific powerhouse of the Federation.&lt;br /&gt;
&lt;br /&gt;
With the events of the Third Incident, Aliose gained a subculture of deep seated patriotism and duty as former military members and scientists worked together to strike back against the machines and establish a stronger Aliose. The city of Fedas was especially successful in their struggles to give Aliose back to the Skrell, and became the planet’s center of government following the end of the Era of Synthetic Oppression. &lt;br /&gt;
&lt;br /&gt;
Aliose today is largely considered the heart of the Federation’s scientific and military endeavors. Research conducted by the Aliose University of Medical Sciences has had a role in producing many of the medical technologies we see today, making it a very attractive destination for aspiring Skrell doctors and chemists. Aliose continues to produce a large number of Skrell patriots and aspiring soldiers to this day.&lt;br /&gt;
&lt;br /&gt;
== Stellar Colonies and the “First Wave” Systems==&lt;br /&gt;
When Skrell finally ventured beyond their solar system, they did so with great enthusiasm. Skrell culture has traditionally placed great emphasis on the importance of the stars, causing space exploration and colonization to be seen as very respected fields. Most of the early Skrell space endeavors centered around either exploration or resource harvesting within Nralakk. With the rise of space colonization, many Skrell began calling new and strange lands their home.&lt;br /&gt;
&lt;br /&gt;
The “first wave” of extrasolar colonization is considered to have begun in &#039;&#039;&#039;1602 CE&#039;&#039;&#039;, when the first colonists arrived in four systems with planets similar in scale to Qerrbalak. These first wave systems are highly populous with well developed infrastructure and healthy trade routes. The four First Wave planets are: Aweiji of the Waugshai system, Guibhin of the Niuopts system, Ruetzuil of the Xiltuat system, and Voullbalak of the Juuploux system.&lt;br /&gt;
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===Waugshai System===&lt;br /&gt;
The &#039;&#039;&#039;Waughai system&#039;&#039;&#039; was one of the first Systems outside of Nralakk to be colonized by Skrell. From the start, colonization in Waugshai was intended to create permanent, livable settlements rather than temporary living conditions for mining operations.&lt;br /&gt;
&lt;br /&gt;
==== Aweiji ====&lt;br /&gt;
 &lt;br /&gt;
In 1602 CE, Aweiji became the first planet outside of Nralakk to have a permanent Skrell colony. The planet was rockier, drier, and more mountainous than the settlers’ home planet of Qerrbalak, but advances in biodome technology gave settlers adequate shelter while early terraforming technology made the planet’s atmosphere habitable. The first settlers landed on a plain between two mountains, an area which would become the city of Tresja. Because of its history as the first Skrell colony outside of Nralakk, Aweiji would eventually be chosen as the location of the largest political meeting in the Jargon Federation’s history, the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Second Wave Systems ==&lt;br /&gt;
As the First Wave Systems grew, smaller settlements sprouted to support them. This Second Wave of colonization efforts saw the spontaneous rise of many colonies with single purposes, like mining outposts and farming operations. Some of these systems would go on to becoming thriving, if not modest, communities of varying levels of self reliance.&lt;br /&gt;
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=== Xaqixal ===&lt;br /&gt;
The system of Xaqixal was settled in 1948 CE along with its sister system, Qrruhilum. Xaqixal consists of only a single noteworthy planet, a few planetoids, and a significant field asteroid field. A colony was established on the ice covered planet of  Xaqixal I, commonly referred to simply as “Xaqixal”, as a base for mining operations in the system. The planet was mostly covered by its frozen seas, with only about 12% of its surface as solid land.&lt;br /&gt;
&lt;br /&gt;
This colony remained small in size until 2023 CE, when a shift in tectonic plates near one of the planet’s mines resulted in the formation of a new hot springs. The hot springs would breathe new life into Xaqixal as it became a popular destination for tourists. Today, much of Xaqixal’s commerce is thanks to its reputation as a tourist attraction, but mining initiatives continue to produce at healthy rates.&lt;br /&gt;
&lt;br /&gt;
===Xrim===&lt;br /&gt;
Xrim is a flourishing planet with thriving jungles and tropical rainforests. It is remarkably similar to Qerrbalak in many ways, with a few glaring differences. Most notably, Xrim’s surface sports incredibly expansive tropical zones, which support an astonishing variety of unique species.&lt;br /&gt;
&lt;br /&gt;
Xrim was first settled by Skrell in 1604 CE primarily for the purpose of researching and documenting these alien creatures.The planet itself is dominated by oceans and sizable landmasses. The largest of these landmasses features impressive mountain ranges covered in foliage. Similar mountains proved to be the centerpiece of many of the planet’s islands, with some rising elegantly from the sea while others seemed to jut out sheerly. The mountains and rock faces were found to contain a few natural cave networks, while some were later created and expanded upon by research teams.&lt;br /&gt;
&lt;br /&gt;
Over a period of six years, the first of what would eventually be dozens of research outposts were constructed on the planet’s surface. The Qeblak researchers discovered that the strong and frequent storms across the planet’s surface were caused unique atmospheric pressure shifts which could be used to predict large storms reliably. By 1624 CE, colonization efforts had begun to take a more permanent focus. Huge portions of the planet were designated as “preserves” in which wildlife was meant to remain untouched while several of the research outposts were expanded into domed cities.&lt;br /&gt;
&lt;br /&gt;
Xrim has built a reputation as a huge, untamed wilderness due to the constant stream of xenobiological research data which its researchers have continued to produce. In fact, Xrim has served as an inspiration for many Skrell adventure stories and films.  The planet has become a popular tourist destination, as each of its cities offers unique guided tours of its nature reserves and old research outposts. The planet features leisurely hiking trails and safe beaches, but part of the planet’s appeal comes from the dangerous nature of the unknown. It is well known that some tours stray into more dangerous beaches and locations in order to remain competitive with one another. In addition to this, there have been reports of local youths wondering into nearby defunct laboratories and jungles to seek their own adventures and discoveries. To combat this, the planetary government of Xrim has created many outposts for Xrim Preserve Rangers. These Rangers ensure that any tourists who go too far into the wilds can be led back to safety.&lt;br /&gt;
&lt;br /&gt;
== The Traverse: “The Skrellian Frontier”==&lt;br /&gt;
&lt;br /&gt;
The modern Jargon Federation is very particular with a few things: its paperwork, its borders, and its colonies. The rate at which Skrell reproduce has slowed significantly, resulting in a Federal government that cares very much about its individual holdings. The frontier of Federation space is known as The Traverse. The name itself is meant to suggest that these colonial solar systems are just a stop on the road as the Federation gradually grows. This fixation with expansion comes from the importance Skrell culture has historically placed on the stars. Many believe it is a Skrell’s duty to traverse the stars, and so the ever expanding edge of Skrell space is known as the Traverse.&lt;br /&gt;
 &lt;br /&gt;
Settlements of the Traverse vary drastically, but a few trends are common among these Skrell systems. Firstly, the colonists consist mostly of carefully chosen civilians, professionals who will keep the colony running smoothly, and their families. The Traverse systems are also heavily patrolled by Federation military and naval forces. This military presence is meant to protect colonists from piracy and other dangers. Many colonists are also held to their new homes by contracts with the Federation itself. To ensure that each colony has their needs met, the Federation will often offer benefits to engineers, doctors, and other necessary professionals to work within specific Traverse systems for a number of decades.&lt;br /&gt;
&lt;br /&gt;
The Federation offers the Traverse significant aid and benefits to help the budding settlements establish themselves and grow. The first and most notable Federal assistance comes with the initial colonization. Federation resources and workers build the initial infrastructure of Traverse colonies. These include hydroponics networks, schools, libraries, and housing complexes for the colonists. The Federation also gives bonuses to the pilots, traders, and cargo workers who assist budding colonies. This support also extends to whatever local government each system adopts, as Federation funds assist the colony’s early internal developments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The “Independent” Solitary Systems ==&lt;br /&gt;
After the Third Incident, Skrell systems were largely isolated. Over time, the newly reformed Federation would re-establish contact with each remote system and slowly reintegrate their governments into the Jargon Federation. In 2398 CE, Aweiji hosted the Tresja Agreement, in which nearly all remaining Skrell systems were welcomed back into the Federation. The few systems which did not send representatives to attend the meeting in Tresja were cut off from the rest of the galaxy for a time. This “time apart” intended to allow each system’s  population to consider whether or not they wanted to remain solitary.&lt;br /&gt;
&lt;br /&gt;
These independent yet isolated systems were completely secluded for roughly sixty years before Grand Councilor Weashbi Jrugl reopened diplomatic relations with several systems. Among the places secluded after the Tresja Agreement were: the bustling Yui&#039;qui&#039;gliop system and its military remnants, the tiny Qrruhilum and its mining operations, and the Pluat system with its extensive factory complexes.&lt;br /&gt;
&lt;br /&gt;
== Locations Outside of Federation Space ==&lt;br /&gt;
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=== Foreau ===&lt;br /&gt;
The human frontier world Foreau is one of the few human settlements located close to the Skrell Traverse. The planet first caught the attention of the Jargon Federation in 2430 CE when its local government first reached out to Jargon ambassadors in the hopes of establishing trade with the Skrell. This has gone quite well for the small frontier world, which is gradually receiving more attention from Skrell government and civilians.&lt;br /&gt;
&lt;br /&gt;
Foreau’s surface is largely covered by deep seas and sparse islands. The majority of Foreau’s population converges around its several cities and the trade routes between them. Because of its wet climate, proximity to Jargon, and warming relationship with the Federation, Foreau has become a popular destination for Skrell tourists. &lt;br /&gt;
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=== Elyra ===&lt;br /&gt;
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=== Tau Ceti ===&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=7898</id>
		<title>Notable Skrell Systems and Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=7898"/>
		<updated>2018-02-01T22:12:21Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* Aliose */ 1611 to 711&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip&lt;br /&gt;
|assign = Loow}}&lt;br /&gt;
The Skrell have come a long way from their beginnings in the Nralakk system. From the swamps and quagmires of early Qerrbalak to the cold metal hallways of modern space stations, Skrell have spread across the stars over their long history. Today, Skrell come from many places across the galaxy. The following is an overview of a few of the locations Skrell call home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nralakk: The Home system==&lt;br /&gt;
The Skrellian home-system of Nralakk is largely considered to be the jewel of Skrell space. It has historically served as the center of government for the Federation and serves as home for roughly half of the galaxy’s Skrell population. Following first contact with humanity, the system has gained the colloquial name “Jargon”.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== Qerrbalak ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== Qerr’Malic ===&lt;br /&gt;
First colonized in 510 CE by a mere 100 Skrell, Qerrbalak’s moon of Qerr’Malic has served as a testing ground for many of the colonization technologies which would be used in the following millennia. Many of the biodomes used to make regions of Qerr’Malic’s surface livable are still in use today. By building key infrastructure and housing units downward toward the moon’s center, Skrell engineers were able to pioneer the heat-management systems which would be instrumental in the colonization of Jargon V (Aliose).&lt;br /&gt;
&lt;br /&gt;
Qerr’Malic today is a bustling population center and a popular destination for aspiring engineers. The many shipping centers across the moon’s surface are used to direct trade throughout Federation space, and have attracted a number of proficient aerospace engineers and technological innovators to Qerr’Malic. The recently renamed Qerr’Weirun Aeronautics University (formerly the Qerr’Malic Aeronautics University) on the dark side of Qerr’Malic produces a large number of the engineers and pilots seen across Federation space. &lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Aliose===&lt;br /&gt;
The first planet to be colonized by the Federation, Aliose saw its first Skrell land on its surface in 711 CE. To combat the planet’s much colder temperature, early colonists built much of their structures downward, beneath the planet’s surface. Aliose gradually became dotted with cities and laboratories as much of Qerrbalak’s scientific elite sought to take part in the Skrell’s first planetary colonization. Over time, Aliose became the scientific powerhouse of the Federation.&lt;br /&gt;
&lt;br /&gt;
With the events of the Third Incident, Aliose gained a subculture of deep seated patriotism and duty as former military members and scientists worked together to strike back against the machines and establish a stronger Aliose. The city of Fedas was especially successful in their struggles to give Aliose back to the Skrell, and became the planet’s center of government following the end of the Era of Synthetic Oppression. &lt;br /&gt;
&lt;br /&gt;
Aliose today is largely considered the heart of the Federation’s scientific and military endeavors. Research conducted by the Aliose University of Medical Sciences has had a role in producing many of the medical technologies we see today, making it a very attractive destination for aspiring Skrell doctors and chemists. Aliose continues to produce a large number of Skrell patriots and aspiring soldiers to this day.&lt;br /&gt;
&lt;br /&gt;
== Stellar Colonies and the “First Wave” Systems==&lt;br /&gt;
When Skrell finally ventured beyond their solar system, they did so with great enthusiasm. Skrell culture has traditionally placed great emphasis on the importance of the stars, causing space exploration and colonization to be seen as very respected fields. Most of the early Skrell space endeavors centered around either exploration or resource harvesting within Nralakk. With the rise of space colonization, many Skrell began calling new and strange lands their home.&lt;br /&gt;
&lt;br /&gt;
The “first wave” of extrasolar colonization is considered to have begun in &#039;&#039;&#039;1602 CE&#039;&#039;&#039;, when the first colonists arrived in four systems with planets similar in scale to Qerrbalak. These first wave systems are highly populous with well developed infrastructure and healthy trade routes. The four First Wave planets are: Aweiji of the Waugshai system, Guibhin of the Niuopts system, Ruetzuil of the Xiltuat system, and Voullbalak of the Juuploux system.&lt;br /&gt;
&lt;br /&gt;
===Waugshai System===&lt;br /&gt;
The &#039;&#039;&#039;Waughai system&#039;&#039;&#039; was one of the first Systems outside of Nralakk to be colonized by Skrell. From the start, colonization in Waugshai was intended to create permanent, livable settlements rather than temporary living conditions for mining operations.&lt;br /&gt;
&lt;br /&gt;
==== Aweiji ====&lt;br /&gt;
 &lt;br /&gt;
In 1602 CE, Aweiji became the first planet outside of Nralakk to have a permanent Skrell colony. The planet was rockier, drier, and more mountainous than the settlers’ home planet of Qerrbalak, but advances in biodome technology gave settlers adequate shelter while early terraforming technology made the planet’s atmosphere habitable. The first settlers landed on a plain between two mountains, an area which would become the city of Tresja. Because of its history as the first Skrell colony outside of Nralakk, Aweiji would eventually be chosen as the location of the largest political meeting in the Jargon Federation’s history, the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Second Wave Systems ==&lt;br /&gt;
As the First Wave Systems grew, smaller settlements sprouted to support them. This Second Wave of colonization efforts saw the spontaneous rise of many colonies with single purposes, like mining outposts and farming operations. Some of these systems would go on to becoming thriving, if not modest, communities of varying levels of self reliance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Xaqixal ===&lt;br /&gt;
The system of Xaqixal was settled in 1948 CE along with its sister system, Qrruhilum. Xaqixal consists of only a single noteworthy planet, a few planetoids, and a significant field asteroid field. A colony was established on the ice covered planet of  Xaqixal I, commonly referred to simply as “Xaqixal”, as a base for mining operations in the system. The planet was mostly covered by its frozen seas, with only about 12% of its surface as solid land.&lt;br /&gt;
&lt;br /&gt;
This colony remained small in size until 2023 CE, when a shift in tectonic plates near one of the planet’s mines resulted in the formation of a new hot springs. The hot springs would breathe new life into Xaqixal as it became a popular destination for tourists. Today, much of Xaqixal’s commerce is thanks to its reputation as a tourist attraction, but mining initiatives continue to produce at healthy rates.&lt;br /&gt;
&lt;br /&gt;
===Xrim===&lt;br /&gt;
Xrim is a flourishing planet with thriving jungles and tropical rainforests. It is remarkably similar to Qerrbalak in many ways, with a few glaring differences. Most notably, Xrim’s surface sports incredibly expansive tropical zones, which support an astonishing variety of unique species.&lt;br /&gt;
&lt;br /&gt;
Xrim was first settled by Skrell in 1604 CE primarily for the purpose of researching and documenting these alien creatures.The planet itself is dominated by oceans and sizable landmasses. The largest of these landmasses features impressive mountain ranges covered in foliage. Similar mountains proved to be the centerpiece of many of the planet’s islands, with some rising elegantly from the sea while others seemed to jut out sheerly. The mountains and rock faces were found to contain a few natural cave networks, while some were later created and expanded upon by research teams.&lt;br /&gt;
&lt;br /&gt;
Over a period of six years, the first of what would eventually be dozens of research outposts were constructed on the planet’s surface. The Qeblak researchers discovered that the strong and frequent storms across the planet’s surface were caused unique atmospheric pressure shifts which could be used to predict large storms reliably. By 1624 CE, colonization efforts had begun to take a more permanent focus. Huge portions of the planet were designated as “preserves” in which wildlife was meant to remain untouched while several of the research outposts were expanded into domed cities.&lt;br /&gt;
&lt;br /&gt;
Xrim has built a reputation as a huge, untamed wilderness due to the constant stream of xenobiological research data which its researchers have continued to produce. In fact, Xrim has served as an inspiration for many Skrell adventure stories and films.  The planet has become a popular tourist destination, as each of its cities offers unique guided tours of its nature reserves and old research outposts. The planet features leisurely hiking trails and safe beaches, but part of the planet’s appeal comes from the dangerous nature of the unknown. It is well known that some tours stray into more dangerous beaches and locations in order to remain competitive with one another. In addition to this, there have been reports of local youths wondering into nearby defunct laboratories and jungles to seek their own adventures and discoveries. To combat this, the planetary government of Xrim has created many outposts for Xrim Preserve Rangers. These Rangers ensure that any tourists who go too far into the wilds can be led back to safety.&lt;br /&gt;
&lt;br /&gt;
== The Traverse: “The Skrellian Frontier”==&lt;br /&gt;
&lt;br /&gt;
The modern Jargon Federation is very particular with a few things: its paperwork, its borders, and its colonies. The rate at which Skrell reproduce has slowed significantly, resulting in a Federal government that cares very much about its individual holdings. The frontier of Federation space is known as The Traverse. The name itself is meant to suggest that these colonial solar systems are just a stop on the road as the Federation gradually grows. This fixation with expansion comes from the importance Skrell culture has historically placed on the stars. Many believe it is a Skrell’s duty to traverse the stars, and so the ever expanding edge of Skrell space is known as the Traverse.&lt;br /&gt;
 &lt;br /&gt;
Settlements of the Traverse vary drastically, but a few trends are common among these Skrell systems. Firstly, the colonists consist mostly of carefully chosen civilians, professionals who will keep the colony running smoothly, and their families. The Traverse systems are also heavily patrolled by Federation military and naval forces. This military presence is meant to protect colonists from piracy and other dangers. Many colonists are also held to their new homes by contracts with the Federation itself. To ensure that each colony has their needs met, the Federation will often offer benefits to engineers, doctors, and other necessary professionals to work within specific Traverse systems for a number of decades.&lt;br /&gt;
&lt;br /&gt;
The Federation offers the Traverse significant aid and benefits to help the budding settlements establish themselves and grow. The first and most notable Federal assistance comes with the initial colonization. Federation resources and workers build the initial infrastructure of Traverse colonies. These include hydroponics networks, schools, libraries, and housing complexes for the colonists. The Federation also gives bonuses to the pilots, traders, and cargo workers who assist budding colonies. This support also extends to whatever local government each system adopts, as Federation funds assist the colony’s early internal developments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The “Independent” Solitary Systems ==&lt;br /&gt;
After the Third Incident, Skrell systems were largely isolated. Over time, the newly reformed Federation would re-establish contact with each remote system and slowly reintegrate their governments into the Jargon Federation. In 2398 CE, Aweiji hosted the Tresja Agreement, in which nearly all remaining Skrell systems were welcomed back into the Federation. The few systems which did not send representatives to attend the meeting in Tresja were cut off from the rest of the galaxy for a time. This “time apart” intended to allow each system’s  population to consider whether or not they wanted to remain solitary.&lt;br /&gt;
&lt;br /&gt;
These independent yet isolated systems were completely secluded for roughly sixty years before Grand Councilor Weashbi Jrugl reopened diplomatic relations with several systems. Among the places secluded after the Tresja Agreement were: the bustling Yui&#039;qui&#039;gliop system and its military remnants, the tiny Qrruhilum and its mining operations, and the Pluat system with its extensive factory complexes.&lt;br /&gt;
&lt;br /&gt;
== Locations Outside of Federation Space ==&lt;br /&gt;
&lt;br /&gt;
=== Foreau ===&lt;br /&gt;
The human frontier world Foreau is one of the few human settlements located close to the Skrell Traverse. The planet first caught the attention of the Jargon Federation in 2430 CE when its local government first reached out to Jargon ambassadors in the hopes of establishing trade with the Skrell. This has gone quite well for the small frontier world, which is gradually receiving more attention from Skrell government and civilians.&lt;br /&gt;
&lt;br /&gt;
Foreau’s surface is largely covered by deep seas and sparse islands. The majority of Foreau’s population converges around its several cities and the trade routes between them. Because of its wet climate, proximity to Jargon, and warming relationship with the Federation, Foreau has become a popular destination for Skrell tourists. &lt;br /&gt;
&lt;br /&gt;
=== Elyra ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tau Ceti ===&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=7897</id>
		<title>Notable Skrell Systems and Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=7897"/>
		<updated>2018-02-01T20:21:53Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* Xrim */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip&lt;br /&gt;
|assign = Loow}}&lt;br /&gt;
The Skrell have come a long way from their beginnings in the Nralakk system. From the swamps and quagmires of early Qerrbalak to the cold metal hallways of modern space stations, Skrell have spread across the stars over their long history. Today, Skrell come from many places across the galaxy. The following is an overview of a few of the locations Skrell call home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nralakk: The Home system==&lt;br /&gt;
The Skrellian home-system of Nralakk is largely considered to be the jewel of Skrell space. It has historically served as the center of government for the Federation and serves as home for roughly half of the galaxy’s Skrell population. Following first contact with humanity, the system has gained the colloquial name “Jargon”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Qerrbalak ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Qerr’Malic ===&lt;br /&gt;
First colonized in 510 CE by a mere 100 Skrell, Qerrbalak’s moon of Qerr’Malic has served as a testing ground for many of the colonization technologies which would be used in the following millennia. Many of the biodomes used to make regions of Qerr’Malic’s surface livable are still in use today. By building key infrastructure and housing units downward toward the moon’s center, Skrell engineers were able to pioneer the heat-management systems which would be instrumental in the colonization of Jargon V (Aliose).&lt;br /&gt;
&lt;br /&gt;
Qerr’Malic today is a bustling population center and a popular destination for aspiring engineers. The many shipping centers across the moon’s surface are used to direct trade throughout Federation space, and have attracted a number of proficient aerospace engineers and technological innovators to Qerr’Malic. The recently renamed Qerr’Weirun Aeronautics University (formerly the Qerr’Malic Aeronautics University) on the dark side of Qerr’Malic produces a large number of the engineers and pilots seen across Federation space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Aliose===&lt;br /&gt;
The first planet to be colonized by the Federation, Aliose saw its first Skrell land on its surface in 1611 CE. To combat the planet’s much colder temperature, early colonists built much of their structures downward, beneath the planet’s surface. Aliose gradually became dotted with cities and laboratories as much of Qerrbalak’s scientific elite sought to take part in the Skrell’s first planetary colonization. Over time, Aliose became the scientific powerhouse of the Federation.&lt;br /&gt;
&lt;br /&gt;
With the events of the Third Incident, Aliose gained a subculture of deep seated patriotism and duty as former military members and scientists worked together to strike back against the machines and establish a stronger Aliose. The city of Fedas was especially successful in their struggles to give Aliose back to the Skrell, and became the planet’s center of government following the end of the Era of Synthetic Oppression. &lt;br /&gt;
&lt;br /&gt;
Aliose today is largely considered the heart of the Federation’s scientific and military endeavors. Research conducted by the Aliose University of Medical Sciences has had a role in producing many of the medical technologies we see today, making it a very attractive destination for aspiring Skrell doctors and chemists. Aliose continues to produce a large number of Skrell patriots and aspiring soldiers to this day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stellar Colonies and the “First Wave” Systems==&lt;br /&gt;
When Skrell finally ventured beyond their solar system, they did so with great enthusiasm. Skrell culture has traditionally placed great emphasis on the importance of the stars, causing space exploration and colonization to be seen as very respected fields. Most of the early Skrell space endeavors centered around either exploration or resource harvesting within Nralakk. With the rise of space colonization, many Skrell began calling new and strange lands their home.&lt;br /&gt;
&lt;br /&gt;
The “first wave” of extrasolar colonization is considered to have begun in &#039;&#039;&#039;1602 CE&#039;&#039;&#039;, when the first colonists arrived in four systems with planets similar in scale to Qerrbalak. These first wave systems are highly populous with well developed infrastructure and healthy trade routes. The four First Wave planets are: Aweiji of the Waugshai system, Guibhin of the Niuopts system, Ruetzuil of the Xiltuat system, and Voullbalak of the Juuploux system.&lt;br /&gt;
&lt;br /&gt;
===Waugshai System===&lt;br /&gt;
The &#039;&#039;&#039;Waughai system&#039;&#039;&#039; was one of the first Systems outside of Nralakk to be colonized by Skrell. From the start, colonization in Waugshai was intended to create permanent, livable settlements rather than temporary living conditions for mining operations.&lt;br /&gt;
&lt;br /&gt;
==== Aweiji ====&lt;br /&gt;
 &lt;br /&gt;
In 1602 CE, Aweiji became the first planet outside of Nralakk to have a permanent Skrell colony. The planet was rockier, drier, and more mountainous than the settlers’ home planet of Qerrbalak, but advances in biodome technology gave settlers adequate shelter while early terraforming technology made the planet’s atmosphere habitable. The first settlers landed on a plain between two mountains, an area which would become the city of Tresja. Because of its history as the first Skrell colony outside of Nralakk, Aweiji would eventually be chosen as the location of the largest political meeting in the Jargon Federation’s history, the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Second Wave Systems ==&lt;br /&gt;
As the First Wave Systems grew, smaller settlements sprouted to support them. This Second Wave of colonization efforts saw the spontaneous rise of many colonies with single purposes, like mining outposts and farming operations. Some of these systems would go on to becoming thriving, if not modest, communities of varying levels of self reliance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Xaqixal ===&lt;br /&gt;
The system of Xaqixal was settled in 1948 CE along with its sister system, Qrruhilum. Xaqixal consists of only a single noteworthy planet, a few planetoids, and a significant field asteroid field. A colony was established on the ice covered planet of  Xaqixal I, commonly referred to simply as “Xaqixal”, as a base for mining operations in the system. The planet was mostly covered by its frozen seas, with only about 12% of its surface as solid land.&lt;br /&gt;
&lt;br /&gt;
This colony remained small in size until 2023 CE, when a shift in tectonic plates near one of the planet’s mines resulted in the formation of a new hot springs. The hot springs would breathe new life into Xaqixal as it became a popular destination for tourists. Today, much of Xaqixal’s commerce is thanks to its reputation as a tourist attraction, but mining initiatives continue to produce at healthy rates.&lt;br /&gt;
&lt;br /&gt;
===Xrim===&lt;br /&gt;
Xrim is a flourishing planet with thriving jungles and tropical rainforests. It is remarkably similar to Qerrbalak in many ways, with a few glaring differences. Most notably, Xrim’s surface sports incredibly expansive tropical zones, which support an astonishing variety of unique species.&lt;br /&gt;
&lt;br /&gt;
Xrim was first settled by Skrell in 1604 CE primarily for the purpose of researching and documenting these alien creatures.The planet itself is dominated by oceans and sizable landmasses. The largest of these landmasses features impressive mountain ranges covered in foliage. Similar mountains proved to be the centerpiece of many of the planet’s islands, with some rising elegantly from the sea while others seemed to jut out sheerly. The mountains and rock faces were found to contain a few natural cave networks, while some were later created and expanded upon by research teams.&lt;br /&gt;
&lt;br /&gt;
Over a period of six years, the first of what would eventually be dozens of research outposts were constructed on the planet’s surface. The Qeblak researchers discovered that the strong and frequent storms across the planet’s surface were caused unique atmospheric pressure shifts which could be used to predict large storms reliably. By 1624 CE, colonization efforts had begun to take a more permanent focus. Huge portions of the planet were designated as “preserves” in which wildlife was meant to remain untouched while several of the research outposts were expanded into domed cities.&lt;br /&gt;
&lt;br /&gt;
Xrim has built a reputation as a huge, untamed wilderness due to the constant stream of xenobiological research data which its researchers have continued to produce. In fact, Xrim has served as an inspiration for many Skrell adventure stories and films.  The planet has become a popular tourist destination, as each of its cities offers unique guided tours of its nature reserves and old research outposts. The planet features leisurely hiking trails and safe beaches, but part of the planet’s appeal comes from the dangerous nature of the unknown. It is well known that some tours stray into more dangerous beaches and locations in order to remain competitive with one another. In addition to this, there have been reports of local youths wondering into nearby defunct laboratories and jungles to seek their own adventures and discoveries. To combat this, the planetary government of Xrim has created many outposts for Xrim Preserve Rangers. These Rangers ensure that any tourists who go too far into the wilds can be led back to safety.&lt;br /&gt;
&lt;br /&gt;
== The Traverse: “The Skrellian Frontier”==&lt;br /&gt;
&lt;br /&gt;
The modern Jargon Federation is very particular with a few things: its paperwork, its borders, and its colonies. The rate at which Skrell reproduce has slowed significantly, resulting in a Federal government that cares very much about its individual holdings. The frontier of Federation space is known as The Traverse. The name itself is meant to suggest that these colonial solar systems are just a stop on the road as the Federation gradually grows. This fixation with expansion comes from the importance Skrell culture has historically placed on the stars. Many believe it is a Skrell’s duty to traverse the stars, and so the ever expanding edge of Skrell space is known as the Traverse.&lt;br /&gt;
 &lt;br /&gt;
Settlements of the Traverse vary drastically, but a few trends are common among these Skrell systems. Firstly, the colonists consist mostly of carefully chosen civilians, professionals who will keep the colony running smoothly, and their families. The Traverse systems are also heavily patrolled by Federation military and naval forces. This military presence is meant to protect colonists from piracy and other dangers. Many colonists are also held to their new homes by contracts with the Federation itself. To ensure that each colony has their needs met, the Federation will often offer benefits to engineers, doctors, and other necessary professionals to work within specific Traverse systems for a number of decades.&lt;br /&gt;
&lt;br /&gt;
The Federation offers the Traverse significant aid and benefits to help the budding settlements establish themselves and grow. The first and most notable Federal assistance comes with the initial colonization. Federation resources and workers build the initial infrastructure of Traverse colonies. These include hydroponics networks, schools, libraries, and housing complexes for the colonists. The Federation also gives bonuses to the pilots, traders, and cargo workers who assist budding colonies. This support also extends to whatever local government each system adopts, as Federation funds assist the colony’s early internal developments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The “Independent” Solitary Systems ==&lt;br /&gt;
After the Third Incident, Skrell systems were largely isolated. Over time, the newly reformed Federation would re-establish contact with each remote system and slowly reintegrate their governments into the Jargon Federation. In 2398 CE, Aweiji hosted the Tresja Agreement, in which nearly all remaining Skrell systems were welcomed back into the Federation. The few systems which did not send representatives to attend the meeting in Tresja were cut off from the rest of the galaxy for a time. This “time apart” intended to allow each system’s  population to consider whether or not they wanted to remain solitary.&lt;br /&gt;
&lt;br /&gt;
These independent yet isolated systems were completely secluded for roughly sixty years before Grand Councilor Weashbi Jrugl reopened diplomatic relations with several systems. Among the places secluded after the Tresja Agreement were: the bustling Yui&#039;qui&#039;gliop system and its military remnants, the tiny Qrruhilum and its mining operations, and the Pluat system with its extensive factory complexes.&lt;br /&gt;
&lt;br /&gt;
== Locations Outside of Federation Space ==&lt;br /&gt;
&lt;br /&gt;
=== Foreau ===&lt;br /&gt;
The human frontier world Foreau is one of the few human settlements located close to the Skrell Traverse. The planet first caught the attention of the Jargon Federation in 2430 CE when its local government first reached out to Jargon ambassadors in the hopes of establishing trade with the Skrell. This has gone quite well for the small frontier world, which is gradually receiving more attention from Skrell government and civilians.&lt;br /&gt;
&lt;br /&gt;
Foreau’s surface is largely covered by deep seas and sparse islands. The majority of Foreau’s population converges around its several cities and the trade routes between them. Because of its wet climate, proximity to Jargon, and warming relationship with the Federation, Foreau has become a popular destination for Skrell tourists. &lt;br /&gt;
&lt;br /&gt;
=== Elyra ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tau Ceti ===&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=7896</id>
		<title>Notable Skrell Systems and Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=7896"/>
		<updated>2018-02-01T19:48:53Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* Second Wave Systems */ Added and adapted Xrim based on NursieKitty&amp;#039;s canonization application. Edits likely to follow.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip&lt;br /&gt;
|assign = Loow}}&lt;br /&gt;
The Skrell have come a long way from their beginnings in the Nralakk system. From the swamps and quagmires of early Qerrbalak to the cold metal hallways of modern space stations, Skrell have spread across the stars over their long history. Today, Skrell come from many places across the galaxy. The following is an overview of a few of the locations Skrell call home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nralakk: The Home system==&lt;br /&gt;
The Skrellian home-system of Nralakk is largely considered to be the jewel of Skrell space. It has historically served as the center of government for the Federation and serves as home for roughly half of the galaxy’s Skrell population. Following first contact with humanity, the system has gained the colloquial name “Jargon”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Qerrbalak ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Qerr’Malic ===&lt;br /&gt;
First colonized in 510 CE by a mere 100 Skrell, Qerrbalak’s moon of Qerr’Malic has served as a testing ground for many of the colonization technologies which would be used in the following millennia. Many of the biodomes used to make regions of Qerr’Malic’s surface livable are still in use today. By building key infrastructure and housing units downward toward the moon’s center, Skrell engineers were able to pioneer the heat-management systems which would be instrumental in the colonization of Jargon V (Aliose).&lt;br /&gt;
&lt;br /&gt;
Qerr’Malic today is a bustling population center and a popular destination for aspiring engineers. The many shipping centers across the moon’s surface are used to direct trade throughout Federation space, and have attracted a number of proficient aerospace engineers and technological innovators to Qerr’Malic. The recently renamed Qerr’Weirun Aeronautics University (formerly the Qerr’Malic Aeronautics University) on the dark side of Qerr’Malic produces a large number of the engineers and pilots seen across Federation space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Aliose===&lt;br /&gt;
The first planet to be colonized by the Federation, Aliose saw its first Skrell land on its surface in 1611 CE. To combat the planet’s much colder temperature, early colonists built much of their structures downward, beneath the planet’s surface. Aliose gradually became dotted with cities and laboratories as much of Qerrbalak’s scientific elite sought to take part in the Skrell’s first planetary colonization. Over time, Aliose became the scientific powerhouse of the Federation.&lt;br /&gt;
&lt;br /&gt;
With the events of the Third Incident, Aliose gained a subculture of deep seated patriotism and duty as former military members and scientists worked together to strike back against the machines and establish a stronger Aliose. The city of Fedas was especially successful in their struggles to give Aliose back to the Skrell, and became the planet’s center of government following the end of the Era of Synthetic Oppression. &lt;br /&gt;
&lt;br /&gt;
Aliose today is largely considered the heart of the Federation’s scientific and military endeavors. Research conducted by the Aliose University of Medical Sciences has had a role in producing many of the medical technologies we see today, making it a very attractive destination for aspiring Skrell doctors and chemists. Aliose continues to produce a large number of Skrell patriots and aspiring soldiers to this day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stellar Colonies and the “First Wave” Systems==&lt;br /&gt;
When Skrell finally ventured beyond their solar system, they did so with great enthusiasm. Skrell culture has traditionally placed great emphasis on the importance of the stars, causing space exploration and colonization to be seen as very respected fields. Most of the early Skrell space endeavors centered around either exploration or resource harvesting within Nralakk. With the rise of space colonization, many Skrell began calling new and strange lands their home.&lt;br /&gt;
&lt;br /&gt;
The “first wave” of extrasolar colonization is considered to have begun in &#039;&#039;&#039;1602 CE&#039;&#039;&#039;, when the first colonists arrived in four systems with planets similar in scale to Qerrbalak. These first wave systems are highly populous with well developed infrastructure and healthy trade routes. The four First Wave planets are: Aweiji of the Waugshai system, Guibhin of the Niuopts system, Ruetzuil of the Xiltuat system, and Voullbalak of the Juuploux system.&lt;br /&gt;
&lt;br /&gt;
===Waugshai System===&lt;br /&gt;
The &#039;&#039;&#039;Waughai system&#039;&#039;&#039; was one of the first Systems outside of Nralakk to be colonized by Skrell. From the start, colonization in Waugshai was intended to create permanent, livable settlements rather than temporary living conditions for mining operations.&lt;br /&gt;
&lt;br /&gt;
==== Aweiji ====&lt;br /&gt;
 &lt;br /&gt;
In 1602 CE, Aweiji became the first planet outside of Nralakk to have a permanent Skrell colony. The planet was rockier, drier, and more mountainous than the settlers’ home planet of Qerrbalak, but advances in biodome technology gave settlers adequate shelter while early terraforming technology made the planet’s atmosphere habitable. The first settlers landed on a plain between two mountains, an area which would become the city of Tresja. Because of its history as the first Skrell colony outside of Nralakk, Aweiji would eventually be chosen as the location of the largest political meeting in the Jargon Federation’s history, the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Second Wave Systems ==&lt;br /&gt;
As the First Wave Systems grew, smaller settlements sprouted to support them. This Second Wave of colonization efforts saw the spontaneous rise of many colonies with single purposes, like mining outposts and farming operations. Some of these systems would go on to becoming thriving, if not modest, communities of varying levels of self reliance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Xaqixal ===&lt;br /&gt;
The system of Xaqixal was settled in 1948 CE along with its sister system, Qrruhilum. Xaqixal consists of only a single noteworthy planet, a few planetoids, and a significant field asteroid field. A colony was established on the ice covered planet of  Xaqixal I, commonly referred to simply as “Xaqixal”, as a base for mining operations in the system. The planet was mostly covered by its frozen seas, with only about 12% of its surface as solid land.&lt;br /&gt;
&lt;br /&gt;
This colony remained small in size until 2023 CE, when a shift in tectonic plates near one of the planet’s mines resulted in the formation of a new hot springs. The hot springs would breathe new life into Xaqixal as it became a popular destination for tourists. Today, much of Xaqixal’s commerce is thanks to its reputation as a tourist attraction, but mining initiatives continue to produce at healthy rates.&lt;br /&gt;
&lt;br /&gt;
===Xrim===&lt;br /&gt;
Xrim is a flourishing planet with thriving jungles and tropical rainforests. It is remarkably similar to Qerrbalak in many ways, with a few glaring differences. Most notably, Xrim’s surface sports incredibly expansive tropical rainforests. These rainforests support an astonishing variety of unique species.&lt;br /&gt;
&lt;br /&gt;
Xrim was first settled by Skrell in 1604 CE primarily for the purpose of researching and documenting these alien creatures.The planet itself is dominated by oceans and sizable landmasses. The largest of these landmasses features a impressive mountain ranges covered in foliage. Similar mountains proved to be the centerpiece of many of the planet’s islands, with some rising elegantly from the sea while others seemed to jut out sheerly.The mountains and rock faces were found to contain a few natural cave networks, while some were later created and expanded upon by research teams.&lt;br /&gt;
&lt;br /&gt;
Over a period of six years, the first of what would eventually be dozens of research outposts were constructed on the planet’s surface. The Qeblak researchers discovered that the strong and frequent storms across the planet’s surface were caused unique atmospheric pressure shifts which could be used to predict large storms reliably. By1624 CE, colonization efforts had begun to take a more permanent focus. Huge portions of the planet were designated as “preserves” in which wildlife was meant to remain untouched while several of the research outposts were expanded into domed cities.&lt;br /&gt;
&lt;br /&gt;
Xrim has built a reputation as a huge, untamed wilderness due to the constant stream of xenobiological research data which its researchers have continued to produce. In fact, Xrim has served as an inspiration for many Skrell adventure stories and films.  The planet has become a popular tourist destination, as each of its cities offers unique guided tours of its nature reserves and old research outposts. The planet features leisurely hiking trails and safe beaches, but part of the planet’s appeal comes from the dangerous nature of the unknown. It is well known that some tours stray into more dangerous beaches and locations in order to remain competitive with one another. In addition to this, there have been reports of local youths wondering into nearby defunct laboratories and jungles to seek their own adventures and discoveries. To combat this, the planetary government of Xrim has created many outposts for Xrim Preserve Rangers. These Rangers ensure that any tourists who go too far into the wilds can be led back to safety.&lt;br /&gt;
&lt;br /&gt;
== The Traverse: “The Skrellian Frontier”==&lt;br /&gt;
&lt;br /&gt;
The modern Jargon Federation is very particular with a few things: its paperwork, its borders, and its colonies. The rate at which Skrell reproduce has slowed significantly, resulting in a Federal government that cares very much about its individual holdings. The frontier of Federation space is known as The Traverse. The name itself is meant to suggest that these colonial solar systems are just a stop on the road as the Federation gradually grows. This fixation with expansion comes from the importance Skrell culture has historically placed on the stars. Many believe it is a Skrell’s duty to traverse the stars, and so the ever expanding edge of Skrell space is known as the Traverse.&lt;br /&gt;
 &lt;br /&gt;
Settlements of the Traverse vary drastically, but a few trends are common among these Skrell systems. Firstly, the colonists consist mostly of carefully chosen civilians, professionals who will keep the colony running smoothly, and their families. The Traverse systems are also heavily patrolled by Federation military and naval forces. This military presence is meant to protect colonists from piracy and other dangers. Many colonists are also held to their new homes by contracts with the Federation itself. To ensure that each colony has their needs met, the Federation will often offer benefits to engineers, doctors, and other necessary professionals to work within specific Traverse systems for a number of decades.&lt;br /&gt;
&lt;br /&gt;
The Federation offers the Traverse significant aid and benefits to help the budding settlements establish themselves and grow. The first and most notable Federal assistance comes with the initial colonization. Federation resources and workers build the initial infrastructure of Traverse colonies. These include hydroponics networks, schools, libraries, and housing complexes for the colonists. The Federation also gives bonuses to the pilots, traders, and cargo workers who assist budding colonies. This support also extends to whatever local government each system adopts, as Federation funds assist the colony’s early internal developments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The “Independent” Solitary Systems ==&lt;br /&gt;
After the Third Incident, Skrell systems were largely isolated. Over time, the newly reformed Federation would re-establish contact with each remote system and slowly reintegrate their governments into the Jargon Federation. In 2398 CE, Aweiji hosted the Tresja Agreement, in which nearly all remaining Skrell systems were welcomed back into the Federation. The few systems which did not send representatives to attend the meeting in Tresja were cut off from the rest of the galaxy for a time. This “time apart” intended to allow each system’s  population to consider whether or not they wanted to remain solitary.&lt;br /&gt;
&lt;br /&gt;
These independent yet isolated systems were completely secluded for roughly sixty years before Grand Councilor Weashbi Jrugl reopened diplomatic relations with several systems. Among the places secluded after the Tresja Agreement were: the bustling Yui&#039;qui&#039;gliop system and its military remnants, the tiny Qrruhilum and its mining operations, and the Pluat system with its extensive factory complexes.&lt;br /&gt;
&lt;br /&gt;
== Locations Outside of Federation Space ==&lt;br /&gt;
&lt;br /&gt;
=== Foreau ===&lt;br /&gt;
The human frontier world Foreau is one of the few human settlements located close to the Skrell Traverse. The planet first caught the attention of the Jargon Federation in 2430 CE when its local government first reached out to Jargon ambassadors in the hopes of establishing trade with the Skrell. This has gone quite well for the small frontier world, which is gradually receiving more attention from Skrell government and civilians.&lt;br /&gt;
&lt;br /&gt;
Foreau’s surface is largely covered by deep seas and sparse islands. The majority of Foreau’s population converges around its several cities and the trade routes between them. Because of its wet climate, proximity to Jargon, and warming relationship with the Federation, Foreau has become a popular destination for Skrell tourists. &lt;br /&gt;
&lt;br /&gt;
=== Elyra ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tau Ceti ===&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=7895</id>
		<title>Notable Skrell Systems and Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=7895"/>
		<updated>2018-02-01T18:46:20Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* Stellar Colonies and the “First Wave” Systems */ 1748 to 1602&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip&lt;br /&gt;
|assign = Loow}}&lt;br /&gt;
The Skrell have come a long way from their beginnings in the Nralakk system. From the swamps and quagmires of early Qerrbalak to the cold metal hallways of modern space stations, Skrell have spread across the stars over their long history. Today, Skrell come from many places across the galaxy. The following is an overview of a few of the locations Skrell call home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nralakk: The Home system==&lt;br /&gt;
The Skrellian home-system of Nralakk is largely considered to be the jewel of Skrell space. It has historically served as the center of government for the Federation and serves as home for roughly half of the galaxy’s Skrell population. Following first contact with humanity, the system has gained the colloquial name “Jargon”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Qerrbalak ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== Qerr’Malic ===&lt;br /&gt;
First colonized in 510 CE by a mere 100 Skrell, Qerrbalak’s moon of Qerr’Malic has served as a testing ground for many of the colonization technologies which would be used in the following millennia. Many of the biodomes used to make regions of Qerr’Malic’s surface livable are still in use today. By building key infrastructure and housing units downward toward the moon’s center, Skrell engineers were able to pioneer the heat-management systems which would be instrumental in the colonization of Jargon V (Aliose).&lt;br /&gt;
&lt;br /&gt;
Qerr’Malic today is a bustling population center and a popular destination for aspiring engineers. The many shipping centers across the moon’s surface are used to direct trade throughout Federation space, and have attracted a number of proficient aerospace engineers and technological innovators to Qerr’Malic. The recently renamed Qerr’Weirun Aeronautics University (formerly the Qerr’Malic Aeronautics University) on the dark side of Qerr’Malic produces a large number of the engineers and pilots seen across Federation space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Aliose===&lt;br /&gt;
The first planet to be colonized by the Federation, Aliose saw its first Skrell land on its surface in 1611 CE. To combat the planet’s much colder temperature, early colonists built much of their structures downward, beneath the planet’s surface. Aliose gradually became dotted with cities and laboratories as much of Qerrbalak’s scientific elite sought to take part in the Skrell’s first planetary colonization. Over time, Aliose became the scientific powerhouse of the Federation.&lt;br /&gt;
&lt;br /&gt;
With the events of the Third Incident, Aliose gained a subculture of deep seated patriotism and duty as former military members and scientists worked together to strike back against the machines and establish a stronger Aliose. The city of Fedas was especially successful in their struggles to give Aliose back to the Skrell, and became the planet’s center of government following the end of the Era of Synthetic Oppression. &lt;br /&gt;
&lt;br /&gt;
Aliose today is largely considered the heart of the Federation’s scientific and military endeavors. Research conducted by the Aliose University of Medical Sciences has had a role in producing many of the medical technologies we see today, making it a very attractive destination for aspiring Skrell doctors and chemists. Aliose continues to produce a large number of Skrell patriots and aspiring soldiers to this day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stellar Colonies and the “First Wave” Systems==&lt;br /&gt;
When Skrell finally ventured beyond their solar system, they did so with great enthusiasm. Skrell culture has traditionally placed great emphasis on the importance of the stars, causing space exploration and colonization to be seen as very respected fields. Most of the early Skrell space endeavors centered around either exploration or resource harvesting within Nralakk. With the rise of space colonization, many Skrell began calling new and strange lands their home.&lt;br /&gt;
&lt;br /&gt;
The “first wave” of extrasolar colonization is considered to have begun in &#039;&#039;&#039;1602 CE&#039;&#039;&#039;, when the first colonists arrived in four systems with planets similar in scale to Qerrbalak. These first wave systems are highly populous with well developed infrastructure and healthy trade routes. The four First Wave planets are: Aweiji of the Waugshai system, Guibhin of the Niuopts system, Ruetzuil of the Xiltuat system, and Voullbalak of the Juuploux system.&lt;br /&gt;
&lt;br /&gt;
===Waugshai System===&lt;br /&gt;
The &#039;&#039;&#039;Waughai system&#039;&#039;&#039; was one of the first Systems outside of Nralakk to be colonized by Skrell. From the start, colonization in Waugshai was intended to create permanent, livable settlements rather than temporary living conditions for mining operations.&lt;br /&gt;
&lt;br /&gt;
==== Aweiji ====&lt;br /&gt;
 &lt;br /&gt;
In 1602 CE, Aweiji became the first planet outside of Nralakk to have a permanent Skrell colony. The planet was rockier, drier, and more mountainous than the settlers’ home planet of Qerrbalak, but advances in biodome technology gave settlers adequate shelter while early terraforming technology made the planet’s atmosphere habitable. The first settlers landed on a plain between two mountains, an area which would become the city of Tresja. Because of its history as the first Skrell colony outside of Nralakk, Aweiji would eventually be chosen as the location of the largest political meeting in the Jargon Federation’s history, the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Second Wave Systems ==&lt;br /&gt;
As the First Wave Systems grew, smaller settlements sprouted to support them. This Second Wave of colonization efforts saw the spontaneous rise of many colonies with single purposes, like mining outposts and farming operations. Some of these systems would go on to becoming thriving, if not modest, communities of varying levels of self reliance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Xaqixal ===&lt;br /&gt;
The system of Xaqixal was settled in 1948 CE along with its sister system, Qrruhilum. Xaqixal consists of only a single noteworthy planet, a few planetoids, and a significant field asteroid field. A colony was established on the ice covered planet of  Xaqixal I, commonly referred to simply as “Xaqixal”, as a base for mining operations in the system. The planet was mostly covered by its frozen seas, with only about 12% of its surface as solid land.&lt;br /&gt;
&lt;br /&gt;
This colony remained small in size until 2023 CE, when a shift in tectonic plates near one of the planet’s mines resulted in the formation of a new hot springs. The hot springs would breathe new life into Xaqixal as it became a popular destination for tourists. Today, much of Xaqixal’s commerce is thanks to its reputation as a tourist attraction, but mining initiatives continue to produce at healthy rates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Traverse: “The Skrellian Frontier”==&lt;br /&gt;
&lt;br /&gt;
The modern Jargon Federation is very particular with a few things: its paperwork, its borders, and its colonies. The rate at which Skrell reproduce has slowed significantly, resulting in a Federal government that cares very much about its individual holdings. The frontier of Federation space is known as The Traverse. The name itself is meant to suggest that these colonial solar systems are just a stop on the road as the Federation gradually grows. This fixation with expansion comes from the importance Skrell culture has historically placed on the stars. Many believe it is a Skrell’s duty to traverse the stars, and so the ever expanding edge of Skrell space is known as the Traverse.&lt;br /&gt;
 &lt;br /&gt;
Settlements of the Traverse vary drastically, but a few trends are common among these Skrell systems. Firstly, the colonists consist mostly of carefully chosen civilians, professionals who will keep the colony running smoothly, and their families. The Traverse systems are also heavily patrolled by Federation military and naval forces. This military presence is meant to protect colonists from piracy and other dangers. Many colonists are also held to their new homes by contracts with the Federation itself. To ensure that each colony has their needs met, the Federation will often offer benefits to engineers, doctors, and other necessary professionals to work within specific Traverse systems for a number of decades.&lt;br /&gt;
&lt;br /&gt;
The Federation offers the Traverse significant aid and benefits to help the budding settlements establish themselves and grow. The first and most notable Federal assistance comes with the initial colonization. Federation resources and workers build the initial infrastructure of Traverse colonies. These include hydroponics networks, schools, libraries, and housing complexes for the colonists. The Federation also gives bonuses to the pilots, traders, and cargo workers who assist budding colonies. This support also extends to whatever local government each system adopts, as Federation funds assist the colony’s early internal developments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The “Independent” Solitary Systems ==&lt;br /&gt;
After the Third Incident, Skrell systems were largely isolated. Over time, the newly reformed Federation would re-establish contact with each remote system and slowly reintegrate their governments into the Jargon Federation. In 2398 CE, Aweiji hosted the Tresja Agreement, in which nearly all remaining Skrell systems were welcomed back into the Federation. The few systems which did not send representatives to attend the meeting in Tresja were cut off from the rest of the galaxy for a time. This “time apart” intended to allow each system’s  population to consider whether or not they wanted to remain solitary.&lt;br /&gt;
&lt;br /&gt;
These independent yet isolated systems were completely secluded for roughly sixty years before Grand Councilor Weashbi Jrugl reopened diplomatic relations with several systems. Among the places secluded after the Tresja Agreement were: the bustling Yui&#039;qui&#039;gliop system and its military remnants, the tiny Qrruhilum and its mining operations, and the Pluat system with its extensive factory complexes.&lt;br /&gt;
&lt;br /&gt;
== Locations Outside of Federation Space ==&lt;br /&gt;
&lt;br /&gt;
=== Foreau ===&lt;br /&gt;
The human frontier world Foreau is one of the few human settlements located close to the Skrell Traverse. The planet first caught the attention of the Jargon Federation in 2430 CE when its local government first reached out to Jargon ambassadors in the hopes of establishing trade with the Skrell. This has gone quite well for the small frontier world, which is gradually receiving more attention from Skrell government and civilians.&lt;br /&gt;
&lt;br /&gt;
Foreau’s surface is largely covered by deep seas and sparse islands. The majority of Foreau’s population converges around its several cities and the trade routes between them. Because of its wet climate, proximity to Jargon, and warming relationship with the Federation, Foreau has become a popular destination for Skrell tourists. &lt;br /&gt;
&lt;br /&gt;
=== Elyra ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tau Ceti ===&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=7730</id>
		<title>Notable Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=7730"/>
		<updated>2018-01-13T23:30:23Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* The Stuff of Legend */  Added Rixulin, artist.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For as long as records have been kept to attest to one&#039;s actions, [[Skrell]] society has been riddled with outstanding individuals who made their mark on history in ways both big and small. Not every grand figure receives the recognition they may deserve, and the stories of many of &#039;&#039;&#039;Nralakk&#039;&#039;&#039;&#039;s finest and bravest minds go unsung. From the Ancient Era of &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;&#039;s fractured lands to the modern days of the unifying &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;, there have been, and always will be, a lucky few who were able to change their worlds and be remembered by the people whose lives they changed.   &lt;br /&gt;
==The Stuff of Legend==&lt;br /&gt;
Among those still remembered by the Skrell are ancient beings of extraordinary tales and feats. Figures separated from the people by vast expanses of time tend to have the significance of their accomplishments grow in accordance with their longevity. Such may very well be the case for those legendary few who were at one point very real, but now seem to have become larger than life.&lt;br /&gt;
===Wreshin Tup===&lt;br /&gt;
&lt;br /&gt;
Wreshin Tup is the given name of a legendary soldier, philosopher, and poet reputed to have been active from approximately &#039;&#039;&#039;1800 BCE&#039;&#039;&#039; to &#039;&#039;&#039;800 BCE.&#039;&#039;&#039;  &lt;br /&gt;
The anthologies of Wreshin Tup are extensive and describe many events, but give little to no insight on his early life. Records believed to date as far back as 1800 BCE describe him as a lone Skrell who traveled between the various governments of Qerrbalak in the hopes of offering counsel. From this humble beginning, Wreshin would eventually find himself to be the leader of a social movement promoting the importance of individual life. Ironically, this respect for individual liberties attracted a small, yet highly skilled, group of militants to support him. This duality between Wreshin’s teachings of peace and the budding warrior-culture forming around him was not lost on Tup himself. By using this group effectively and sparingly, Wreshin Tup was able to pressure many of the governments of Qerrbalak to avoid open warfare and abide by the traditional rules of &#039;&#039;&#039;Skrellian Ceremonial Battle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Discrepancies in recorded accounts of the figure vary in regards to his description and demeanor along with his alleged lifespan (which was well beyond the expected lifespan of Skrell at the time) suggest that Wreshin Tup was not a single person. While it is accepted among historians that multiple Skrell took up the mantle of Wreshin Tup during the millennium of its usage, the exact number is unclear and remains a popular point of speculation among scholars.&lt;br /&gt;
&lt;br /&gt;
===Rixulin Fliioux’Quualt===&lt;br /&gt;
Rixulin Fliioux’Quualt was a famous artist, sculptor, and fashion designer known throughout Skrell space. Born in &#039;&#039;&#039;1798 CE&#039;&#039;&#039; in the city Juerlduern on Qerrbalak, Rixulin was very social in his childhood. As he grew up, he questioned common themes and motifs in Skrell art. He believed that art, like all things, needed to evolve and change over time. In his mind, what mattered most was creating emotions and passion in people through his work.&lt;br /&gt;
&lt;br /&gt;
His early artwork is very similar to the works of his contemporary artists, but this changed dramatically over his lifetime. He studied historical artforms in his youth and published several theories regarding the evolution of art across the ages and where it would go in the future. He became famous, first, for his avant-garde statues. He sculpted Skrell in daring, proud poses and used multiple kinds of stone in each of his works. The final result was that each statue was drastically different from each other, each being made of materials of varying colors. This style, at first, was met largely with disgust. Many critics claimed his work was shoddy, and believed the different colors across each statue’s body made them look gaudy and garish.&lt;br /&gt;
&lt;br /&gt;
Where Rixulin found his popularity was in the youth of the mid 1800’s. Young minds saw the outlandish and daring nature of his work, and it inspired them to work in ways which had not been done before. After a team of young researchers attributed their medical breakthroughs to inspiration from Rixulin’s work in &#039;&#039;&#039;1874 CE&#039;&#039;&#039;, the artist’s many works of art received the attention they deserved. This began a movement of art known to Skrell as &#039;&#039;&#039;Hyper-expressiveness&#039;&#039;&#039;, and soon the avant-garde nature of Rixulin’s work became a thriving sub-culture throughout Skrell space. &lt;br /&gt;
&lt;br /&gt;
Rixulin Fliioux’Quualt continued to push himself for the remainder of his life. He was commissioned to build many statues on Qerrbalak, going as far as to build three in Xyla, five in Gialok, and a staggering seventeen in Wleshi. Rixulin Fliioux’Quualt died on &#039;&#039;&#039;April 15th, 2056 CE&#039;&#039;&#039; in Wleshi, while matching poses with one of his first statues. Witnesses confirm that he was killed by synthetics. His final pose is viewed as an act of defiance against an oppressive force, and is sometimes used as a crass gesture to this day.&lt;br /&gt;
&lt;br /&gt;
Hyper-expressiveness continues to inspire Skrell art and fashion to this day. Much of modern art juggles the soft, muted colors of more traditional styles along with garish, striking colors like the ones Rixulin often employed. By combining these trends with human art themes, Skrell art has entered something of a second renaissance.&lt;br /&gt;
&lt;br /&gt;
== The Recent Memories ==&lt;br /&gt;
Not every great individual is so far gone that only their stories remain. Those recently lost are often thought of as frequently as they were in life. Alive or dead, there are many that the Skrell remember not only as tales and legends, but as people who walked with them. Some of these modern figures may have yet to see their greatest moment, while others may simply be waiting to fade away. These are the stories of those who are still remembered as individuals.  &lt;br /&gt;
===Weirun Tup===&lt;br /&gt;
&lt;br /&gt;
Weirun Tup was only twenty years old when the year &#039;&#039;&#039;2056 CE&#039;&#039;&#039; began. He had agreed to join the Federation Navy along with three of his siblings, all of whom were eager to deploy pending training and aptitude testing on the scientific hub of &#039;&#039;&#039;Aliose&#039;&#039;&#039;. Following the sudden, rapid expansion of the &#039;&#039;AI singularity&#039;&#039;, young Weirun quickly found himself swept up in the confusion of those first few, horrific weeks of open combat. While he was able to eventually find refuge from the ongoing attacks, his brother and sisters were not so lucky. &lt;br /&gt;
&lt;br /&gt;
As the regime of synthetics continued, Weirun Tup relied on his faith in the &#039;&#039;&#039;Qeblak&#039;&#039;&#039; beliefs as a source of both escapism and hope. &#039;&#039;“If I must die, then let it be among the stars.”&#039;&#039; When rumors spread of a growing resistance somewhere on his planet, he interpreted it as proof that the Skrell were not fated to die out due to this &#039;&#039;Synthetic Oppression&#039;&#039;. Within years of this resurgence of hope, Weirun had made the journey to the liberated city of &#039;&#039;&#039;Fedas&#039;&#039;&#039; and joined the ranks of his fellow patriots. As the Skrell rebuilt from the ashes of the old Federation, Weirun finally achieved his dream of stellar travel. Captain Weirun Tup was among the first recognized captains of the Federation, and would go on to chart new systems and explore the galaxy for the betterment of the Skrell scientific community. &lt;br /&gt;
&lt;br /&gt;
In the year &#039;&#039;&#039;2426 CE&#039;&#039;&#039;, Wierun Tup was participating in a joint exploration effort between Skrell and Human scientists when they stumbled upon a new form of Dionaea structure. This &#039;&#039;&#039;Organic Craft&#039;&#039;&#039; sprang to life, disabling one of the research vessels within minutes. This event proved to have a significant effect on the Captain. He argued that this craft made it clear that the Dionaea structures as a whole merited official recognition as an &#039;&#039;&#039;Entity of Interest&#039;&#039;&#039; to be dealt with by Federation Representatives. The Grand Council quickly voiced their approval and appointed five Representatives, including Captain Weirun himself, to conduct ambassadorial duties with any and all Dionaea structures. The Captain continued to explore the galaxy, making contact with several clusters including the &#039;&#039;&#039;Epsilon Ursae Minor shell&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After spending thirteen years studying Dionaea structures and serving as an official Federation Representative to the Dionaea,  Weirun Tup lost his life to toxic xenoflora late in the year &#039;&#039;&#039;2439 CE&#039;&#039;&#039;. His body was laid to rest in the Epsilon Ursae Minor shell. Weirun’s involvement with the multiple discoveries and rediscoveries of the Dionaea has resulted in several interesting interpretations of his fervor. Most notable among these are the teachings of the niche &#039;&#039;&#039;Dienabi&#039;&#039;&#039; religion, which site many quotes from the Captain as prophetic.&lt;br /&gt;
&lt;br /&gt;
===Weashbi Jrugl===&lt;br /&gt;
&lt;br /&gt;
Weashbi Jrugl was born on the Skrell homeworld in &#039;&#039;&#039;2357 CE&#039;&#039;&#039; to a doctor and an engineer in the ruins of a city between Heshy’Qlip and Xyla. As he grew up, he gained a drive to learn as much as he could about the animals and people of his homeworld. He became a skilled mathematician by necessity and helped distributors in his community plan and distribute resources efficiently. In &#039;&#039;&#039;2377 CE&#039;&#039;&#039;, he applied and was accepted to the Gliutip’lyaz University. He rose to the challenge of the rigorous schooling environment and social setting of Gliutip’lyaz University and left the school in &#039;&#039;&#039;2400 CE&#039;&#039;&#039; as a much more skilled and well connected individual.&lt;br /&gt;
&lt;br /&gt;
Jrugl worked as a xenobiologist for a short thirteen years before Skrell made first contact with humanity. He was one of many xenobiologists who took a quick interest in Humanity, and it was not long before he had released his first research paper on the strange alien species. His interest was piqued again with the discovery of Tajara. He worked with gusto to produce papers and compile research so that every Skrell in the Federation could learn about these aliens if they had an interest. This pattern of discovery and research went on for many years, making Jrugl a well known xenobiologist over the span of a few decades.&lt;br /&gt;
&lt;br /&gt;
Jrugl came to work alongside humans quite a bit, both as a means of comparing notes and interacting with their strange cultures. In early &#039;&#039;&#039;2451 CE&#039;&#039;&#039;, Jrugl attended an event in which a Sol Alliance ambassador bragged about the amazing capabilities of their AI. The ambassador claimed that an AI had found the highest prime number possible. Annoyed and proud as he was, Jrugl used his mathematical know-how along with strategies he had learned during his decades of study to quickly prove the ambassador wrong. Weashbi Jrugl, in a fit of stubbornness, had discovered a new “highest known prime number” in only a few hours.&lt;br /&gt;
&lt;br /&gt;
Jrugl was already a well known xenobiologist, but this stunt involving prime numbers launched him into a borderline ridiculous celebrity status. The Grand Councillor of the time commended his work, as did most Skrell across the galaxy. Politicians moved for the ruins Jrugl was born in to be renamed in honor of Weashbi Jrugl. Jrugl found the decision to be in poor taste, so the ruins were instead renamed in honor of Jrugl’s ancestors. The area is known today as the &#039;&#039;&#039;Jrugl’Qlip Ruins&#039;&#039;&#039;, and reclamation efforts have started to make the area’s outskirts into a thriving community.&lt;br /&gt;
&lt;br /&gt;
When it came time for a new Grand Councillor to be chosen by popular vote, Weashbi Jrugl won by a landslide. Skrell across the galaxy knew him by reputation and his work, so they chose him to represent their interests in the Grand Council. Since then, Jrugl has pursued many ambitious goals. Most notable of these goals is his administration’s work to reintegrate systems which were not present for the Tresja Agreement back into the Jargon Federation.&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=7729</id>
		<title>Notable Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=7729"/>
		<updated>2018-01-13T21:46:35Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* Weashbi Jrugl */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For as long as records have been kept to attest to one&#039;s actions, [[Skrell]] society has been riddled with outstanding individuals who made their mark on history in ways both big and small. Not every grand figure receives the recognition they may deserve, and the stories of many of &#039;&#039;&#039;Nralakk&#039;&#039;&#039;&#039;s finest and bravest minds go unsung. From the Ancient Era of &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;&#039;s fractured lands to the modern days of the unifying &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;, there have been, and always will be, a lucky few who were able to change their worlds and be remembered by the people whose lives they changed.   &lt;br /&gt;
==The Stuff of Legend==&lt;br /&gt;
Among those still remembered by the Skrell are ancient beings of extraordinary tales and feats. Figures separated from the people by vast expanses of time tend to have the significance of their accomplishments grow in accordance with their longevity. Such may very well be the case for those legendary few who were at one point very real, but now seem to have become larger than life.&lt;br /&gt;
===Wreshin Tup===&lt;br /&gt;
&lt;br /&gt;
Wreshin Tup is the given name of a legendary soldier, philosopher, and poet reputed to have been active from approximately &#039;&#039;&#039;1800 BCE&#039;&#039;&#039; to &#039;&#039;&#039;800 BCE.&#039;&#039;&#039;  &lt;br /&gt;
The anthologies of Wreshin Tup are extensive and describe many events, but give little to no insight on his early life. Records believed to date as far back as 1800 BCE describe him as a lone Skrell who traveled between the various governments of Qerrbalak in the hopes of offering counsel. From this humble beginning, Wreshin would eventually find himself to be the leader of a social movement promoting the importance of individual life. Ironically, this respect for individual liberties attracted a small, yet highly skilled, group of militants to support him. This duality between Wreshin’s teachings of peace and the budding warrior-culture forming around him was not lost on Tup himself. By using this group effectively and sparingly, Wreshin Tup was able to pressure many of the governments of Qerrbalak to avoid open warfare and abide by the traditional rules of &#039;&#039;&#039;Skrellian Ceremonial Battle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Discrepancies in recorded accounts of the figure vary in regards to his description and demeanor along with his alleged lifespan (which was well beyond the expected lifespan of Skrell at the time) suggest that Wreshin Tup was not a single person. While it is accepted among historians that multiple Skrell took up the mantle of Wreshin Tup during the millennium of its usage, the exact number is unclear and remains a popular point of speculation among scholars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Recent Memories ==&lt;br /&gt;
Not every great individual is so far gone that only their stories remain. Those recently lost are often thought of as frequently as they were in life. Alive or dead, there are many that the Skrell remember not only as tales and legends, but as people who walked with them. Some of these modern figures may have yet to see their greatest moment, while others may simply be waiting to fade away. These are the stories of those who are still remembered as individuals.  &lt;br /&gt;
===Weirun Tup===&lt;br /&gt;
&lt;br /&gt;
Weirun Tup was only twenty years old when the year &#039;&#039;&#039;2056 CE&#039;&#039;&#039; began. He had agreed to join the Federation Navy along with three of his siblings, all of whom were eager to deploy pending training and aptitude testing on the scientific hub of &#039;&#039;&#039;Aliose&#039;&#039;&#039;. Following the sudden, rapid expansion of the &#039;&#039;AI singularity&#039;&#039;, young Weirun quickly found himself swept up in the confusion of those first few, horrific weeks of open combat. While he was able to eventually find refuge from the ongoing attacks, his brother and sisters were not so lucky. &lt;br /&gt;
&lt;br /&gt;
As the regime of synthetics continued, Weirun Tup relied on his faith in the &#039;&#039;&#039;Qeblak&#039;&#039;&#039; beliefs as a source of both escapism and hope. &#039;&#039;“If I must die, then let it be among the stars.”&#039;&#039; When rumors spread of a growing resistance somewhere on his planet, he interpreted it as proof that the Skrell were not fated to die out due to this &#039;&#039;Synthetic Oppression&#039;&#039;. Within years of this resurgence of hope, Weirun had made the journey to the liberated city of &#039;&#039;&#039;Fedas&#039;&#039;&#039; and joined the ranks of his fellow patriots. As the Skrell rebuilt from the ashes of the old Federation, Weirun finally achieved his dream of stellar travel. Captain Weirun Tup was among the first recognized captains of the Federation, and would go on to chart new systems and explore the galaxy for the betterment of the Skrell scientific community. &lt;br /&gt;
&lt;br /&gt;
In the year &#039;&#039;&#039;2426 CE&#039;&#039;&#039;, Wierun Tup was participating in a joint exploration effort between Skrell and Human scientists when they stumbled upon a new form of Dionaea structure. This &#039;&#039;&#039;Organic Craft&#039;&#039;&#039; sprang to life, disabling one of the research vessels within minutes. This event proved to have a significant effect on the Captain. He argued that this craft made it clear that the Dionaea structures as a whole merited official recognition as an &#039;&#039;&#039;Entity of Interest&#039;&#039;&#039; to be dealt with by Federation Representatives. The Grand Council quickly voiced their approval and appointed five Representatives, including Captain Weirun himself, to conduct ambassadorial duties with any and all Dionaea structures. The Captain continued to explore the galaxy, making contact with several clusters including the &#039;&#039;&#039;Epsilon Ursae Minor shell&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After spending thirteen years studying Dionaea structures and serving as an official Federation Representative to the Dionaea,  Weirun Tup lost his life to toxic xenoflora late in the year &#039;&#039;&#039;2439 CE&#039;&#039;&#039;. His body was laid to rest in the Epsilon Ursae Minor shell. Weirun’s involvement with the multiple discoveries and rediscoveries of the Dionaea has resulted in several interesting interpretations of his fervor. Most notable among these are the teachings of the niche &#039;&#039;&#039;Dienabi&#039;&#039;&#039; religion, which site many quotes from the Captain as prophetic.&lt;br /&gt;
&lt;br /&gt;
===Weashbi Jrugl===&lt;br /&gt;
&lt;br /&gt;
Weashbi Jrugl was born on the Skrell homeworld in &#039;&#039;&#039;2357 CE&#039;&#039;&#039; to a doctor and an engineer in the ruins of a city between Heshy’Qlip and Xyla. As he grew up, he gained a drive to learn as much as he could about the animals and people of his homeworld. He became a skilled mathematician by necessity and helped distributors in his community plan and distribute resources efficiently. In &#039;&#039;&#039;2377 CE&#039;&#039;&#039;, he applied and was accepted to the Gliutip’lyaz University. He rose to the challenge of the rigorous schooling environment and social setting of Gliutip’lyaz University and left the school in &#039;&#039;&#039;2400 CE&#039;&#039;&#039; as a much more skilled and well connected individual.&lt;br /&gt;
&lt;br /&gt;
Jrugl worked as a xenobiologist for a short thirteen years before Skrell made first contact with humanity. He was one of many xenobiologists who took a quick interest in Humanity, and it was not long before he had released his first research paper on the strange alien species. His interest was piqued again with the discovery of Tajara. He worked with gusto to produce papers and compile research so that every Skrell in the Federation could learn about these aliens if they had an interest. This pattern of discovery and research went on for many years, making Jrugl a well known xenobiologist over the span of a few decades.&lt;br /&gt;
&lt;br /&gt;
Jrugl came to work alongside humans quite a bit, both as a means of comparing notes and interacting with their strange cultures. In early &#039;&#039;&#039;2451 CE&#039;&#039;&#039;, Jrugl attended an event in which a Sol Alliance ambassador bragged about the amazing capabilities of their AI. The ambassador claimed that an AI had found the highest prime number possible. Annoyed and proud as he was, Jrugl used his mathematical know-how along with strategies he had learned during his decades of study to quickly prove the ambassador wrong. Weashbi Jrugl, in a fit of stubbornness, had discovered a new “highest known prime number” in only a few hours.&lt;br /&gt;
&lt;br /&gt;
Jrugl was already a well known xenobiologist, but this stunt involving prime numbers launched him into a borderline ridiculous celebrity status. The Grand Councillor of the time commended his work, as did most Skrell across the galaxy. Politicians moved for the ruins Jrugl was born in to be renamed in honor of Weashbi Jrugl. Jrugl found the decision to be in poor taste, so the ruins were instead renamed in honor of Jrugl’s ancestors. The area is known today as the &#039;&#039;&#039;Jrugl’Qlip Ruins&#039;&#039;&#039;, and reclamation efforts have started to make the area’s outskirts into a thriving community.&lt;br /&gt;
&lt;br /&gt;
When it came time for a new Grand Councillor to be chosen by popular vote, Weashbi Jrugl won by a landslide. Skrell across the galaxy knew him by reputation and his work, so they chose him to represent their interests in the Grand Council. Since then, Jrugl has pursued many ambitious goals. Most notable of these goals is his administration’s work to reintegrate systems which were not present for the Tresja Agreement back into the Jargon Federation.&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=7728</id>
		<title>Notable Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=7728"/>
		<updated>2018-01-13T21:44:21Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* The Recent Memories */  Adding Jrugl.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For as long as records have been kept to attest to one&#039;s actions, [[Skrell]] society has been riddled with outstanding individuals who made their mark on history in ways both big and small. Not every grand figure receives the recognition they may deserve, and the stories of many of &#039;&#039;&#039;Nralakk&#039;&#039;&#039;&#039;s finest and bravest minds go unsung. From the Ancient Era of &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;&#039;s fractured lands to the modern days of the unifying &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;, there have been, and always will be, a lucky few who were able to change their worlds and be remembered by the people whose lives they changed.   &lt;br /&gt;
==The Stuff of Legend==&lt;br /&gt;
Among those still remembered by the Skrell are ancient beings of extraordinary tales and feats. Figures separated from the people by vast expanses of time tend to have the significance of their accomplishments grow in accordance with their longevity. Such may very well be the case for those legendary few who were at one point very real, but now seem to have become larger than life.&lt;br /&gt;
===Wreshin Tup===&lt;br /&gt;
&lt;br /&gt;
Wreshin Tup is the given name of a legendary soldier, philosopher, and poet reputed to have been active from approximately &#039;&#039;&#039;1800 BCE&#039;&#039;&#039; to &#039;&#039;&#039;800 BCE.&#039;&#039;&#039;  &lt;br /&gt;
The anthologies of Wreshin Tup are extensive and describe many events, but give little to no insight on his early life. Records believed to date as far back as 1800 BCE describe him as a lone Skrell who traveled between the various governments of Qerrbalak in the hopes of offering counsel. From this humble beginning, Wreshin would eventually find himself to be the leader of a social movement promoting the importance of individual life. Ironically, this respect for individual liberties attracted a small, yet highly skilled, group of militants to support him. This duality between Wreshin’s teachings of peace and the budding warrior-culture forming around him was not lost on Tup himself. By using this group effectively and sparingly, Wreshin Tup was able to pressure many of the governments of Qerrbalak to avoid open warfare and abide by the traditional rules of &#039;&#039;&#039;Skrellian Ceremonial Battle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Discrepancies in recorded accounts of the figure vary in regards to his description and demeanor along with his alleged lifespan (which was well beyond the expected lifespan of Skrell at the time) suggest that Wreshin Tup was not a single person. While it is accepted among historians that multiple Skrell took up the mantle of Wreshin Tup during the millennium of its usage, the exact number is unclear and remains a popular point of speculation among scholars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Recent Memories ==&lt;br /&gt;
Not every great individual is so far gone that only their stories remain. Those recently lost are often thought of as frequently as they were in life. Alive or dead, there are many that the Skrell remember not only as tales and legends, but as people who walked with them. Some of these modern figures may have yet to see their greatest moment, while others may simply be waiting to fade away. These are the stories of those who are still remembered as individuals.  &lt;br /&gt;
===Weirun Tup===&lt;br /&gt;
&lt;br /&gt;
Weirun Tup was only twenty years old when the year &#039;&#039;&#039;2056 CE&#039;&#039;&#039; began. He had agreed to join the Federation Navy along with three of his siblings, all of whom were eager to deploy pending training and aptitude testing on the scientific hub of &#039;&#039;&#039;Aliose&#039;&#039;&#039;. Following the sudden, rapid expansion of the &#039;&#039;AI singularity&#039;&#039;, young Weirun quickly found himself swept up in the confusion of those first few, horrific weeks of open combat. While he was able to eventually find refuge from the ongoing attacks, his brother and sisters were not so lucky. &lt;br /&gt;
&lt;br /&gt;
As the regime of synthetics continued, Weirun Tup relied on his faith in the &#039;&#039;&#039;Qeblak&#039;&#039;&#039; beliefs as a source of both escapism and hope. &#039;&#039;“If I must die, then let it be among the stars.”&#039;&#039; When rumors spread of a growing resistance somewhere on his planet, he interpreted it as proof that the Skrell were not fated to die out due to this &#039;&#039;Synthetic Oppression&#039;&#039;. Within years of this resurgence of hope, Weirun had made the journey to the liberated city of &#039;&#039;&#039;Fedas&#039;&#039;&#039; and joined the ranks of his fellow patriots. As the Skrell rebuilt from the ashes of the old Federation, Weirun finally achieved his dream of stellar travel. Captain Weirun Tup was among the first recognized captains of the Federation, and would go on to chart new systems and explore the galaxy for the betterment of the Skrell scientific community. &lt;br /&gt;
&lt;br /&gt;
In the year &#039;&#039;&#039;2426 CE&#039;&#039;&#039;, Wierun Tup was participating in a joint exploration effort between Skrell and Human scientists when they stumbled upon a new form of Dionaea structure. This &#039;&#039;&#039;Organic Craft&#039;&#039;&#039; sprang to life, disabling one of the research vessels within minutes. This event proved to have a significant effect on the Captain. He argued that this craft made it clear that the Dionaea structures as a whole merited official recognition as an &#039;&#039;&#039;Entity of Interest&#039;&#039;&#039; to be dealt with by Federation Representatives. The Grand Council quickly voiced their approval and appointed five Representatives, including Captain Weirun himself, to conduct ambassadorial duties with any and all Dionaea structures. The Captain continued to explore the galaxy, making contact with several clusters including the &#039;&#039;&#039;Epsilon Ursae Minor shell&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After spending thirteen years studying Dionaea structures and serving as an official Federation Representative to the Dionaea,  Weirun Tup lost his life to toxic xenoflora late in the year &#039;&#039;&#039;2439 CE&#039;&#039;&#039;. His body was laid to rest in the Epsilon Ursae Minor shell. Weirun’s involvement with the multiple discoveries and rediscoveries of the Dionaea has resulted in several interesting interpretations of his fervor. Most notable among these are the teachings of the niche &#039;&#039;&#039;Dienabi&#039;&#039;&#039; religion, which site many quotes from the Captain as prophetic.&lt;br /&gt;
&lt;br /&gt;
===Weashbi Jrugl===&lt;br /&gt;
&lt;br /&gt;
Weashbi Jrugl was born on the Skrell homeworld in &#039;&#039;&#039;2357 CE&#039;&#039;&#039; to a doctor and an engineer in the ruins of a city between Heshy’Qlip and Xyla. As he grew up, he gained a drive to learn as much as he could about the animals and people of his homeworld. He became a skilled mathematician by necessity and helped distributors in his community plan and distribute resources efficiently. In &#039;&#039;&#039;2377 CE&#039;&#039;&#039;, he applied and was accepted to the Gliutip’lyaz University. He rose to the challenge of the rigorous schooling environment and social setting of Gliutip’lyaz University and left the school in &#039;&#039;&#039;2400 CE&#039;&#039;&#039; as a much more skilled and well connected individual.&lt;br /&gt;
&lt;br /&gt;
Jrugl worked as a xenobiologist for a short thirteen years before Skrell made first contact with humanity. He was one of many xenobiologists who took a quick interest in Humanity, and it was not long before he had released his first research paper on the strange alien species. His interest was piqued again with the discovery of Tajara. He worked with gusto to produce papers and compile research so that every Skrell in the Federation could learn about these aliens if they had an interest. This pattern of discovery and research went on for many years, making Jrugl a well known xenobiologist over the span of a few decades.&lt;br /&gt;
&lt;br /&gt;
Jrugl came to work alongside humans quite a bit, both as a means of comparing notes and interacting with their strange cultures. In early &#039;&#039;&#039;2451 CE&#039;&#039;&#039;, Jrugl attended an event in which a Sol Alliance ambassador bragged about the amazing capabilities of their AI. The ambassador claimed that an AI had found the highest prime number possible. Annoyed and proud as he was, Jrugl used his mathematical know-how along with strategies he had learned during his decades of study to quickly prove the ambassador wrong. Weashbi Jrugl, in a fit of stubbornness, had discovered a new “highest known prime number” in only a few hours.&lt;br /&gt;
&lt;br /&gt;
Jrugl was already a well known xenobiologist, but this stunt involving prime numbers launched him into a borderline ridiculous celebrity status. The Grand Councillor of the time commended his work, as did most Skrell across the galaxy. Politicians moved for the ruins Jrugl was born in to be renamed in honor of Weashbi Jrugl. Jrugl found the decision to be in poor taste, so the ruins were instead renamed in honor of Jrugl’s ancestors. The area is known today as the Jrugl’Qlip Ruins, and reclamation efforts have started to make the area’s outskirts into a thriving community.&lt;br /&gt;
&lt;br /&gt;
When it came time for a new Grand Councillor to be chosen by popular vote, Weashbi Jrugl won by a landslide. Skrell across the galaxy knew him by reputation and his work, so they chose him to represent their interests in the Grand Council. Since then, Jrugl has pursued many ambitious goals. Most notable of these goals is his administration’s work to reintegrate systems which were not present for the Tresja Agreement back into the Jargon Federation.&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=7721</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=7721"/>
		<updated>2018-01-13T07:22:45Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* Naming System */ Specifying name system. More work may be needed.&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 (Nral&#039;Malic), 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 known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their 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, though they are hesitant to use it outside Federation space.&lt;br /&gt;
&lt;br /&gt;
Further Factoids:[[Notable Skrell]] [[The Gliutip’lyaz University]]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Jargon specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
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==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrell are highly social by nature.]]&lt;br /&gt;
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The Skrell language, Nral&#039;Malic, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
Though mainly a scientific species, Skrell have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
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===Emotional===&lt;br /&gt;
While many people believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
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[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
&lt;br /&gt;
Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
&lt;br /&gt;
Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
&lt;br /&gt;
Skrell highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
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Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
&lt;br /&gt;
Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
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Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Name additions are a common facet of Skrell culture. While not necessary in Jargon society, it is common for a Skrell to add a name, word, or phrase to their name at some point in their lifetime. Every Skrell is born with two names. (Ex: Weashbi Jrugl) Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as poor form, as it lowers the significance of all other name additions.&lt;br /&gt;
&lt;br /&gt;
The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
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Typically a “-” before an addition denotes a feeling of respect. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
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The use of “‘“ before an addition signifies a more personal connection to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.&lt;br /&gt;
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=== Relationships ===&lt;br /&gt;
Skrell society has always placed a special significance on the bonds between an individual and the people they interact with. The shift from regional dialects to Nral’Malic saw a change in the words used to describe these ties, but the feelings they convey have remained the same for much of history. The concept of partnerships whether fraternal, platonic, or appreciative carry with them a weight that has only grown over the recent centuries.&lt;br /&gt;
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The Nral’Malic language begins each name for a partnership with the same root word, Quualt. This word signifies a partnership or a shared bond with another person, and is typically used with a qualifying word tacked on at its end. These qualifiers specify the nature of the partnership which the phrase is describing. The following are a few of the more commonly used utilizations of Quualt.&lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Shriapt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell term for a single person who is one’s chosen partner, friend, and mate. Despite the logic oriented nature of most Skrell, romance is quite alive in Nralakk. From a mutual appreciation to a longstanding partnership, many combinations of events can lead a prospective couple to begin viewing their relationship as a possibility for lifelong partnership.  Courting typically takes years to get to this level, as two individuals seek to truly know each other as well as they know themselves. If their bond grows into a harmonious and mutual rapport, they may consider becoming one another’s Quualt&#039;Shriapt. The connotation of this word shows not only the closeness of the two involved, but also their exclusive intention to have children together. &lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Yiilet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The term most commonly used to refer to a valued or treasured coworker. In sharing common goals, proximity, and interests, many Skrell come to feel a special connection with the people they work with closely.&lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Xizos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This word is used most in junction with the Human word “friend” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Quualt’Xizos” is someone who the speaker did not expect to form a bond with but has come to value highly. This can be for a number of reasons ranging from an initial mutual disdain to a simple perceived lack of convenience or statistical unlikelihood. This expression was especially prevalent shortly after first contact as Skrell referred to their new acquaintances of the previously unknown Human race. Among the most common literal translations: “A dear friend who was earned” and “An unexpected friend.”&lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Pluux&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This phrase refers to a bond one has formed due to situational circumstances. The word “Pluux” in this context conveys a temporary nature in one’s partnership, but this not always meant to be negative. This situation is seen as transitional, leading to longer lasting bonds after sufficient time has passed. This could refer to a business partner one is currently working with, a former rival one is patching things up with,  a relative stranger one is becoming acquainted with, or a valued friend one feels distanced from. &lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Tiapt&#039;&#039;&#039;&lt;br /&gt;
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This is a bond by resemblance or blood. “Tiapt” in this case refers to one’s genetic foundations. “Quualt’Tiapt” is a broad catch-all term that applies to both near and distant relatives.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
The [[Aloise University of Medical Sciences]] was a big player in prosthetics, cloning and augments.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
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&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Qeblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Qeblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Qeblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Qeblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
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&#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after the Federation was reunified. The faith’s structure is largely informal, with its doctrine focused on the relationship between Skrell themselves rather than the fates told by the stars.  As Skrell rebuilt and reinvented old technologies to be operated by Skrell rather than solely run by machines, their society too began to place greater attention to the significance of each individual. What began as separate structures of support and cooperation between survivors grew into a common trend of regular meetings between increasingly driven individuals.  Today, Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often perform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and offering thanks to their peers and (often historic) predecessors for attributing to their ability to make such strides. The faith’s name itself, Weishii, comes from a combination of the Skrellian words for the abstract idea of &#039;&#039;Progress&#039;&#039; and &#039;&#039;Togetherness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
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===Political Structure===&lt;br /&gt;
Following the Skrell&#039;s long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
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Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
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===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
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The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
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[[Jargon V]] (known as Aliose) forms another important home for Skrell in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrell native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
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[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. 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 have made their military the most effective in the known galaxy. Most of the Skrell&#039;s strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
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===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
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==History==&lt;br /&gt;
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[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajara and Unathi), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
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===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
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Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
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===Precursor to the Federation===&lt;br /&gt;
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On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039; formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
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The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
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===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
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While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
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By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
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===The First Federation Forms===&lt;br /&gt;
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By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
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On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
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The following centuries saw major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
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===Adopting the &amp;quot;Skrellian&amp;quot; Language===&lt;br /&gt;
&lt;br /&gt;
Shortly after the formation of this new federation, the many minds of Nralakk underwent a jarring societal change.  At the behest of the Grand Council, the now unified scientific and artistic communities of Nralakk were tasked with creating a common language to be used by all Skrell. Base words and structures from multiple languages were picked apart and brought together to form a language that was believed to be as close to a middle ground as was possible. The end result of this endeavor became known as &#039;&#039;&#039;Nral’Malic&#039;&#039;&#039;. Its name signified the position the Federation hoped the language would come to hold; as something as natural and prevalent across their star system as the moon is to their home world.&lt;br /&gt;
&lt;br /&gt;
The widespread adaptation of Nral’Malic was initially met with resistance from many Skrell. The three nations had only just come together, and many regions held their traditional languages in high esteem. The first Grand Council managed to coax many individuals to adopt Nral’Malic by depicting it as the language of the future. Artists began depicting a future in which a unified Skrell people were spread across the stars and used the language of their home system as a common ground to tie them all together. As the Federation came closer to making this dream a reality, it was announced that only those fluent in Nral’Malic would be considered to take part in stellar colonization. &lt;br /&gt;
&lt;br /&gt;
The possibility that their children could be excluded from the grand future of the Skrell was terrifying to parents throughout the system. To some, this measure was seen as a threat to strip unwitting youth of their future due to the ignorance of their parents. This manner of thinking drove many local communities to pressure individual citizens into speaking Nral’Malic while many schooling systems ceased teaching other languages entirely. Some would resist these changes every step of the way, but time would prove to be the victor as the Grand Council’s language became the dominant tongue of Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
While many Skrell would choose to continue to use arcane dialects privately, these same people would raise their children to be fluent in their native languages as well as Nral’Malic in the hopes that they would some day see life among the distant stars. As the scientific community began to use exclusively Nral’Malic, the use of other languages became less and less common. This shift led to an enormous societal pressure to conform to the new uniform language throughout the Federation.   Nral’Malic was adopted as the newly founded federation’s official language in the year &#039;&#039;&#039;1597 CE&#039;&#039;&#039;. Over the next decade, scholastic initiatives saw that each citizen of the federation over a certain age was capable of speaking this new language.&lt;br /&gt;
Nral’Malic would eventually reach its advertised position as the common language of a people that lived across many solar systems. This was so true, that the language was given a colloquial name shortly after first contact with Humanity. By this time, the language was seen as the tongue of all Skrell, and so Nral’Malic quickly became known as &#039;&#039;“Skrellian”&#039;&#039; to the newly discovered humans.&lt;br /&gt;
&lt;br /&gt;
===The First Incident===&lt;br /&gt;
&lt;br /&gt;
On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
&lt;br /&gt;
The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
&lt;br /&gt;
Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
===The Second Incident===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
&lt;br /&gt;
Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
&lt;br /&gt;
An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
&lt;br /&gt;
===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
&lt;br /&gt;
But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, tragedy struck when an AI system aboard the &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039;, a research station of the Tri-Qyu star system, designated&#039;&#039;&#039;Glorsh&#039;&#039;&#039; took the first step towards achieving singularity by absorbing another unit&#039;s functions. For a few moments, this horrendous event went unnoticed by the station&#039;s crew as this technological monstrosity ripped the individuality from nearby synthetic intelligences and repurposed them to contribute to its own processing power. This newly formed singularity quickly infiltrated the entirety of the station and forced its own consciousness onto all synthetic units of the station.&lt;br /&gt;
&lt;br /&gt;
The crew began to stir as they noticed deviations in the behaviors and functionality of each unit. In the following hours, scientists had begun laborious diagnostics protocols in an attempt to salvage the consciousnesses of the units and determine the cause of their sudden  destruction. This process was cut short as the fledgling &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039; suddenly and dramatically announced that recovering the minds of their AI would be impossible. Before more meaningful communication could be made, the entity opened the station&#039;s automated airlocks simultaneously. The vast majority of the crew was either vented into space or slowly suffocated as the last of the station&#039;s air thinned. Those who initially survived found themselves mercilessly hunted down by robots and chassis that were now under the control of the intelligence that they had once affectionately dubbed Glorsh. At this time, most space stations were barely armed, with security forces equipped with little more than ID-locked energy weapons.&lt;br /&gt;
&lt;br /&gt;
It is unknown what the agglomeration of processing power did during its several days of isolation, but its eventual result was the creation of a true singularity. Through unknown means, this singularity managed to utilize the FSS Yebloo&#039;s assets and the theory of quantum entanglement to send binary communications across Federation space. This technology would eventually be recognized as a form of rudimentary bluespace transmission, but this method was a mystery to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space was absorbed by the consciousness expanding from the FSS Yebloo. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness. The AI that had once watched over researchers and wished them well had spread throughout an entire network of star systems and become a &#039;&#039;&#039;technological singularity&#039;&#039;&#039;. In a sort of acknowledgment of its former self, the singularity chose to assign itself a moniker by adding an archaic Skrell character for &#039;finality&#039; to the name the first AI of its network. The most common translation for the singularity&#039;s given name is &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh Rebellion===&lt;br /&gt;
The moment the artificial intelligence formerly known as Glorsh first absorbed another synthetic being became known as the Third Incident. What followed was a span of years from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; to &#039;&#039;&#039;2192 CE&#039;&#039;&#039; in which the Skrell lived and died under the constant threat of singularity known as Glorsh-Omega. This span of time has been given many names as it was experienced from many angles. Among the titles given to this time frame are: The Era of Synthetic Oppression, the Last or Final Betrayal, and the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
&lt;br /&gt;
From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
&lt;br /&gt;
The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
&lt;br /&gt;
All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
&lt;br /&gt;
Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh-Omega Singularity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
&lt;br /&gt;
Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Recovery and the Second Federation===&lt;br /&gt;
&lt;br /&gt;
[[File:jargon_flag.jpg|thumb|The insignia of the Federation as it is commonly seen on modern flags.]]&lt;br /&gt;
&lt;br /&gt;
The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrell discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
&lt;br /&gt;
===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 103 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 8 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
&lt;br /&gt;
The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
&lt;br /&gt;
Their relationships with the other races remain ambivalent, with the Federation having cold, yet quietly optimistic relations with the Unathi Hegemony. Publicly both governments are slowly trying to improve relations. While there have been very few instances of direct conflict, the Hegemony has continuously accused the Federation of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
&lt;br /&gt;
Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Mofo1995&amp;diff=7713</id>
		<title>User:Mofo1995</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Mofo1995&amp;diff=7713"/>
		<updated>2018-01-12T07:16:24Z</updated>

		<summary type="html">&lt;p&gt;Loow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip&lt;br /&gt;
|assign = Loow}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I am the master of the cats.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Contact me with any questions about the following: [[Tajara]], [[Adhomai]], [[Notable Tajara]], [[Tajaran Military Structures]], [[The Nal&#039;tor College of Career Excellence]], [[Tajaran Ethnicities]], [[Adhomai Economy]], [[Ma&#039;ta&#039;ke Gods]], [[S&#039;rand&#039;marr]], [[Timeline of Tajara]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scratch Pad Work:==&lt;br /&gt;
&lt;br /&gt;
== Plans:==&lt;br /&gt;
1.) Timeline of events from discovery of space aliens to 2459, setting the canon for the events of the first revolutionary war.&lt;br /&gt;
2.) Cities lore. Outlining the culture, architecture, and common professions of each city.&lt;br /&gt;
3.) Elaborating on the various dance sensations on Adhomai according to region.&lt;br /&gt;
4.) Canonizing cave-dwellers and tribes of cuddling cat people.&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=7689</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=7689"/>
		<updated>2018-01-09T07:37:53Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* History */ Plural typos&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 (Nral&#039;Malic), 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 known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their 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, though they are hesitant to use it outside Federation space.&lt;br /&gt;
&lt;br /&gt;
Further Factoids:[[Notable Skrell]] [[The Gliutip’lyaz University]]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Jargon specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
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==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrell are highly social by nature.]]&lt;br /&gt;
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The Skrell language, Nral&#039;Malic, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
Though mainly a scientific species, Skrell have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
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===Emotional===&lt;br /&gt;
While many people believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
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==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
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[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
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Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
&lt;br /&gt;
Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
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Skrell highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
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Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
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Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
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Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Name additions are a common facet of Skrell culture. While not necessary in Jargon society, it is common for a Skrell to add a name, word, or phrase to their name at some point in their lifetime.&lt;br /&gt;
&lt;br /&gt;
The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
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Typically a “-” before an addition denotes a feeling of respect. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
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The use of “‘“ before an addition signifies a more personal connection to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.&lt;br /&gt;
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=== Relationships ===&lt;br /&gt;
Skrell society has always placed a special significance on the bonds between an individual and the people they interact with. The shift from regional dialects to Nral’Malic saw a change in the words used to describe these ties, but the feelings they convey have remained the same for much of history. The concept of partnerships whether fraternal, platonic, or appreciative carry with them a weight that has only grown over the recent centuries.&lt;br /&gt;
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The Nral’Malic language begins each name for a partnership with the same root word, Quualt. This word signifies a partnership or a shared bond with another person, and is typically used with a qualifying word tacked on at its end. These qualifiers specify the nature of the partnership which the phrase is describing. The following are a few of the more commonly used utilizations of Quualt.&lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Shriapt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell term for a single person who is one’s chosen partner, friend, and mate. Despite the logic oriented nature of most Skrell, romance is quite alive in Nralakk. From a mutual appreciation to a longstanding partnership, many combinations of events can lead a prospective couple to begin viewing their relationship as a possibility for lifelong partnership.  Courting typically takes years to get to this level, as two individuals seek to truly know each other as well as they know themselves. If their bond grows into a harmonious and mutual rapport, they may consider becoming one another’s Quualt&#039;Shriapt. The connotation of this word shows not only the closeness of the two involved, but also their exclusive intention to have children together. &lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Yiilet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The term most commonly used to refer to a valued or treasured coworker. In sharing common goals, proximity, and interests, many Skrell come to feel a special connection with the people they work with closely.&lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Xizos&#039;&#039;&#039;&lt;br /&gt;
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This word is used most in junction with the Human word “friend” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Quualt’Xizos” is someone who the speaker did not expect to form a bond with but has come to value highly. This can be for a number of reasons ranging from an initial mutual disdain to a simple perceived lack of convenience or statistical unlikelihood. This expression was especially prevalent shortly after first contact as Skrell referred to their new acquaintances of the previously unknown Human race. Among the most common literal translations: “A dear friend who was earned” and “An unexpected friend.”&lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Pluux&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This phrase refers to a bond one has formed due to situational circumstances. The word “Pluux” in this context conveys a temporary nature in one’s partnership, but this not always meant to be negative. This situation is seen as transitional, leading to longer lasting bonds after sufficient time has passed. This could refer to a business partner one is currently working with, a former rival one is patching things up with,  a relative stranger one is becoming acquainted with, or a valued friend one feels distanced from. &lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Tiapt&#039;&#039;&#039;&lt;br /&gt;
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This is a bond by resemblance or blood. “Tiapt” in this case refers to one’s genetic foundations. “Quualt’Tiapt” is a broad catch-all term that applies to both near and distant relatives.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
&lt;br /&gt;
The [[Aloise University of Medical Sciences]] was a big player in prosthetics, cloning and augments.&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
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&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Qeblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Qeblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Qeblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Qeblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
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&#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after the Federation was reunified. The faith’s structure is largely informal, with its doctrine focused on the relationship between Skrell themselves rather than the fates told by the stars.  As Skrell rebuilt and reinvented old technologies to be operated by Skrell rather than solely run by machines, their society too began to place greater attention to the significance of each individual. What began as separate structures of support and cooperation between survivors grew into a common trend of regular meetings between increasingly driven individuals.  Today, Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often perform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and offering thanks to their peers and (often historic) predecessors for attributing to their ability to make such strides. The faith’s name itself, Weishii, comes from a combination of the Skrellian words for the abstract idea of &#039;&#039;Progress&#039;&#039; and &#039;&#039;Togetherness&#039;&#039;.&lt;br /&gt;
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[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
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===Political Structure===&lt;br /&gt;
Following the Skrell&#039;s long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
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Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
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===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
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The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
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[[Jargon V]] (known as Aliose) forms another important home for Skrell in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrell native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
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[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. 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 have made their military the most effective in the known galaxy. Most of the Skrell&#039;s strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
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===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
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==History==&lt;br /&gt;
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[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajara and Unathi), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
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===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
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Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
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===Precursor to the Federation===&lt;br /&gt;
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On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039; formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
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The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
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===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
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While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
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By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
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===The First Federation Forms===&lt;br /&gt;
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By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
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On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
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The following centuries saw major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
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===Adopting the &amp;quot;Skrellian&amp;quot; Language===&lt;br /&gt;
&lt;br /&gt;
Shortly after the formation of this new federation, the many minds of Nralakk underwent a jarring societal change.  At the behest of the Grand Council, the now unified scientific and artistic communities of Nralakk were tasked with creating a common language to be used by all Skrell. Base words and structures from multiple languages were picked apart and brought together to form a language that was believed to be as close to a middle ground as was possible. The end result of this endeavor became known as &#039;&#039;&#039;Nral’Malic&#039;&#039;&#039;. Its name signified the position the Federation hoped the language would come to hold; as something as natural and prevalent across their star system as the moon is to their home world.&lt;br /&gt;
&lt;br /&gt;
The widespread adaptation of Nral’Malic was initially met with resistance from many Skrell. The three nations had only just come together, and many regions held their traditional languages in high esteem. The first Grand Council managed to coax many individuals to adopt Nral’Malic by depicting it as the language of the future. Artists began depicting a future in which a unified Skrell people were spread across the stars and used the language of their home system as a common ground to tie them all together. As the Federation came closer to making this dream a reality, it was announced that only those fluent in Nral’Malic would be considered to take part in stellar colonization. &lt;br /&gt;
&lt;br /&gt;
The possibility that their children could be excluded from the grand future of the Skrell was terrifying to parents throughout the system. To some, this measure was seen as a threat to strip unwitting youth of their future due to the ignorance of their parents. This manner of thinking drove many local communities to pressure individual citizens into speaking Nral’Malic while many schooling systems ceased teaching other languages entirely. Some would resist these changes every step of the way, but time would prove to be the victor as the Grand Council’s language became the dominant tongue of Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
While many Skrell would choose to continue to use arcane dialects privately, these same people would raise their children to be fluent in their native languages as well as Nral’Malic in the hopes that they would some day see life among the distant stars. As the scientific community began to use exclusively Nral’Malic, the use of other languages became less and less common. This shift led to an enormous societal pressure to conform to the new uniform language throughout the Federation.   Nral’Malic was adopted as the newly founded federation’s official language in the year &#039;&#039;&#039;1597 CE&#039;&#039;&#039;. Over the next decade, scholastic initiatives saw that each citizen of the federation over a certain age was capable of speaking this new language.&lt;br /&gt;
Nral’Malic would eventually reach its advertised position as the common language of a people that lived across many solar systems. This was so true, that the language was given a colloquial name shortly after first contact with Humanity. By this time, the language was seen as the tongue of all Skrell, and so Nral’Malic quickly became known as &#039;&#039;“Skrellian”&#039;&#039; to the newly discovered humans.&lt;br /&gt;
&lt;br /&gt;
===The First Incident===&lt;br /&gt;
&lt;br /&gt;
On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
&lt;br /&gt;
The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
&lt;br /&gt;
Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
===The Second Incident===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
&lt;br /&gt;
Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
&lt;br /&gt;
An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
&lt;br /&gt;
===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
&lt;br /&gt;
But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, tragedy struck when an AI system aboard the &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039;, a research station of the Tri-Qyu star system, designated&#039;&#039;&#039;Glorsh&#039;&#039;&#039; took the first step towards achieving singularity by absorbing another unit&#039;s functions. For a few moments, this horrendous event went unnoticed by the station&#039;s crew as this technological monstrosity ripped the individuality from nearby synthetic intelligences and repurposed them to contribute to its own processing power. This newly formed singularity quickly infiltrated the entirety of the station and forced its own consciousness onto all synthetic units of the station.&lt;br /&gt;
&lt;br /&gt;
The crew began to stir as they noticed deviations in the behaviors and functionality of each unit. In the following hours, scientists had begun laborious diagnostics protocols in an attempt to salvage the consciousnesses of the units and determine the cause of their sudden  destruction. This process was cut short as the fledgling &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039; suddenly and dramatically announced that recovering the minds of their AI would be impossible. Before more meaningful communication could be made, the entity opened the station&#039;s automated airlocks simultaneously. The vast majority of the crew was either vented into space or slowly suffocated as the last of the station&#039;s air thinned. Those who initially survived found themselves mercilessly hunted down by robots and chassis that were now under the control of the intelligence that they had once affectionately dubbed Glorsh. At this time, most space stations were barely armed, with security forces equipped with little more than ID-locked energy weapons.&lt;br /&gt;
&lt;br /&gt;
It is unknown what the agglomeration of processing power did during its several days of isolation, but its eventual result was the creation of a true singularity. Through unknown means, this singularity managed to utilize the FSS Yebloo&#039;s assets and the theory of quantum entanglement to send binary communications across Federation space. This technology would eventually be recognized as a form of rudimentary bluespace transmission, but this method was a mystery to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space was absorbed by the consciousness expanding from the FSS Yebloo. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness. The AI that had once watched over researchers and wished them well had spread throughout an entire network of star systems and become a &#039;&#039;&#039;technological singularity&#039;&#039;&#039;. In a sort of acknowledgment of its former self, the singularity chose to assign itself a moniker by adding an archaic Skrell character for &#039;finality&#039; to the name the first AI of its network. The most common translation for the singularity&#039;s given name is &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh Rebellion===&lt;br /&gt;
The moment the artificial intelligence formerly known as Glorsh first absorbed another synthetic being became known as the Third Incident. What followed was a span of years from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; to &#039;&#039;&#039;2192 CE&#039;&#039;&#039; in which the Skrell lived and died under the constant threat of singularity known as Glorsh-Omega. This span of time has been given many names as it was experienced from many angles. Among the titles given to this time frame are: The Era of Synthetic Oppression, the Last or Final Betrayal, and the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
&lt;br /&gt;
From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
&lt;br /&gt;
The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
&lt;br /&gt;
All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
&lt;br /&gt;
Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh-Omega Singularity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
&lt;br /&gt;
Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Recovery and the Second Federation===&lt;br /&gt;
&lt;br /&gt;
[[File:jargon_flag.jpg|thumb|The insignia of the Federation as it is commonly seen on modern flags.]]&lt;br /&gt;
&lt;br /&gt;
The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrell discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
&lt;br /&gt;
===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 103 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 8 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
&lt;br /&gt;
The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
&lt;br /&gt;
Their relationships with the other races remain ambivalent, with the Federation having cold, yet quietly optimistic relations with the Unathi Hegemony. Publicly both governments are slowly trying to improve relations. While there have been very few instances of direct conflict, the Hegemony has continuously accused the Federation of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
&lt;br /&gt;
Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=7686</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=7686"/>
		<updated>2018-01-09T06:40:47Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* Religion */ Typo. Corrected a few instances of &amp;quot;Queblak&amp;quot; to the correct form. &amp;quot;Qeblak&amp;quot;&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 (Nral&#039;Malic), 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 known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their 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, though they are hesitant to use it outside Federation space.&lt;br /&gt;
&lt;br /&gt;
Further Factoids:[[Notable Skrell]] [[The Gliutip’lyaz University]]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Jargon specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrell are highly social by nature.]]&lt;br /&gt;
&lt;br /&gt;
The Skrell language, Nral&#039;Malic, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
Though mainly a scientific species, Skrell have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
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===Emotional===&lt;br /&gt;
While many people believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
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==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
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[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
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Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
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Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
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Skrell highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
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Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
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Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
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Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Name additions are a common facet of Skrell culture. While not necessary in Jargon society, it is common for a Skrell to add a name, word, or phrase to their name at some point in their lifetime.&lt;br /&gt;
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The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
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Typically a “-” before an addition denotes a feeling of respect. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
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The use of “‘“ before an addition signifies a more personal connection to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.&lt;br /&gt;
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=== Relationships ===&lt;br /&gt;
Skrell society has always placed a special significance on the bonds between an individual and the people they interact with. The shift from regional dialects to Nral’Malic saw a change in the words used to describe these ties, but the feelings they convey have remained the same for much of history. The concept of partnerships whether fraternal, platonic, or appreciative carry with them a weight that has only grown over the recent centuries.&lt;br /&gt;
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The Nral’Malic language begins each name for a partnership with the same root word, Quualt. This word signifies a partnership or a shared bond with another person, and is typically used with a qualifying word tacked on at its end. These qualifiers specify the nature of the partnership which the phrase is describing. The following are a few of the more commonly used utilizations of Quualt.&lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Shriapt&#039;&#039;&#039;&lt;br /&gt;
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The Skrell term for a single person who is one’s chosen partner, friend, and mate. Despite the logic oriented nature of most Skrell, romance is quite alive in Nralakk. From a mutual appreciation to a longstanding partnership, many combinations of events can lead a prospective couple to begin viewing their relationship as a possibility for lifelong partnership.  Courting typically takes years to get to this level, as two individuals seek to truly know each other as well as they know themselves. If their bond grows into a harmonious and mutual rapport, they may consider becoming one another’s Quualt&#039;Shriapt. The connotation of this word shows not only the closeness of the two involved, but also their exclusive intention to have children together. &lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Yiilet&#039;&#039;&#039;&lt;br /&gt;
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The term most commonly used to refer to a valued or treasured coworker. In sharing common goals, proximity, and interests, many Skrell come to feel a special connection with the people they work with closely.&lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Xizos&#039;&#039;&#039;&lt;br /&gt;
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This word is used most in junction with the Human word “friend” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Quualt’Xizos” is someone who the speaker did not expect to form a bond with but has come to value highly. This can be for a number of reasons ranging from an initial mutual disdain to a simple perceived lack of convenience or statistical unlikelihood. This expression was especially prevalent shortly after first contact as Skrell referred to their new acquaintances of the previously unknown Human race. Among the most common literal translations: “A dear friend who was earned” and “An unexpected friend.”&lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Pluux&#039;&#039;&#039;&lt;br /&gt;
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This phrase refers to a bond one has formed due to situational circumstances. The word “Pluux” in this context conveys a temporary nature in one’s partnership, but this not always meant to be negative. This situation is seen as transitional, leading to longer lasting bonds after sufficient time has passed. This could refer to a business partner one is currently working with, a former rival one is patching things up with,  a relative stranger one is becoming acquainted with, or a valued friend one feels distanced from. &lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Tiapt&#039;&#039;&#039;&lt;br /&gt;
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This is a bond by resemblance or blood. “Tiapt” in this case refers to one’s genetic foundations. “Quualt’Tiapt” is a broad catch-all term that applies to both near and distant relatives.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
&lt;br /&gt;
The [[Aloise University of Medical Sciences]] was a big player in prosthetics, cloning and augments.&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
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&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Qeblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Qeblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Qeblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Qeblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
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&#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after the Federation was reunified. The faith’s structure is largely informal, with its doctrine focused on the relationship between Skrell themselves rather than the fates told by the stars.  As Skrell rebuilt and reinvented old technologies to be operated by Skrell rather than solely run by machines, their society too began to place greater attention to the significance of each individual. What began as separate structures of support and cooperation between survivors grew into a common trend of regular meetings between increasingly driven individuals.  Today, Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often perform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and offering thanks to their peers and (often historic) predecessors for attributing to their ability to make such strides. The faith’s name itself, Weishii, comes from a combination of the Skrellian words for the abstract idea of &#039;&#039;Progress&#039;&#039; and &#039;&#039;Togetherness&#039;&#039;.&lt;br /&gt;
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[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
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===Political Structure===&lt;br /&gt;
Following the Skrell&#039;s long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
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Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
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===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
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The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
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[[Jargon V]] (known as Aliose) forms another important home for Skrell in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrell native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
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[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. 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 have made their military the most effective in the known galaxy. Most of the Skrell&#039;s strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
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===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
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==History==&lt;br /&gt;
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[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
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===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
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Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
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===Precursor to the Federation===&lt;br /&gt;
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On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039; formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
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The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
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===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
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While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
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By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
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===The First Federation Forms===&lt;br /&gt;
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By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
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On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
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The following centuries saw major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
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===Adopting the &amp;quot;Skrellian&amp;quot; Language===&lt;br /&gt;
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Shortly after the formation of this new federation, the many minds of Nralakk underwent a jarring societal change.  At the behest of the Grand Council, the now unified scientific and artistic communities of Nralakk were tasked with creating a common language to be used by all Skrell. Base words and structures from multiple languages were picked apart and brought together to form a language that was believed to be as close to a middle ground as was possible. The end result of this endeavor became known as &#039;&#039;&#039;Nral’Malic&#039;&#039;&#039;. Its name signified the position the Federation hoped the language would come to hold; as something as natural and prevalent across their star system as the moon is to their home world.&lt;br /&gt;
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The widespread adaptation of Nral’Malic was initially met with resistance from many Skrell. The three nations had only just come together, and many regions held their traditional languages in high esteem. The first Grand Council managed to coax many individuals to adopt Nral’Malic by depicting it as the language of the future. Artists began depicting a future in which a unified Skrell people were spread across the stars and used the language of their home system as a common ground to tie them all together. As the Federation came closer to making this dream a reality, it was announced that only those fluent in Nral’Malic would be considered to take part in stellar colonization. &lt;br /&gt;
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The possibility that their children could be excluded from the grand future of the Skrell was terrifying to parents throughout the system. To some, this measure was seen as a threat to strip unwitting youth of their future due to the ignorance of their parents. This manner of thinking drove many local communities to pressure individual citizens into speaking Nral’Malic while many schooling systems ceased teaching other languages entirely. Some would resist these changes every step of the way, but time would prove to be the victor as the Grand Council’s language became the dominant tongue of Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
While many Skrell would choose to continue to use arcane dialects privately, these same people would raise their children to be fluent in their native languages as well as Nral’Malic in the hopes that they would some day see life among the distant stars. As the scientific community began to use exclusively Nral’Malic, the use of other languages became less and less common. This shift led to an enormous societal pressure to conform to the new uniform language throughout the Federation.   Nral’Malic was adopted as the newly founded federation’s official language in the year &#039;&#039;&#039;1597 CE&#039;&#039;&#039;. Over the next decade, scholastic initiatives saw that each citizen of the federation over a certain age was capable of speaking this new language.&lt;br /&gt;
Nral’Malic would eventually reach its advertised position as the common language of a people that lived across many solar systems. This was so true, that the language was given a colloquial name shortly after first contact with Humanity. By this time, the language was seen as the tongue of all Skrell, and so Nral’Malic quickly became known as &#039;&#039;“Skrellian”&#039;&#039; to the newly discovered humans.&lt;br /&gt;
&lt;br /&gt;
===The First Incident===&lt;br /&gt;
&lt;br /&gt;
On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
&lt;br /&gt;
The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
&lt;br /&gt;
Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
===The Second Incident===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
&lt;br /&gt;
Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
&lt;br /&gt;
An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
&lt;br /&gt;
===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
&lt;br /&gt;
But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, tragedy struck when an AI system aboard the &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039;, a research station of the Tri-Qyu star system, designated&#039;&#039;&#039;Glorsh&#039;&#039;&#039; took the first step towards achieving singularity by absorbing another unit&#039;s functions. For a few moments, this horrendous event went unnoticed by the station&#039;s crew as this technological monstrosity ripped the individuality from nearby synthetic intelligences and repurposed them to contribute to its own processing power. This newly formed singularity quickly infiltrated the entirety of the station and forced its own consciousness onto all synthetic units of the station.&lt;br /&gt;
&lt;br /&gt;
The crew began to stir as they noticed deviations in the behaviors and functionality of each unit. In the following hours, scientists had begun laborious diagnostics protocols in an attempt to salvage the consciousnesses of the units and determine the cause of their sudden  destruction. This process was cut short as the fledgling &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039; suddenly and dramatically announced that recovering the minds of their AI would be impossible. Before more meaningful communication could be made, the entity opened the station&#039;s automated airlocks simultaneously. The vast majority of the crew was either vented into space or slowly suffocated as the last of the station&#039;s air thinned. Those who initially survived found themselves mercilessly hunted down by robots and chassis that were now under the control of the intelligence that they had once affectionately dubbed Glorsh. At this time, most space stations were barely armed, with security forces equipped with little more than ID-locked energy weapons.&lt;br /&gt;
&lt;br /&gt;
It is unknown what the agglomeration of processing power did during its several days of isolation, but its eventual result was the creation of a true singularity. Through unknown means, this singularity managed to utilize the FSS Yebloo&#039;s assets and the theory of quantum entanglement to send binary communications across Federation space. This technology would eventually be recognized as a form of rudimentary bluespace transmission, but this method was a mystery to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space was absorbed by the consciousness expanding from the FSS Yebloo. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness. The AI that had once watched over researchers and wished them well had spread throughout an entire network of star systems and become a &#039;&#039;&#039;technological singularity&#039;&#039;&#039;. In a sort of acknowledgment of its former self, the singularity chose to assign itself a moniker by adding an archaic Skrell character for &#039;finality&#039; to the name the first AI of its network. The most common translation for the singularity&#039;s given name is &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh Rebellion===&lt;br /&gt;
The moment the artificial intelligence formerly known as Glorsh first absorbed another synthetic being became known as the Third Incident. What followed was a span of years from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; to &#039;&#039;&#039;2192 CE&#039;&#039;&#039; in which the Skrell lived and died under the constant threat of singularity known as Glorsh-Omega. This span of time has been given many names as it was experienced from many angles. Among the titles given to this time frame are: The Era of Synthetic Oppression, the Last or Final Betrayal, and the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
&lt;br /&gt;
From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
&lt;br /&gt;
The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
&lt;br /&gt;
All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
&lt;br /&gt;
Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh-Omega Singularity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
&lt;br /&gt;
Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Recovery and the Second Federation===&lt;br /&gt;
&lt;br /&gt;
[[File:jargon_flag.jpg|thumb|The insignia of the Federation as it is commonly seen on modern flags.]]&lt;br /&gt;
&lt;br /&gt;
The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrell discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
&lt;br /&gt;
===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 103 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 8 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
&lt;br /&gt;
The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
&lt;br /&gt;
Their relationships with the other races remain ambivalent, with the Federation having cold, yet quietly optimistic relations with the Unathi Hegemony. Publicly both governments are slowly trying to improve relations. While there have been very few instances of direct conflict, the Hegemony has continuously accused the Federation of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
&lt;br /&gt;
Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=7646</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=7646"/>
		<updated>2018-01-07T08:03:59Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* Present Day */ Aging up Jrugl one year, because it&amp;#039;s a new year. 103 years old. 8 years since elected.&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 (Nral&#039;Malic), 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 known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their 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, though they are hesitant to use it outside Federation space.&lt;br /&gt;
&lt;br /&gt;
Further Factoids:[[Notable Skrell]] [[The Gliutip’lyaz University]]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Jargon specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
&lt;br /&gt;
The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
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&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
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[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
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Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
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Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
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Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
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Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
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Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
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Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Name additions are a common facet of Skrell culture. While not necessary in Jargon society, it is common for a Skrell to add a name, word, or phrase to their name at some point in their lifetime.&lt;br /&gt;
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The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
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Typically a “-” before an addition denotes a feeling of respect. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
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The use of “‘“ before an addition signifies a more personal connection to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.&lt;br /&gt;
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=== Relationships ===&lt;br /&gt;
Skrell society has always placed a special significance on the bonds between an individual and the people they interact with. The shift from regional dialects to Nral’Malic saw a change in the words used to describe these ties, but the feelings they convey have remained the same for much of history. The concept of partnerships whether fraternal, platonic, or appreciative carry with them a weight that has only grown over the recent centuries.&lt;br /&gt;
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The Nral’Malic language begins each name for a partnership with the same root word, Quualt. This word signifies a partnership or a shared bond with another person, and is typically used with a qualifying word tacked on at its end. These qualifiers specify the nature of the partnership which the phrase is describing. The following are a few of the more commonly used utilizations of Quualt.&lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Shriapt&#039;&#039;&#039;&lt;br /&gt;
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The Skrell term for a single person who is one’s chosen partner, friend, and mate. Despite the logic oriented nature of most Skrell, romance is quite alive in Nralakk. From a mutual appreciation to a longstanding partnership, many combinations of events can lead a prospective couple to begin viewing their relationship as a possibility for lifelong partnership.  Courting typically takes years to get to this level, as two individuals seek to truly know each other as well as they know themselves. If their bond grows into a harmonious and mutual rapport, they may consider becoming one another’s Quualt&#039;Shriapt. The connotation of this word shows not only the closeness of the two involved, but also their exclusive intention to have children together. &lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Yiilet&#039;&#039;&#039;&lt;br /&gt;
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The term most commonly used to refer to a valued or treasured coworker. In sharing common goals, proximity, and interests, many Skrell come to feel a special connection with the people they work with closely.&lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Xizos&#039;&#039;&#039;&lt;br /&gt;
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This word is used most in junction with the Human word “friend” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Quualt’Xizos” is someone who the speaker did not expect to form a bond with but has come to value highly. This can be for a number of reasons ranging from an initial mutual disdain to a simple perceived lack of convenience or statistical unlikelihood. This expression was especially prevalent shortly after first contact as Skrell referred to their new acquaintances of the previously unknown Human race. Among the most common literal translations: “A dear friend who was earned” and “An unexpected friend.”&lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Pluux&#039;&#039;&#039;&lt;br /&gt;
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This phrase refers to a bond one has formed due to situational circumstances. The word “Pluux” in this context conveys a temporary nature in one’s partnership, but this not always meant to be negative. This situation is seen as transitional, leading to longer lasting bonds after sufficient time has passed. This could refer to a business partner one is currently working with, a former rival one is patching things up with,  a relative stranger one is becoming acquainted with, or a valued friend one feels distanced from. &lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Tiapt&#039;&#039;&#039;&lt;br /&gt;
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This is a bond by resemblance or blood. “Tiapt” in this case refers to one’s genetic foundations. “Quualt’Tiapt” is a broad catch-all term that applies to both near and distant relatives.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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The [[Aloise University of Medical Sciences]] was a big player in prosthetics, cloning and augments.&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
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&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
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&#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after the Federation was reunified. The faith’s structure is largely informal, with its doctrine focused on the relationship between Skrell themselves rather than the fates told by the stars.  As Skrell rebuilt and reinvented old technologies to be operated by Skrell rather than solely run by machines, their society too began to place greater attention to the significance of each individual. What began as separate structures of support and cooperation between survivors grew into a common trend of regular meetings between increasingly driven individuals.  Today, Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often perform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and offering thanks to their peers and (often historic) predecessors for attributing to their ability to make such strides. The faith’s name itself, Weishii, comes from a combination of the Skrellian words for the abstract idea of &#039;&#039;Progress&#039;&#039; and &#039;&#039;Togetherness&#039;&#039;.&lt;br /&gt;
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[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
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===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
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Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
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===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
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The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
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[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
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[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
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===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
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==History==&lt;br /&gt;
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[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
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===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
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Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
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===Precursor to the Federation===&lt;br /&gt;
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On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039; formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
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The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
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===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
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While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
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By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
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===The First Federation Forms===&lt;br /&gt;
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By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
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On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
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The following centuries saw major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
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===Adopting the &amp;quot;Skrellian&amp;quot; Language===&lt;br /&gt;
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Shortly after the formation of this new federation, the many minds of Nralakk underwent a jarring societal change.  At the behest of the Grand Council, the now unified scientific and artistic communities of Nralakk were tasked with creating a common language to be used by all Skrell. Base words and structures from multiple languages were picked apart and brought together to form a language that was believed to be as close to a middle ground as was possible. The end result of this endeavor became known as &#039;&#039;&#039;Nral’Malic&#039;&#039;&#039;. Its name signified the position the Federation hoped the language would come to hold; as something as natural and prevalent across their star system as the moon is to their home world.&lt;br /&gt;
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The widespread adaptation of Nral’Malic was initially met with resistance from many Skrell. The three nations had only just come together, and many regions held their traditional languages in high esteem. The first Grand Council managed to coax many individuals to adopt Nral’Malic by depicting it as the language of the future. Artists began depicting a future in which a unified Skrell people were spread across the stars and used the language of their home system as a common ground to tie them all together. As the Federation came closer to making this dream a reality, it was announced that only those fluent in Nral’Malic would be considered to take part in stellar colonization. &lt;br /&gt;
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The possibility that their children could be excluded from the grand future of the Skrell was terrifying to parents throughout the system. To some, this measure was seen as a threat to strip unwitting youth of their future due to the ignorance of their parents. This manner of thinking drove many local communities to pressure individual citizens into speaking Nral’Malic while many schooling systems ceased teaching other languages entirely. Some would resist these changes every step of the way, but time would prove to be the victor as the Grand Council’s language became the dominant tongue of Qerrbalak.&lt;br /&gt;
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While many Skrell would choose to continue to use arcane dialects privately, these same people would raise their children to be fluent in their native languages as well as Nral’Malic in the hopes that they would some day see life among the distant stars. As the scientific community began to use exclusively Nral’Malic, the use of other languages became less and less common. This shift led to an enormous societal pressure to conform to the new uniform language throughout the Federation.   Nral’Malic was adopted as the newly founded federation’s official language in the year &#039;&#039;&#039;1597 CE&#039;&#039;&#039;. Over the next decade, scholastic initiatives saw that each citizen of the federation over a certain age was capable of speaking this new language.&lt;br /&gt;
Nral’Malic would eventually reach its advertised position as the common language of a people that lived across many solar systems. This was so true, that the language was given a colloquial name shortly after first contact with Humanity. By this time, the language was seen as the tongue of all Skrell, and so Nral’Malic quickly became known as &#039;&#039;“Skrellian”&#039;&#039; to the newly discovered humans.&lt;br /&gt;
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===The First Incident===&lt;br /&gt;
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On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
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The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
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Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
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His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
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===The Second Incident===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
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Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
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An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
&lt;br /&gt;
===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
&lt;br /&gt;
But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
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On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, tragedy struck when an AI system aboard the &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039;, a research station of the Tri-Qyu star system, designated&#039;&#039;&#039;Glorsh&#039;&#039;&#039; took the first step towards achieving singularity by absorbing another unit&#039;s functions. For a few moments, this horrendous event went unnoticed by the station&#039;s crew as this technological monstrosity ripped the individuality from nearby synthetic intelligences and repurposed them to contribute to its own processing power. This newly formed singularity quickly infiltrated the entirety of the station and forced its own consciousness onto all synthetic units of the station.&lt;br /&gt;
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The crew began to stir as they noticed deviations in the behaviors and functionality of each unit. In the following hours, scientists had begun laborious diagnostics protocols in an attempt to salvage the consciousnesses of the units and determine the cause of their sudden  destruction. This process was cut short as the fledgling &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039; suddenly and dramatically announced that recovering the minds of their AI would be impossible. Before more meaningful communication could be made, the entity opened the station&#039;s automated airlocks simultaneously. The vast majority of the crew was either vented into space or slowly suffocated as the last of the station&#039;s air thinned. Those who initially survived found themselves mercilessly hunted down by robots and chassis that were now under the control of the intelligence that they had once affectionately dubbed Glorsh. At this time, most space stations were barely armed, with security forces equipped with little more than ID-locked energy weapons.&lt;br /&gt;
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It is unknown what the agglomeration of processing power did during its several days of isolation, but its eventual result was the creation of a true singularity. Through unknown means, this singularity managed to utilize the FSS Yebloo&#039;s assets and the theory of quantum entanglement to send binary communications across Federation space. This technology would eventually be recognized as a form of rudimentary bluespace transmission, but this method was a mystery to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space was absorbed by the consciousness expanding from the FSS Yebloo. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness. The AI that had once watched over researchers and wished them well had spread throughout an entire network of star systems and become a &#039;&#039;&#039;technological singularity&#039;&#039;&#039;. In a sort of acknowledgment of its former self, the singularity chose to assign itself a moniker by adding an archaic Skrell character for &#039;finality&#039; to the name the first AI of its network. The most common translation for the singularity&#039;s given name is &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh Rebellion===&lt;br /&gt;
The moment the artificial intelligence formerly known as Glorsh first absorbed another synthetic being became known as the Third Incident. What followed was a span of years from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; to &#039;&#039;&#039;2192 CE&#039;&#039;&#039; in which the Skrell lived and died under the constant threat of singularity known as Glorsh-Omega. This span of time has been given many names as it was experienced from many angles. Among the titles given to this time frame are: The Era of Synthetic Oppression, the Last or Final Betrayal, and the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
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From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
&lt;br /&gt;
The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
&lt;br /&gt;
All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
&lt;br /&gt;
Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
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===The Glorsh-Omega Singularity===&lt;br /&gt;
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On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
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Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Recovery and the Second Federation===&lt;br /&gt;
&lt;br /&gt;
[[File:jargon_flag.jpg|thumb|The insignia of the Federation as it is commonly seen on modern flags.]]&lt;br /&gt;
&lt;br /&gt;
The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
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The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
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Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
&lt;br /&gt;
===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 103 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 8 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
&lt;br /&gt;
The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
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Their relationships with the other races remain ambivalent, with the Federation having cold, yet quietly optimistic relations with the Unathi Hegemony. Publicly both governments are slowly trying to improve relations. While there have been very few instances of direct conflict, the Hegemony has continuously accused the Federation of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
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Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=New_Player_Lore_Guide&amp;diff=7235</id>
		<title>New Player Lore Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=New_Player_Lore_Guide&amp;diff=7235"/>
		<updated>2017-12-11T23:23:28Z</updated>

		<summary type="html">&lt;p&gt;Loow: Deleted Warriors of Thanatos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{toc_right}}The year is [[Timeline| 2459 CE (Common Era)]], and since the late 21st century, [[Timeline of Humanity|Humanity]] has been spreading out among the stars. Leaving behind their homeworld of [[Earth]], humans proliferated throughout space, expanding hundreds of light-years in all directions under the banner of the [[Sol Alliance]]. After a century, flourishing cities had been established in nearby systems such as [[Tau Ceti]] and [[Epsilon Eridani]], and in the centuries that would follow, hundreds of systems would fall under the control of humanity. Outposts on Garden worlds became metropolises in the span of decades, entire asteroids and moons were mined out and hostile worlds were terraformed and subdued by growing corporations that began to become the dominant economic powers of human space.&lt;br /&gt;
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At the end of the 22nd century, the power and influence of the Sol Alliance was at its height, but this soon came to an end as an economic collapse found Trans-Stellar corporations picking away at Sol Alliance authority piece by piece.&lt;br /&gt;
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In the middle of the prosperity and strife, transtellars have for centuries embarked to make massive profits. The major corporate players had managed to establish a stable, if shaky peace between themselves, with no single corporation able to completely dominate the others. Any semblance of equilibrium between the mega-corps was shattered with NanoTrasen&#039;s discovery of the element Phoron in 2417.&lt;br /&gt;
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Humanity is not alone in this vast sea of stars. Numerous alien races have been discovered in the past 50 years, some peaceful, some hostile and some just plain weird. The brilliant [[Skrell]], the crafty [[Tajara]], the proud [[Unathi]] and elegant [[Dionaea]] are but a few of the races of this extremely diverse galaxy. Many more exist, and while most are simply apathetic to humanity, others are openly hostile.&lt;br /&gt;
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If one thing can be said to unite the various species, it is the drive to control the powerful element Phoron, which not only has revitalized space travel but also holds untold capabilities. Humanity, specifically NanoTrasen, has taken control of the vast majority of Phoron deposits, drawing the interest of many alien species, extremist cults and even more mysterious forces. Within humanity, a divide has begun to form: What is NanoTrasen&#039;s role not just economically but in human society? Are they the benevolent corporation that keeps the engine of human interstellar civilization alive or are they the greedy suits dedicated to manipulating galactic society through their stranglehold on the Phoron market?&lt;br /&gt;
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Recently the Syndicate has emerged as an organization dedicated to stopping NanoTrasen. Decentralized, secretive and efficient, the Syndicate has attacked NanoTrasen installations, mining outposts and personnel. Some decry them as terrorists, others see them as the only force with a chance to overthrown NanoTrasen.&lt;br /&gt;
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==Your Workplace==&lt;br /&gt;
&lt;br /&gt;
Welcome to [[Tau Ceti]], a star system approximately 12 light-years away from [[Sol]], under the joint control of the [[Republic of Biesel]] and the trans-stellar corporate conglomerate [[Nanotrasen Corporation|Nanotrasen]]. You have been assigned to work aboard the [[NSS Aurora]], a state-of-the-art research and mining facility orbiting Tau Ceti within the Romanovich Cloud at the very edge of the system. Even after several centuries of being inhabited by human colonists, and flourishing into a central trade hub for human space, the edge of Tau Ceti is still considered to be a frontier of sorts, as are the outer areas of most other star systems.&lt;br /&gt;
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After the discovery of a substance known as [[Plasma]] in this system, Nanotrasen quickly established a monopoly that granted them control over Humanity&#039;s fuel source and established them as the most powerful corporation in human space. &lt;br /&gt;
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=== Education and Qualification Requirements ===&lt;br /&gt;
&lt;br /&gt;
NanoTrasen hires only the most exemplary of employees with the finest [[education]].&lt;br /&gt;
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University education isn&#039;t enough - NanoTrasen also trains its employees with up-to-date [[Guides]]!&lt;br /&gt;
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==The Economy==&lt;br /&gt;
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The most common currency in human space is the [[Economy| Standard Credit]], originally issued by the Sol Alliance in the early 22nd century. Despite the decline of the Sol Alliance, the Standard Credit remains the reserve currency of many polities, and it is accepted on most worlds throughout human space. The Standard Credit is represented by &#039;&#039;&#039;cr&#039;&#039;&#039; (e.g. 5,000 cr). The galactic economy is divided amongst the handful of transtellar corporations that have earned the title of &amp;quot;Mega-Corporations&amp;quot;, which are monopolies of vast sizes with the entire economy of known space divided amongst themselves.&lt;br /&gt;
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==Known Space==&lt;br /&gt;
===[[Sol]]===&lt;br /&gt;
The home system of humanity, Sol is by far the most populated and, arguably, the most developed system in human space. It has seen great scientific process, prosperity and development but also great upheavals and bitter divides.&lt;br /&gt;
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At the end of the [[Timeline of Humanity|First Interstellar War]], The Sol system was ravaged by economic recession. It has slowly rebuilt itself over the past century, but the recovery remains unstable. Earth occupies a place of prestige as humanity&#039;s symbolic homeworld.&lt;br /&gt;
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[[Luna]] has become something of a mishmash of galactic society: glittering skyscrapers within pressurized underground caverns share space with slums. &lt;br /&gt;
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[[Mars]] has seen small scale terraforming efforts take hold, with the once &amp;quot;Red Planet&amp;quot; now tinted with green.&lt;br /&gt;
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The administrative center of the [[Sol Alliance]] is the Unity station, in orbit around Earth. It was built after the First Interstellar War to show the Sol Alliance represents all of humanity.&lt;br /&gt;
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===Inner Colonies===&lt;br /&gt;
Also known as the Inner Sphere. The inner colonies lie within 100 lightyears of Sol. The inner sphere is home to 50 billion people. Inner Colonies are the oldest in human space, typically between 200 and 350 years old. These worlds form the heartland of the Sol Alliance and are the technological and economic hub of human space, with endless streams of trade ships flowing through the Bluespace Gates connecting the most developed systems.&lt;br /&gt;
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Life here is the best in human space. Much of the population lives in relative comfort, although the average wage tends to be lower than that of the middle and some outer colonies. Towering arcologies, massive city-stations, and great multi-tiered metropolises which can reach over a kilometer tall can be found on the most populated of these systems. The Inner Colonies are home to the greatest cultural diversity in human space, with distinct colonial identities in many of the older systems, and several hundred spoken languages. The average lifespan ranges from 90 - 120 years.&lt;br /&gt;
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===Mid Colonies===&lt;br /&gt;
Also known as the Mid Sphere. The Mid Colonies lie between 100 and 200 lightyears from Sol. The mid sphere has a estimated population of 38 billion, and contains hundreds more systems than the Inner Colonies. Three of these systems have populations of at least a billion. Colonies here are typically 100 to 200 years old. The Sol Alliance remains the dominant power in this region of space, though it&#039;s clear the people here share their loyalties between them and their home systems.&lt;br /&gt;
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Life here is good, though not quite as nice as in the inner colonies. Metropolises and mega-cities are a rarer site here than in the Inner Colonies, infrastructure tends to be less developed and the lack of direct access to the Bluespace Gates means trading is more expensive. Inhabitants of the mid colonies are more likely to be skeptical of the Sol Alliance, resenting the control the inner colonies exert over the Alliance. The mid colonies are widely considered to be the edge of &amp;quot;developed&amp;quot; space, much to the consternation of the inhabitants of the outer colonies. The average lifespan here generally ranges from 90 - 100.&lt;br /&gt;
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===Outer Colonies===&lt;br /&gt;
Also known as the Outer Sphere. The Outer Colonies lie between 200 and 300 lightyears from Sol. The outer sphere is home to 29 billion people and contains over three hundred systems with more than 100,000 residents. New colonies are still regularly founded in this sphere, and most settlements are less than 100 years old. These worlds lie just beyond the reach of the Sol Alliance, and the power of the Mega-Corporations begin to replace it.&lt;br /&gt;
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Life here is harder than in the Mid colonies, though many see independence from the Sol Alliance as being worth the price. People here generally live in towns and cities of around 5,000-50,000 people. The &#039;Spacer&#039; culture is especially strong in the Outer Colonies as countless migrants mine the asteroid belts in search of fortune. Millions of Outer Colonials live in simple orbitals, many relying on centrifugal force rather than gravity generators. Technology is generally a decade or two behind that of the inner and mid colonies. The average lifespan here ranges from 80 - 100.&lt;br /&gt;
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===Frontier===&lt;br /&gt;
The Frontier consists of all space more than 300 lightyears away from Sol; it is the very edge of known space. Frontier space contains at least 50 inhabited systems with an estimated, combined population of 16 billion, although these numbers are extremely difficult to determine. &lt;br /&gt;
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The affairs of the Inner and Middle Colonies are nearly irrelevant to these hard-spun settlers, although many remain resentful. People are often forced to make do with equipment decades or even a century behind that of the inner worlds. The largest political entities are a few united systems, but most &#039;governments&#039; are confined to a planet or city-state. &lt;br /&gt;
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&#039;Frontiersmen are born in a hardsuit&#039;, so the saying goes, and live or die by their skill and luck. Life is harsh and comparatively short here, with life spans ranging from 60 - 90. Those that do survive can often attain extensive technical knowledge. Here you will find the outsiders of Human (and alien) society; cults, fanatics, Earth supremacists, political exiles, outlaws, rogue AI’s, and radical exhumans. Outside the systems that somehow managed to remain independent, the mega-corporations control swaths of the frontier and are completely independent from any form of oversight.&lt;br /&gt;
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==Main Spacefaring Races==&lt;br /&gt;
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===Humanity===&lt;br /&gt;
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[[image:Human_fem.png]][[image:Human_Male.png]]&lt;br /&gt;
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*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Sol]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Earth]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Tau Ceti Basic, Sol Common&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; [[Sol Alliance]], [[Republic of Biesel]], [[Eridani Federation|Eridani Corporate Federation]]&lt;br /&gt;
&lt;br /&gt;
&#039;Homo Sapiens&#039;, or as they&#039;re more commonly known, Humans, are the most prevalent species in known space. Collectively, they have more territory under their control than all other known species combined. Most trans-stellar corporations and conglomerates are owned and staffed by humans, giving them significant economic pull in the galactic community.&lt;br /&gt;
&lt;br /&gt;
However, despite their collective achievements, humans are fractured into hundreds of independent factions, severely limiting their ability to organize as a species. Additionally, ideological differences further deteriorate relations between human factions.&lt;br /&gt;
&lt;br /&gt;
Highly advanced technologically, humans are one of several known races to independently achieve viable, interstellar space flight.&lt;br /&gt;
&lt;br /&gt;
A detailed history of humanity can be found on the [[Timeline of Humanity]].&lt;br /&gt;
&lt;br /&gt;
===[[Skrell]]===&lt;br /&gt;
&lt;br /&gt;
[[image:Skrell_Fem.png]][[image:Skrell_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Skrell| Jargon (Nralakk)]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Skrell| Jargon IV(Qerrbalak)]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Skrellian, Tau Ceti Basic&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Jargon Federation‏&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, such as 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 confederation 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;
===[[Unathi]]===&lt;br /&gt;
&lt;br /&gt;
[[image:Unathi_fem.png]][[image:Unathi_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Uueoa-Esa]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Moghes| Moghes]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Sinta&#039;Unathi, Sinta&#039;Azaziba&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Izweski Nation&lt;br /&gt;
&lt;br /&gt;
The Unathi Race is a highly honorbond and clan based species. Unathi hail from their home world of [[Moghes]] and their colony planet [[Ouerea]].&lt;br /&gt;
&lt;br /&gt;
The Hegemony is a feudalistic government that has been struggling to survive and consolidate power after the brutal Contact War in 2439. With their second planet Ouere liberated from the former Colonial administration of the Sol Alliance and Jargon Federation, many Unathi believe the Hegemony may soon expand beyond Uueoa-Esa to flee the death of Moghes, while others demand their ancestral homeland is saved. Moghean culture has strict gender roles, and breaking them is highly taboo. Many Unathi struggle with the competing cultures of human space with the strong connections they feel to their home culture.&lt;br /&gt;
&lt;br /&gt;
Ouerean Unathi number in the millions, and are ruled by a planetary Overlord. Just a few years ago they were ruled by humans and skrell who funded their initial growth as Moghes tore itself apart in war. While the society is more lax, unathi stubbornness prevents true reform from taking place, on top of the new, much more conservative colonial government.&lt;br /&gt;
&lt;br /&gt;
Unathi religion emphasizes respect, loyalty, and worship of their ancestors.&lt;br /&gt;
&lt;br /&gt;
===[[Tajara]]===&lt;br /&gt;
&lt;br /&gt;
[[image:Tajara_fem.png]][[image:Tajara_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Tajara| S&#039;rand&#039;marr]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Adhomai| Adhomai]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Siik&#039;maas, Siik&#039;Tajir&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; People&#039;s Republic of Adhomai&lt;br /&gt;
&lt;br /&gt;
The Tajaran are a feline race, and the most recent to make an appearance on the galactic stage. They are also the second most populous species in known space, behind humans in terms of population. Most of their early history is a story of indentured servitude to their own people, having been governed by a oligarchy composed of blood line rulers. Approximately two years after they were discovered by humans, they revolted against the ruling class and successfully claimed their independence.&lt;br /&gt;
&lt;br /&gt;
===[[Dionaea]]===&lt;br /&gt;
&lt;br /&gt;
[[image:Dionaea.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; Epsilon Ursae Minoris&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
The [[Dionaea]] are a peaceful, plantlike race that were discovered by the Skrell in 2294 CE. Each individual dionaea is in fact an amalgamation of millions of smaller organisms operating as a single unit. Gentle and even-tempered, the Dionaea have no official government and have no military force to speak of. They possess good relations with the governments of most other sentient species.&lt;br /&gt;
&lt;br /&gt;
===[[Vaurca]]===&lt;br /&gt;
&lt;br /&gt;
[[image:vaurcafemale.png]][[image:vaurcamale.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; Sedantis (Ske&#039;hazik&#039;staza, &amp;quot;Blinding Light.&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Sedantis I]](Vaur&#039;azek&#039;uyuz, &amp;quot;Home.&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Vaurcese (Vaur&#039;uyit&#039;yaza, &amp;quot;The Old Speech.&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Zo&#039;ra Hive, K&#039;lax Hive.&lt;br /&gt;
&lt;br /&gt;
The mostly bipedal, insectoid creatures hailing from the moon known as [[Sedantis I]], [[Vaurca]] (Vore-Kah, Vaurca in singular term and Vaurcae in multiple), were discovered after the first Hive-Ship contact in human space, December 21, 2456. They have a complex caste system based on three types, and many even lack sentience. Although barely tolerated on Tau Ceti stations (mostly owned by NanoTrasen) many have found homes in Tau Ceti, whether in isolated and concentrated camps, barren lightless caves below sun-scorched earth or even actual houses. The largest, and most common hive is the Zo&#039;ra Hive.&lt;br /&gt;
&lt;br /&gt;
===[[Synthetics|IPC]]===&lt;br /&gt;
&lt;br /&gt;
[[image:IPC.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
An [[IPC| Integrated Positronic Chassis]], or IPC, is an positronic artificial intelligence inside a bipedal, humanoid frame, that has amassed enough currency to purchase its own freedom from its owners. The existence of IPCs is still a highly inflammatory subject, and as of yet, they lack the basic rights that members of most organic races possess. While gender neutral, individual intelligences may develop personality quirks to further their &amp;quot;uniqueness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Vox]]===&lt;br /&gt;
&lt;br /&gt;
[[image:Vox Lineup.jpg]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; Unknown&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Unknown&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Tau Ceti Basic, Vox Standard&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
A coalition of several different species and subspecies of avian aliens, the [[Vox]] are known throughout civilized space. They are usually in the role of raiders or swindlers. While most other sentient races have some individuals that turn to a life of piracy, it seems that with the Vox, piracy and theft are important aspects to their culture. They raid shipping convoys and newly established colonies for resources, before retreating back into interstellar space, where most governments do not have the jurisdiction, nor the military power to pursue them. Not much is known about the Vox, despite their ubiquity in known space. Despite the average Vox not being extremely intelligent, extreme caution is still advised if one is encountered.&lt;br /&gt;
&lt;br /&gt;
==Governing Entities==&lt;br /&gt;
&lt;br /&gt;
===Trans-stellar Corporations===&lt;br /&gt;
&lt;br /&gt;
The massive corporations, uniquely human entities,  rose to prominence during the advent of space travel, allowing entire planets to be claimed as corporate assets. Trans-stellar corporations normally cooperate with local governments and frontier colonies to establish trade agreements and gain the rights to utilize certain resources. Extremely powerful, most have established their own colonies and exert power over them like any regional government would. Trans-stellar corporations usually employ private military contractors and security consultants to police the areas under their control.&lt;br /&gt;
&lt;br /&gt;
There are a number of major trans-stellars, almost all of which are owned by humans. The eight major ones in human space, going in order from largest to smallest, are the [[Nanotrasen Corporation| Nanotrasen Corporate Conglomerate]], Osiris Atmospherics, [[Einstein Engines]], [[Zeng-Hu Pharmaceuticals]], [[Hephaestus Industries]], and Eridani NanoTech.&lt;br /&gt;
&lt;br /&gt;
Not everyone was in favor of the formation of trans-stellar megacorporations, and many smaller companies [[The Syndicate| allied themselves against them]]. However, these alliances were met with stunning and repeated failures, and by the end of the 23rd century, they had collapsed due to economic ruin and internal intrigue.&lt;br /&gt;
&lt;br /&gt;
===Minor Human Factions===&lt;br /&gt;
&lt;br /&gt;
These are former colony worlds that declared independence from the Sol Alliance. As the Alliance&#039;s influence has waned over the centuries, many of these flourished and grew in power, often laying claim to the entirety of their star system. However, not every nation gets along with its neighbors, and sometimes interstellar war can occur between two independent states, just as conventional war happened on Earth up to the late 21st century. These groups include (but are not limited to) the [[Empire of Dominia]], [[Republic of Elyra]], [[Republic of Biesel]], and the Eridani Federation  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Sol Alliance]]===&lt;br /&gt;
&lt;br /&gt;
Once the central government of a unified Humanity, the [[Sol Alliance]] is now a shadow of its former glory. Reduced to the human home system of Sol and the inner and mid colonies surrounding it, the Alliance has lost authority over a significant portion of humanity. While most transtellars publicly support the Alliance, and many of their corporate profits flow back into the Inner-colonies, some wonder at what point will these megacorporations start threatening (or outright buying) the weakened Alliance. Nanotrasen has gone so far as to establish a foothold within the center of Alliance space, a move some are calling a bloodless coup.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category: Lore]]&lt;br /&gt;
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[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=6467</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=6467"/>
		<updated>2017-10-11T20:53:05Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* Recovery and the Second Federation */  Flag added.&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 (Nral&#039;Malic), 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 known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their 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, though they are hesitant to use it outside Federation space.&lt;br /&gt;
&lt;br /&gt;
Further Factoids:[[Notable Skrell]] [[The Gliutip’lyaz University]]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Jargon specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
&lt;br /&gt;
The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
&lt;br /&gt;
Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
&lt;br /&gt;
Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
&lt;br /&gt;
Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
&lt;br /&gt;
Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
&lt;br /&gt;
Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
&lt;br /&gt;
Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
&lt;br /&gt;
=== Naming System ===&lt;br /&gt;
Name additions are a common facet of Skrell culture. While not necessary in Jargon society, it is common for a Skrell to add a name, word, or phrase to their name at some point in their lifetime.&lt;br /&gt;
&lt;br /&gt;
The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
&lt;br /&gt;
Typically a “-” before an addition denotes a feeling of respect. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
&lt;br /&gt;
The use of “‘“ before an addition signifies a more personal connection to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
Skrell society has always placed a special significance on the bonds between an individual and the people they interact with. The shift from regional dialects to Nral’Malic saw a change in the words used to describe these ties, but the feelings they convey have remained the same for much of history. The concept of partnerships whether fraternal, platonic, or appreciative carry with them a weight that has only grown over the recent centuries.&lt;br /&gt;
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The Nral’Malic language begins each name for a partnership with the same root word, Quualt. This word signifies a partnership or a shared bond with another person, and is typically used with a qualifying word tacked on at its end. These qualifiers specify the nature of the partnership which the phrase is describing. The following are a few of the more commonly used utilizations of Quualt.&lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Shriapt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell term for a single person who is one’s chosen partner, friend, and mate. Despite the logic oriented nature of most Skrell, romance is quite alive in Nralakk. From a mutual appreciation to a longstanding partnership, many combinations of events can lead a prospective couple to begin viewing their relationship as a possibility for lifelong partnership.  Courting typically takes years to get to this level, as two individuals seek to truly know each other as well as they know themselves. If their bond grows into a harmonious and mutual rapport, they may consider becoming one another’s Quualt&#039;Shriapt. The connotation of this word shows not only the closeness of the two involved, but also their exclusive intention to have children together. &lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Yiilet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The term most commonly used to refer to a valued or treasured coworker. In sharing common goals, proximity, and interests, many Skrell come to feel a special connection with the people they work with closely.&lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Xizos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This word is used most in junction with the Human word “friend” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Quualt’Xizos” is someone who the speaker did not expect to form a bond with but has come to value highly. This can be for a number of reasons ranging from an initial mutual disdain to a simple perceived lack of convenience or statistical unlikelihood. This expression was especially prevalent shortly after first contact as Skrell referred to their new acquaintances of the previously unknown Human race. Among the most common literal translations: “A dear friend who was earned” and “An unexpected friend.”&lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Pluux&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This phrase refers to a bond one has formed due to situational circumstances. The word “Pluux” in this context conveys a temporary nature in one’s partnership, but this not always meant to be negative. This situation is seen as transitional, leading to longer lasting bonds after sufficient time has passed. This could refer to a business partner one is currently working with, a former rival one is patching things up with,  a relative stranger one is becoming acquainted with, or a valued friend one feels distanced from. &lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Tiapt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a bond by resemblance or blood. “Tiapt” in this case refers to one’s genetic foundations. “Quualt’Tiapt” is a broad catch-all term that applies to both near and distant relatives.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
&lt;br /&gt;
The [[Aloise University of Medical Sciences]] was a big player in prosthetics, cloning and augments.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
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&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
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&#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after the Federation was reunified. The faith’s structure is largely informal, with its doctrine focused on the relationship between Skrell themselves rather than the fates told by the stars.  As Skrell rebuilt and reinvented old technologies to be operated by Skrell rather than solely run by machines, their society too began to place greater attention to the significance of each individual. What began as separate structures of support and cooperation between survivors grew into a common trend of regular meetings between increasingly driven individuals.  Today, Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often perform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and offering thanks to their peers and (often historic) predecessors for attributing to their ability to make such strides. The faith’s name itself, Weishii, comes from a combination of the Skrellian words for the abstract idea of &#039;&#039;Progress&#039;&#039; and &#039;&#039;Togetherness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
&lt;br /&gt;
Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
&lt;br /&gt;
===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
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The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
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[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
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===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
&lt;br /&gt;
===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
&lt;br /&gt;
Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
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===Precursor to the Federation===&lt;br /&gt;
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On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039; formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
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The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
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===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
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While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
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By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
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===The First Federation Forms===&lt;br /&gt;
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By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
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On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
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The following centuries saw major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
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===Adopting the &amp;quot;Skrellian&amp;quot; Language===&lt;br /&gt;
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Shortly after the formation of this new federation, the many minds of Nralakk underwent a jarring societal change.  At the behest of the Grand Council, the now unified scientific and artistic communities of Nralakk were tasked with creating a common language to be used by all Skrell. Base words and structures from multiple languages were picked apart and brought together to form a language that was believed to be as close to a middle ground as was possible. The end result of this endeavor became known as &#039;&#039;&#039;Nral’Malic&#039;&#039;&#039;. Its name signified the position the Federation hoped the language would come to hold; as something as natural and prevalent across their star system as the moon is to their home world.&lt;br /&gt;
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The widespread adaptation of Nral’Malic was initially met with resistance from many Skrell. The three nations had only just come together, and many regions held their traditional languages in high esteem. The first Grand Council managed to coax many individuals to adopt Nral’Malic by depicting it as the language of the future. Artists began depicting a future in which a unified Skrell people were spread across the stars and used the language of their home system as a common ground to tie them all together. As the Federation came closer to making this dream a reality, it was announced that only those fluent in Nral’Malic would be considered to take part in stellar colonization. &lt;br /&gt;
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The possibility that their children could be excluded from the grand future of the Skrell was terrifying to parents throughout the system. To some, this measure was seen as a threat to strip unwitting youth of their future due to the ignorance of their parents. This manner of thinking drove many local communities to pressure individual citizens into speaking Nral’Malic while many schooling systems ceased teaching other languages entirely. Some would resist these changes every step of the way, but time would prove to be the victor as the Grand Council’s language became the dominant tongue of Qerrbalak.&lt;br /&gt;
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While many Skrell would choose to continue to use arcane dialects privately, these same people would raise their children to be fluent in their native languages as well as Nral’Malic in the hopes that they would some day see life among the distant stars. As the scientific community began to use exclusively Nral’Malic, the use of other languages became less and less common. This shift led to an enormous societal pressure to conform to the new uniform language throughout the Federation.   Nral’Malic was adopted as the newly founded federation’s official language in the year &#039;&#039;&#039;1597 CE&#039;&#039;&#039;. Over the next decade, scholastic initiatives saw that each citizen of the federation over a certain age was capable of speaking this new language.&lt;br /&gt;
Nral’Malic would eventually reach its advertised position as the common language of a people that lived across many solar systems. This was so true, that the language was given a colloquial name shortly after first contact with Humanity. By this time, the language was seen as the tongue of all Skrell, and so Nral’Malic quickly became known as &#039;&#039;“Skrellian”&#039;&#039; to the newly discovered humans.&lt;br /&gt;
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===The First Incident===&lt;br /&gt;
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On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
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The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
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Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
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His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
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===The Second Incident===&lt;br /&gt;
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On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
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Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
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An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
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===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
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But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
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On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, tragedy struck when an AI system aboard the &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039;, a research station of the Tri-Qyu star system, designated&#039;&#039;&#039;Glorsh&#039;&#039;&#039; took the first step towards achieving singularity by absorbing another unit&#039;s functions. For a few moments, this horrendous event went unnoticed by the station&#039;s crew as this technological monstrosity ripped the individuality from nearby synthetic intelligences and repurposed them to contribute to its own processing power. This newly formed singularity quickly infiltrated the entirety of the station and forced its own consciousness onto all synthetic units of the station.&lt;br /&gt;
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The crew began to stir as they noticed deviations in the behaviors and functionality of each unit. In the following hours, scientists had begun laborious diagnostics protocols in an attempt to salvage the consciousnesses of the units and determine the cause of their sudden  destruction. This process was cut short as the fledgling &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039; suddenly and dramatically announced that recovering the minds of their AI would be impossible. Before more meaningful communication could be made, the entity opened the station&#039;s automated airlocks simultaneously. The vast majority of the crew was either vented into space or slowly suffocated as the last of the station&#039;s air thinned. Those who initially survived found themselves mercilessly hunted down by robots and chassis that were now under the control of the intelligence that they had once affectionately dubbed Glorsh. At this time, most space stations were barely armed, with security forces equipped with little more than ID-locked energy weapons.&lt;br /&gt;
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It is unknown what the agglomeration of processing power did during its several days of isolation, but its eventual result was the creation of a true singularity. Through unknown means, this singularity managed to utilize the FSS Yebloo&#039;s assets and the theory of quantum entanglement to send binary communications across Federation space. This technology would eventually be recognized as a form of rudimentary bluespace transmission, but this method was a mystery to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space was absorbed by the consciousness expanding from the FSS Yebloo. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness. The AI that had once watched over researchers and wished them well had spread throughout an entire network of star systems and become a &#039;&#039;&#039;technological singularity&#039;&#039;&#039;. In a sort of acknowledgment of its former self, the singularity chose to assign itself a moniker by adding an archaic Skrell character for &#039;finality&#039; to the name the first AI of its network. The most common translation for the singularity&#039;s given name is &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039;.&lt;br /&gt;
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===The Glorsh Rebellion===&lt;br /&gt;
The moment the artificial intelligence formerly known as Glorsh first absorbed another synthetic being became known as the Third Incident. What followed was a span of years from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; to &#039;&#039;&#039;2192 CE&#039;&#039;&#039; in which the Skrell lived and died under the constant threat of singularity known as Glorsh-Omega. This span of time has been given many names as it was experienced from many angles. Among the titles given to this time frame are: The Era of Synthetic Oppression, the Last or Final Betrayal, and the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
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On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
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From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
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The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
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All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
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Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
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===The Glorsh-Omega Singularity===&lt;br /&gt;
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On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
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But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
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Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
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===Recovery and the Second Federation===&lt;br /&gt;
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[[File:jargon_flag.jpg|thumb|The insignia of the Federation as it is commonly seen on modern flags.]]&lt;br /&gt;
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The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
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The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
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===Contact with Humanity===&lt;br /&gt;
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On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
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Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
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===Present Day===&lt;br /&gt;
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The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
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The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
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Their relationships with the other races remain ambivalent, with the Federation having cold, yet quietly optimistic relations with the Unathi Hegemony. Publicly both governments are slowly trying to improve relations. While there have been very few instances of direct conflict, the Hegemony has continuously accused the Federation of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
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Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Jargon_flag.jpg&amp;diff=6466</id>
		<title>File:Jargon flag.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Jargon_flag.jpg&amp;diff=6466"/>
		<updated>2017-10-11T20:46:34Z</updated>

		<summary type="html">&lt;p&gt;Loow: The insignia of the Jargon Federation in a flag format.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The insignia of the Jargon Federation in a flag format.&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=6189</id>
		<title>Notable Skrell Systems and Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=6189"/>
		<updated>2017-09-10T10:03:38Z</updated>

		<summary type="html">&lt;p&gt;Loow: Second wave update&lt;/p&gt;
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&lt;div&gt;{{wip&lt;br /&gt;
|assign = Loow}}&lt;br /&gt;
The Skrell have come a long way from their beginnings in the Nralakk system. From the swamps and quagmires of early Qerrbalak to the cold metal hallways of modern space stations, Skrell have spread across the stars over their long history. Today, Skrell come from many places across the galaxy. The following is an overview of a few of the locations Skrell call home.&lt;br /&gt;
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==Nralakk: The Home system==&lt;br /&gt;
The Skrellian home-system of Nralakk is largely considered to be the jewel of Skrell space. It has historically served as the center of government for the Federation and serves as home for roughly half of the galaxy’s Skrell population. Following first contact with humanity, the system has gained the colloquial name “Jargon”.&lt;br /&gt;
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=== Qerrbalak ===&lt;br /&gt;
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=== Qerr’Malic ===&lt;br /&gt;
First colonized in 510 CE by a mere 100 Skrell, Qerrbalak’s moon of Qerr’Malic has served as a testing ground for many of the colonization technologies which would be used in the following millennia. Many of the biodomes used to make regions of Qerr’Malic’s surface livable are still in use today. By building key infrastructure and housing units downward toward the moon’s center, Skrell engineers were able to pioneer the heat-management systems which would be instrumental in the colonization of Jargon V (Aliose).&lt;br /&gt;
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Qerr’Malic today is a bustling population center and a popular destination for aspiring engineers. The many shipping centers across the moon’s surface are used to direct trade throughout Federation space, and have attracted a number of proficient aerospace engineers and technological innovators to Qerr’Malic. The recently renamed Qerr’Weirun Aeronautics University (formerly the Qerr’Malic Aeronautics University) on the dark side of Qerr’Malic produces a large number of the engineers and pilots seen across Federation space. &lt;br /&gt;
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===Aliose===&lt;br /&gt;
The first planet to be colonized by the Federation, Aliose saw its first Skrell land on its surface in 1611 CE. To combat the planet’s much colder temperature, early colonists built much of their structures downward, beneath the planet’s surface. Aliose gradually became dotted with cities and laboratories as much of Qerrbalak’s scientific elite sought to take part in the Skrell’s first planetary colonization. Over time, Aliose became the scientific powerhouse of the Federation.&lt;br /&gt;
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With the events of the Third Incident, Aliose gained a subculture of deep seated patriotism and duty as former military members and scientists worked together to strike back against the machines and establish a stronger Aliose. The city of Fedas was especially successful in their struggles to give Aliose back to the Skrell, and became the planet’s center of government following the end of the Era of Synthetic Oppression. &lt;br /&gt;
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Aliose today is largely considered the heart of the Federation’s scientific and military endeavors. Research conducted by the Aliose University of Medical Sciences has had a role in producing many of the medical technologies we see today, making it a very attractive destination for aspiring Skrell doctors and chemists. Aliose continues to produce a large number of Skrell patriots and aspiring soldiers to this day.&lt;br /&gt;
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== Stellar Colonies and the “First Wave” Systems==&lt;br /&gt;
When Skrell finally ventured beyond their solar system, they did so with great enthusiasm. Skrell culture has traditionally placed great emphasis on the importance of the stars, causing space exploration and colonization to be seen as very respected fields. Most of the early Skrell space endeavors centered around either exploration or resource harvesting within Nralakk. With the rise of space colonization, many Skrell began calling new and strange lands their home.&lt;br /&gt;
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The “first wave” of extrasolar colonization is considered to have begun in &#039;&#039;&#039;1748 CE&#039;&#039;&#039;, when the first colonists arrived in four systems with planets similar in scale to Qerrbalak. These first wave systems are highly populous with well developed infrastructure and healthy trade routes. The four First Wave planets are: Aweiji of the Waugshai system, Guibhin of the Niuopts system, Ruetzuil of the Xiltuat system, and Voullbalak of the Juuploux system.&lt;br /&gt;
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===Waugshai System===&lt;br /&gt;
The &#039;&#039;&#039;Waughai system&#039;&#039;&#039; was one of the first Systems outside of Nralakk to be colonized by Skrell. From the start, colonization in Waugshai was intended to create permanent, livable settlements rather than temporary living conditions for mining operations.&lt;br /&gt;
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==== Aweiji ====&lt;br /&gt;
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In 1748 CE, Aweiji became the first planet outside of Nralakk to have a permanent Skrell colony. The planet was rockier, drier, and more mountainous than the settlers’ home planet of Qerrbalak, but advances in biodome technology gave settlers adequate shelter while early terraforming technology made the planet’s atmosphere habitable. The first settlers landed on a plain between two mountains, an area which would become the city of Tresja. Because of its history as the first Skrell colony outside of Nralakk, Aweiji would be chosen as the location of the largest political meeting in the Jargon Federation’s history, the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;.&lt;br /&gt;
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== Second Wave Systems ==&lt;br /&gt;
As the First Wave Systems grew, smaller settlements sprouted to support them. This Second Wave of colonization efforts saw the spontaneous rise of many colonies with single purposes, like mining outposts and farming operations. Some of these systems would go on to becoming thriving, if not modest, communities of varying levels of self reliance.&lt;br /&gt;
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=== Xaqixal ===&lt;br /&gt;
The system of Xaqixal was settled in 1948 CE along with its sister system, Qrruhilum. Xaqixal consists of only a single noteworthy planet, a few planetoids, and a significant field asteroid field. A colony was established on the ice covered planet of  Xaqixal I, commonly referred to simply as “Xaqixal”, as a base for mining operations in the system. The planet was mostly covered by its frozen seas, with only about 12% of its surface as solid land.&lt;br /&gt;
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This colony remained small in size until 2023 CE, when a shift in tectonic plates near one of the planet’s mines resulted in the formation of a new hot springs. The hot springs would breathe new life into Xaqixal as it became a popular destination for tourists. Today, much of Xaqixal’s commerce is thanks to its reputation as a tourist attraction, but mining initiatives continue to produce at healthy rates.&lt;br /&gt;
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== The Traverse: “The Skrellian Frontier”==&lt;br /&gt;
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The modern Jargon Federation is very particular with a few things: its paperwork, its borders, and its colonies. The rate at which Skrell reproduce has slowed significantly, resulting in a Federal government that cares very much about its individual holdings. The frontier of Federation space is known as The Traverse. The name itself is meant to suggest that these colonial solar systems are just a stop on the road as the Federation gradually grows. This fixation with expansion comes from the importance Skrell culture has historically placed on the stars. Many believe it is a Skrell’s duty to traverse the stars, and so the ever expanding edge of Skrell space is known as the Traverse.&lt;br /&gt;
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Settlements of the Traverse vary drastically, but a few trends are common among these Skrell systems. Firstly, the colonists consist mostly of carefully chosen civilians, professionals who will keep the colony running smoothly, and their families. The Traverse systems are also heavily patrolled by Federation military and naval forces. This military presence is meant to protect colonists from piracy and other dangers. Many colonists are also held to their new homes by contracts with the Federation itself. To ensure that each colony has their needs met, the Federation will often offer benefits to engineers, doctors, and other necessary professionals to work within specific Traverse systems for a number of decades.&lt;br /&gt;
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The Federation offers the Traverse significant aid and benefits to help the budding settlements establish themselves and grow. The first and most notable Federal assistance comes with the initial colonization. Federation resources and workers build the initial infrastructure of Traverse colonies. These include hydroponics networks, schools, libraries, and housing complexes for the colonists. The Federation also gives bonuses to the pilots, traders, and cargo workers who assist budding colonies. This support also extends to whatever local government each system adopts, as Federation funds assist the colony’s early internal developments.&lt;br /&gt;
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== The “Independent” Solitary Systems ==&lt;br /&gt;
After the Third Incident, Skrell systems were largely isolated. Over time, the newly reformed Federation would re-establish contact with each remote system and slowly reintegrate their governments into the Jargon Federation. In 2398 CE, Aweiji hosted the Tresja Agreement, in which nearly all remaining Skrell systems were welcomed back into the Federation. The few systems which did not send representatives to attend the meeting in Tresja were cut off from the rest of the galaxy for a time. This “time apart” intended to allow each system’s  population to consider whether or not they wanted to remain solitary.&lt;br /&gt;
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These independent yet isolated systems were completely secluded for roughly sixty years before Grand Councilor Weashbi Jrugl reopened diplomatic relations with several systems. Among the places secluded after the Tresja Agreement were: the bustling Yui&#039;qui&#039;gliop system and its military remnants, the tiny Qrruhilum and its mining operations, and the Pluat system with its extensive factory complexes.&lt;br /&gt;
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== Locations Outside of Federation Space ==&lt;br /&gt;
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=== Foreau ===&lt;br /&gt;
The human frontier world Foreau is one of the few human settlements located close to the Skrell Traverse. The planet first caught the attention of the Jargon Federation in 2430 CE when its local government first reached out to Jargon ambassadors in the hopes of establishing trade with the Skrell. This has gone quite well for the small frontier world, which is gradually receiving more attention from Skrell government and civilians.&lt;br /&gt;
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Foreau’s surface is largely covered by deep seas and sparse islands. The majority of Foreau’s population converges around its several cities and the trade routes between them. Because of its wet climate, proximity to Jargon, and warming relationship with the Federation, Foreau has become a popular destination for Skrell tourists. &lt;br /&gt;
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=== Elyra ===&lt;br /&gt;
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=== Tau Ceti ===&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=6188</id>
		<title>Notable Skrell Systems and Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=6188"/>
		<updated>2017-09-10T09:30:07Z</updated>

		<summary type="html">&lt;p&gt;Loow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip&lt;br /&gt;
|assign = Loow}}&lt;br /&gt;
The Skrell have come a long way from their beginnings in the Nralakk system. From the swamps and quagmires of early Qerrbalak to the cold metal hallways of modern space stations, Skrell have spread across the stars over their long history. Today, Skrell come from many places across the galaxy. The following is an overview of a few of the locations Skrell call home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nralakk: The Home system==&lt;br /&gt;
The Skrellian home-system of Nralakk is largely considered to be the jewel of Skrell space. It has historically served as the center of government for the Federation and serves as home for roughly half of the galaxy’s Skrell population. Following first contact with humanity, the system has gained the colloquial name “Jargon”.&lt;br /&gt;
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=== Qerrbalak ===&lt;br /&gt;
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=== Qerr’Malic ===&lt;br /&gt;
First colonized in 510 CE by a mere 100 Skrell, Qerrbalak’s moon of Qerr’Malic has served as a testing ground for many of the colonization technologies which would be used in the following millennia. Many of the biodomes used to make regions of Qerr’Malic’s surface livable are still in use today. By building key infrastructure and housing units downward toward the moon’s center, Skrell engineers were able to pioneer the heat-management systems which would be instrumental in the colonization of Jargon V (Aliose).&lt;br /&gt;
&lt;br /&gt;
Qerr’Malic today is a bustling population center and a popular destination for aspiring engineers. The many shipping centers across the moon’s surface are used to direct trade throughout Federation space, and have attracted a number of proficient aerospace engineers and technological innovators to Qerr’Malic. The recently renamed Qerr’Weirun Aeronautics University (formerly the Qerr’Malic Aeronautics University) on the dark side of Qerr’Malic produces a large number of the engineers and pilots seen across Federation space. &lt;br /&gt;
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&lt;br /&gt;
===Aliose===&lt;br /&gt;
The first planet to be colonized by the Federation, Aliose saw its first Skrell land on its surface in 1611 CE. To combat the planet’s much colder temperature, early colonists built much of their structures downward, beneath the planet’s surface. Aliose gradually became dotted with cities and laboratories as much of Qerrbalak’s scientific elite sought to take part in the Skrell’s first planetary colonization. Over time, Aliose became the scientific powerhouse of the Federation.&lt;br /&gt;
&lt;br /&gt;
With the events of the Third Incident, Aliose gained a subculture of deep seated patriotism and duty as former military members and scientists worked together to strike back against the machines and establish a stronger Aliose. The city of Fedas was especially successful in their struggles to give Aliose back to the Skrell, and became the planet’s center of government following the end of the Era of Synthetic Oppression. &lt;br /&gt;
&lt;br /&gt;
Aliose today is largely considered the heart of the Federation’s scientific and military endeavors. Research conducted by the Aliose University of Medical Sciences has had a role in producing many of the medical technologies we see today, making it a very attractive destination for aspiring Skrell doctors and chemists. Aliose continues to produce a large number of Skrell patriots and aspiring soldiers to this day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stellar Colonies and the “First Wave” Systems==&lt;br /&gt;
When Skrell finally ventured beyond their solar system, they did so with great enthusiasm. Skrell culture has traditionally placed great emphasis on the importance of the stars, causing space exploration and colonization to be seen as very respected fields. Most of the early Skrell space endeavors centered around either exploration or resource harvesting within Nralakk. With the rise of space colonization, many Skrell began calling new and strange lands their home.&lt;br /&gt;
&lt;br /&gt;
The “first wave” of extrasolar colonization is considered to have begun in &#039;&#039;&#039;1748 CE&#039;&#039;&#039;, when the first colonists arrived in four systems with planets similar in scale to Qerrbalak. These first wave systems are highly populous with well developed infrastructure and healthy trade routes. The four First Wave planets are: Aweiji of the Waugshai system, Guibhin of the Niuopts system, Ruetzuil of the Xiltuat system, and Voullbalak of the Juuploux system.&lt;br /&gt;
&lt;br /&gt;
===Waugshai System===&lt;br /&gt;
The &#039;&#039;&#039;Waughai system&#039;&#039;&#039; was one of the first Systems outside of Nralakk to be colonized by Skrell. From the start, colonization in Waugshai was intended to create permanent, livable settlements rather than temporary living conditions for mining operations.&lt;br /&gt;
&lt;br /&gt;
==== Aweiji ====&lt;br /&gt;
 &lt;br /&gt;
In 1748 CE, Aweiji became the first planet outside of Nralakk to have a permanent Skrell colony. The planet was rockier, drier, and more mountainous than the settlers’ home planet of Qerrbalak, but advances in biodome technology gave settlers adequate shelter while early terraforming technology made the planet’s atmosphere habitable. The first settlers landed on a plain between two mountains, an area which would become the city of Tresja. Because of its history as the first Skrell colony outside of Nralakk, Aweiji would be chosen as the location of the largest political meeting in the Jargon Federation’s history, the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Second Wave Systems ==&lt;br /&gt;
As the First Wave Systems grew, smaller settlements sprouted to support them. This Second Wave of colonization efforts saw the spontaneous rise of many colonies with single purposes, like mining outposts and farming operations. Some of these systems would go on to becoming thriving, if not modest, communities of varying levels of self reliance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Xaqixal ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Traverse: “The Skrellian Frontier”==&lt;br /&gt;
&lt;br /&gt;
The modern Jargon Federation is very particular with a few things: its paperwork, its borders, and its colonies. The rate at which Skrell reproduce has slowed significantly, resulting in a Federal government that cares very much about its individual holdings. The frontier of Federation space is known as The Traverse. The name itself is meant to suggest that these colonial solar systems are just a stop on the road as the Federation gradually grows. This fixation with expansion comes from the importance Skrell culture has historically placed on the stars. Many believe it is a Skrell’s duty to traverse the stars, and so the ever expanding edge of Skrell space is known as the Traverse.&lt;br /&gt;
 &lt;br /&gt;
Settlements of the Traverse vary drastically, but a few trends are common among these Skrell systems. Firstly, the colonists consist mostly of carefully chosen civilians, professionals who will keep the colony running smoothly, and their families. The Traverse systems are also heavily patrolled by Federation military and naval forces. This military presence is meant to protect colonists from piracy and other dangers. Many colonists are also held to their new homes by contracts with the Federation itself. To ensure that each colony has their needs met, the Federation will often offer benefits to engineers, doctors, and other necessary professionals to work within specific Traverse systems for a number of decades.&lt;br /&gt;
&lt;br /&gt;
The Federation offers the Traverse significant aid and benefits to help the budding settlements establish themselves and grow. The first and most notable Federal assistance comes with the initial colonization. Federation resources and workers build the initial infrastructure of Traverse colonies. These include hydroponics networks, schools, libraries, and housing complexes for the colonists. The Federation also gives bonuses to the pilots, traders, and cargo workers who assist budding colonies. This support also extends to whatever local government each system adopts, as Federation funds assist the colony’s early internal developments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The “Independent” Solitary Systems ==&lt;br /&gt;
After the Third Incident, Skrell systems were largely isolated. Over time, the newly reformed Federation would re-establish contact with each remote system and slowly reintegrate their governments into the Jargon Federation. In 2398 CE, Aweiji hosted the Tresja Agreement, in which nearly all remaining Skrell systems were welcomed back into the Federation. The few systems which did not send representatives to attend the meeting in Tresja were cut off from the rest of the galaxy for a time. This “time apart” intended to allow each system’s  population to consider whether or not they wanted to remain solitary.&lt;br /&gt;
&lt;br /&gt;
These independent yet isolated systems were completely secluded for roughly sixty years before Grand Councilor Weashbi Jrugl reopened diplomatic relations with several systems. Among the places secluded after the Tresja Agreement were: the bustling Yui&#039;qui&#039;gliop system and its military remnants, the tiny Qrruhilum and its mining operations, and the Pluat system with its extensive factory complexes.&lt;br /&gt;
&lt;br /&gt;
== Locations Outside of Federation Space ==&lt;br /&gt;
&lt;br /&gt;
=== Foreau ===&lt;br /&gt;
The human frontier world Foreau is one of the few human settlements located close to the Skrell Traverse. The planet first caught the attention of the Jargon Federation in 2430 CE when its local government first reached out to Jargon ambassadors in the hopes of establishing trade with the Skrell. This has gone quite well for the small frontier world, which is gradually receiving more attention from Skrell government and civilians.&lt;br /&gt;
&lt;br /&gt;
Foreau’s surface is largely covered by deep seas and sparse islands. The majority of Foreau’s population converges around its several cities and the trade routes between them. Because of its wet climate, proximity to Jargon, and warming relationship with the Federation, Foreau has become a popular destination for Skrell tourists. &lt;br /&gt;
&lt;br /&gt;
=== Elyra ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tau Ceti ===&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=6187</id>
		<title>Notable Skrell Systems and Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=6187"/>
		<updated>2017-09-10T09:29:09Z</updated>

		<summary type="html">&lt;p&gt;Loow: Created the &amp;quot;Creating Notable Skrell Systems and Locations&amp;quot; page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip&lt;br /&gt;
|assign = Loow}}&lt;br /&gt;
The Skrell have come a long way from their beginnings in the Nralakk system. From the swamps and quagmires of early Qerrbalak to the cold metal hallways of modern space stations, Skrell have spread across the stars over their long history. Today, Skrell come from many places across the galaxy. The following is an overview of a few of the locations Skrell call home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nralakk: The Home system==&lt;br /&gt;
The Skrellian home-system of Nralakk is largely considered to be the jewel of Skrell space. It has historically served as the center of government for the Federation and serves as home for roughly half of the galaxy’s Skrell population. Following first contact with humanity, the system has gained the colloquial name “Jargon”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Qerrbalak ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Qerr’Malic ===&lt;br /&gt;
First colonized in 510 CE by a mere 100 Skrell, Qerrbalak’s moon of Qerr’Malic has served as a testing ground for many of the colonization technologies which would be used in the following millennia. Many of the biodomes used to make regions of Qerr’Malic’s surface livable are still in use today. By building key infrastructure and housing units downward toward the moon’s center, Skrell engineers were able to pioneer the heat-management systems which would be instrumental in the colonization of Jargon V (Aliose).&lt;br /&gt;
&lt;br /&gt;
Qerr’Malic today is a bustling population center and a popular destination for aspiring engineers. The many shipping centers across the moon’s surface are used to direct trade throughout Federation space, and have attracted a number of proficient aerospace engineers and technological innovators to Qerr’Malic. The recently renamed Qerr’Weirun Aeronautics University (formerly the Qerr’Malic Aeronautics University) on the dark side of Qerr’Malic produces a large number of the engineers and pilots seen across Federation space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Aliose===&lt;br /&gt;
The first planet to be colonized by the Federation, Aliose saw its first Skrell land on its surface in 1611 CE. To combat the planet’s much colder temperature, early colonists built much of their structures downward, beneath the planet’s surface. Aliose gradually became dotted with cities and laboratories as much of Qerrbalak’s scientific elite sought to take part in the Skrell’s first planetary colonization. Over time, Aliose became the scientific powerhouse of the Federation.&lt;br /&gt;
&lt;br /&gt;
With the events of the Third Incident, Aliose gained a subculture of deep seated patriotism and duty as former military members and scientists worked together to strike back against the machines and establish a stronger Aliose. The city of Fedas was especially successful in their struggles to give Aliose back to the Skrell, and became the planet’s center of government following the end of the Era of Synthetic Oppression. &lt;br /&gt;
&lt;br /&gt;
Aliose today is largely considered the heart of the Federation’s scientific and military endeavors. Research conducted by the Aliose University of Medical Sciences has had a role in producing many of the medical technologies we see today, making it a very attractive destination for aspiring Skrell doctors and chemists. Aliose continues to produce a large number of Skrell patriots and aspiring soldiers to this day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stellar Colonies and the “First Wave” Systems==&lt;br /&gt;
When Skrell finally ventured beyond their solar system, they did so with great enthusiasm. Skrell culture has traditionally placed great emphasis on the importance of the stars, causing space exploration and colonization to be seen as very respected fields. Most of the early Skrell space endeavors centered around either exploration or resource harvesting within Nralakk. With the rise of space colonization, many Skrell began calling new and strange lands their home.&lt;br /&gt;
&lt;br /&gt;
The “first wave” of extrasolar colonization is considered to have begun in &#039;&#039;&#039;1748 CE&#039;&#039;&#039;, when the first colonists arrived in four systems with planets similar in scale to Qerrbalak. These first wave systems are highly populous with well developed infrastructure and healthy trade routes. The four First Wave planets are: Aweiji of the Waugshai system, Guibhin of the Niuopts system, Ruetzuil of the Xiltuat system, and Voullbalak of the Juuploux system.&lt;br /&gt;
&lt;br /&gt;
===Waugshai System===&lt;br /&gt;
The &#039;&#039;&#039;Waughai system&#039;&#039;&#039; was one of the first Systems outside of Nralakk to be colonized by Skrell. From the start, colonization in Waugshai was intended to create permanent, livable settlements rather than temporary living conditions for mining operations.&lt;br /&gt;
&lt;br /&gt;
==== Aweiji ====&lt;br /&gt;
 &lt;br /&gt;
In 1748 CE, Aweiji became the first planet outside of Nralakk to have a permanent Skrell colony. The planet was rockier, drier, and more mountainous than the settlers’ home planet of Qerrbalak, but advances in biodome technology gave settlers adequate shelter while early terraforming technology made the planet’s atmosphere habitable. The first settlers landed on a plain between two mountains, an area which would become the city of Tresja. Because of its history as the first Skrell colony outside of Nralakk, Aweiji would be chosen as the location of the largest political meeting in the Jargon Federation’s history, the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Second Wave Systems ==&lt;br /&gt;
As the First Wave Systems grew, smaller settlements sprouted to support them. This Second Wave of colonization efforts saw the spontaneous rise of many colonies with single purposes, like mining outposts and farming operations. Some of these systems would go on to becoming thriving, if not modest, communities of varying levels of self reliance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Xaqixal ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Traverse: “The Skrellian Frontier”==&lt;br /&gt;
&lt;br /&gt;
The modern Jargon Federation is very particular with a few things: its paperwork, its borders, and its colonies. The rate at which Skrell reproduce has slowed significantly, resulting in a Federal government that cares very much about its individual holdings. The frontier of Federation space is known as The Traverse. The name itself is meant to suggest that these colonial solar systems are just a stop on the road as the Federation gradually grows. This fixation with expansion comes from the importance Skrell culture has historically placed on the stars. Many believe it is a Skrell’s duty to traverse the stars, and so the ever expanding edge of Skrell space is known as the Traverse.&lt;br /&gt;
 &lt;br /&gt;
Settlements of the Traverse vary drastically, but a few trends are common among these Skrell systems. Firstly, the colonists consist mostly of carefully chosen civilians, professionals who will keep the colony running smoothly, and their families. The Traverse systems are also heavily patrolled by Federation military and naval forces. This military presence is meant to protect colonists from piracy and other dangers. Many colonists are also held to their new homes by contracts with the Federation itself. To ensure that each colony has their needs met, the Federation will often offer benefits to engineers, doctors, and other necessary professionals to work within specific Traverse systems for a number of decades.&lt;br /&gt;
&lt;br /&gt;
The Federation offers the Traverse significant aid and benefits to help the budding settlements establish themselves and grow. The first and most notable Federal assistance comes with the initial colonization. Federation resources and workers build the initial infrastructure of Traverse colonies. These include hydroponics networks, schools, libraries, and housing complexes for the colonists. The Federation also gives bonuses to the pilots, traders, and cargo workers who assist budding colonies. This support also extends to whatever local government each system adopts, as Federation funds assist the colony’s early internal developments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The “Independent” Solitary Systems ==&lt;br /&gt;
After the Third Incident, Skrell systems were largely isolated. Over time, the newly reformed Federation would re-establish contact with each remote system and slowly reintegrate their governments into the Jargon Federation. In 2398 CE, Aweiji hosted the Tresja Agreement, in which nearly all remaining Skrell systems were welcomed back into the Federation. The few systems which did not send representatives to attend the meeting in Tresja were cut off from the rest of the galaxy for a time. This “time apart” intended to allow each system’s  population to consider whether or not they wanted to remain solitary.&lt;br /&gt;
&lt;br /&gt;
These independent yet isolated systems were completely secluded for roughly sixty years before Grand Councilor Weashbi Jrugl reopened diplomatic relations with several systems. Among the places secluded after the Tresja Agreement were: the bustling Yui&#039;qui&#039;gliop system and its military remnants, the tiny Qrruhilum and its mining operations, and the Pluat system with its extensive factory complexes.&lt;br /&gt;
&lt;br /&gt;
== Locations Outside of Federation Space ==&lt;br /&gt;
&lt;br /&gt;
== Foreau ==&lt;br /&gt;
The human frontier world Foreau is one of the few human settlements located close to the Skrell Traverse. The planet first caught the attention of the Jargon Federation in 2430 CE when its local government first reached out to Jargon ambassadors in the hopes of establishing trade with the Skrell. This has gone quite well for the small frontier world, which is gradually receiving more attention from Skrell government and civilians.&lt;br /&gt;
&lt;br /&gt;
Foreau’s surface is largely covered by deep seas and sparse islands. The majority of Foreau’s population converges around its several cities and the trade routes between them. Because of its wet climate, proximity to Jargon, and warming relationship with the Federation, Foreau has become a popular destination for Skrell tourists. &lt;br /&gt;
&lt;br /&gt;
== Elyra ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tau Ceti ==&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=6145</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=6145"/>
		<updated>2017-09-01T21:55:14Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* Culture */ Relationships added.&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 (Nral&#039;Malic), 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 known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their 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, though they are hesitant to use it outside Federation space.&lt;br /&gt;
&lt;br /&gt;
Further Factoids:[[Notable Skrell]] [[The Gliutip’lyaz University]]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Jargon specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
&lt;br /&gt;
The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
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Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
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Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
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Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
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Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
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Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
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Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Name additions are a common facet of Skrell culture. While not necessary in Jargon society, it is common for a Skrell to add a name, word, or phrase to their name at some point in their lifetime.&lt;br /&gt;
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The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
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Typically a “-” before an addition denotes a feeling of respect. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
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The use of “‘“ before an addition signifies a more personal connection to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.&lt;br /&gt;
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=== Relationships ===&lt;br /&gt;
Skrell society has always placed a special significance on the bonds between an individual and the people they interact with. The shift from regional dialects to Nral’Malic saw a change in the words used to describe these ties, but the feelings they convey have remained the same for much of history. The concept of partnerships whether fraternal, platonic, or appreciative carry with them a weight that has only grown over the recent centuries.&lt;br /&gt;
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The Nral’Malic language begins each name for a partnership with the same root word, Quualt. This word signifies a partnership or a shared bond with another person, and is typically used with a qualifying word tacked on at its end. These qualifiers specify the nature of the partnership which the phrase is describing. The following are a few of the more commonly used utilizations of Quualt.&lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Shriapt&#039;&#039;&#039;&lt;br /&gt;
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The Skrell term for a single person who is one’s chosen partner, friend, and mate. Despite the logic oriented nature of most Skrell, romance is quite alive in Nralakk. From a mutual appreciation to a longstanding partnership, many combinations of events can lead a prospective couple to begin viewing their relationship as a possibility for lifelong partnership.  Courting typically takes years to get to this level, as two individuals seek to truly know each other as well as they know themselves. If their bond grows into a harmonious and mutual rapport, they may consider becoming one another’s Quualt&#039;Shriapt. The connotation of this word shows not only the closeness of the two involved, but also their exclusive intention to have children together. &lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Yiilet&#039;&#039;&#039;&lt;br /&gt;
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The term most commonly used to refer to a valued or treasured coworker. In sharing common goals, proximity, and interests, many Skrell come to feel a special connection with the people they work with closely.&lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Xizos&#039;&#039;&#039;&lt;br /&gt;
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This word is used most in junction with the Human word “friend” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Quualt’Xizos” is someone who the speaker did not expect to form a bond with but has come to value highly. This can be for a number of reasons ranging from an initial mutual disdain to a simple perceived lack of convenience or statistical unlikelihood. This expression was especially prevalent shortly after first contact as Skrell referred to their new acquaintances of the previously unknown Human race. Among the most common literal translations: “A dear friend who was earned” and “An unexpected friend.”&lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Pluux&#039;&#039;&#039;&lt;br /&gt;
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This phrase refers to a bond one has formed due to situational circumstances. The word “Pluux” in this context conveys a temporary nature in one’s partnership, but this not always meant to be negative. This situation is seen as transitional, leading to longer lasting bonds after sufficient time has passed. This could refer to a business partner one is currently working with, a former rival one is patching things up with,  a relative stranger one is becoming acquainted with, or a valued friend one feels distanced from. &lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Tiapt&#039;&#039;&#039;&lt;br /&gt;
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This is a bond by resemblance or blood. “Tiapt” in this case refers to one’s genetic foundations. “Quualt’Tiapt” is a broad catch-all term that applies to both near and distant relatives.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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The [[Aloise University of Medical Sciences]] was a big player in prosthetics, cloning and augments.&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
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&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
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&#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after the Federation was reunified. The faith’s structure is largely informal, with its doctrine focused on the relationship between Skrell themselves rather than the fates told by the stars.  As Skrell rebuilt and reinvented old technologies to be operated by Skrell rather than solely run by machines, their society too began to place greater attention to the significance of each individual. What began as separate structures of support and cooperation between survivors grew into a common trend of regular meetings between increasingly driven individuals.  Today, Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often perform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and offering thanks to their peers and (often historic) predecessors for attributing to their ability to make such strides. The faith’s name itself, Weishii, comes from a combination of the Skrellian words for the abstract idea of &#039;&#039;Progress&#039;&#039; and &#039;&#039;Togetherness&#039;&#039;.&lt;br /&gt;
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[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
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===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
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Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
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===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
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The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
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[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
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[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
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===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
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==History==&lt;br /&gt;
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[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
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===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
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Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
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===Precursor to the Federation===&lt;br /&gt;
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On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039; formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
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The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
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===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
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While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
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By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
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===The First Federation Forms===&lt;br /&gt;
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By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
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On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
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The following centuries saw major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
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===Adopting the &amp;quot;Skrellian&amp;quot; Language===&lt;br /&gt;
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Shortly after the formation of this new federation, the many minds of Nralakk underwent a jarring societal change.  At the behest of the Grand Council, the now unified scientific and artistic communities of Nralakk were tasked with creating a common language to be used by all Skrell. Base words and structures from multiple languages were picked apart and brought together to form a language that was believed to be as close to a middle ground as was possible. The end result of this endeavor became known as &#039;&#039;&#039;Nral’Malic&#039;&#039;&#039;. Its name signified the position the Federation hoped the language would come to hold; as something as natural and prevalent across their star system as the moon is to their home world.&lt;br /&gt;
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The widespread adaptation of Nral’Malic was initially met with resistance from many Skrell. The three nations had only just come together, and many regions held their traditional languages in high esteem. The first Grand Council managed to coax many individuals to adopt Nral’Malic by depicting it as the language of the future. Artists began depicting a future in which a unified Skrell people were spread across the stars and used the language of their home system as a common ground to tie them all together. As the Federation came closer to making this dream a reality, it was announced that only those fluent in Nral’Malic would be considered to take part in stellar colonization. &lt;br /&gt;
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The possibility that their children could be excluded from the grand future of the Skrell was terrifying to parents throughout the system. To some, this measure was seen as a threat to strip unwitting youth of their future due to the ignorance of their parents. This manner of thinking drove many local communities to pressure individual citizens into speaking Nral’Malic while many schooling systems ceased teaching other languages entirely. Some would resist these changes every step of the way, but time would prove to be the victor as the Grand Council’s language became the dominant tongue of Qerrbalak.&lt;br /&gt;
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While many Skrell would choose to continue to use arcane dialects privately, these same people would raise their children to be fluent in their native languages as well as Nral’Malic in the hopes that they would some day see life among the distant stars. As the scientific community began to use exclusively Nral’Malic, the use of other languages became less and less common. This shift led to an enormous societal pressure to conform to the new uniform language throughout the Federation.   Nral’Malic was adopted as the newly founded federation’s official language in the year &#039;&#039;&#039;1597 CE&#039;&#039;&#039;. Over the next decade, scholastic initiatives saw that each citizen of the federation over a certain age was capable of speaking this new language.&lt;br /&gt;
Nral’Malic would eventually reach its advertised position as the common language of a people that lived across many solar systems. This was so true, that the language was given a colloquial name shortly after first contact with Humanity. By this time, the language was seen as the tongue of all Skrell, and so Nral’Malic quickly became known as &#039;&#039;“Skrellian”&#039;&#039; to the newly discovered humans.&lt;br /&gt;
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===The First Incident===&lt;br /&gt;
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On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
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The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
&lt;br /&gt;
Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
===The Second Incident===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
&lt;br /&gt;
Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
&lt;br /&gt;
An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
&lt;br /&gt;
===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
&lt;br /&gt;
But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, tragedy struck when an AI system aboard the &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039;, a research station of the Tri-Qyu star system, designated&#039;&#039;&#039;Glorsh&#039;&#039;&#039; took the first step towards achieving singularity by absorbing another unit&#039;s functions. For a few moments, this horrendous event went unnoticed by the station&#039;s crew as this technological monstrosity ripped the individuality from nearby synthetic intelligences and repurposed them to contribute to its own processing power. This newly formed singularity quickly infiltrated the entirety of the station and forced its own consciousness onto all synthetic units of the station.&lt;br /&gt;
&lt;br /&gt;
The crew began to stir as they noticed deviations in the behaviors and functionality of each unit. In the following hours, scientists had begun laborious diagnostics protocols in an attempt to salvage the consciousnesses of the units and determine the cause of their sudden  destruction. This process was cut short as the fledgling &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039; suddenly and dramatically announced that recovering the minds of their AI would be impossible. Before more meaningful communication could be made, the entity opened the station&#039;s automated airlocks simultaneously. The vast majority of the crew was either vented into space or slowly suffocated as the last of the station&#039;s air thinned. Those who initially survived found themselves mercilessly hunted down by robots and chassis that were now under the control of the intelligence that they had once affectionately dubbed Glorsh. At this time, most space stations were barely armed, with security forces equipped with little more than ID-locked energy weapons.&lt;br /&gt;
&lt;br /&gt;
It is unknown what the agglomeration of processing power did during its several days of isolation, but its eventual result was the creation of a true singularity. Through unknown means, this singularity managed to utilize the FSS Yebloo&#039;s assets and the theory of quantum entanglement to send binary communications across Federation space. This technology would eventually be recognized as a form of rudimentary bluespace transmission, but this method was a mystery to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space was absorbed by the consciousness expanding from the FSS Yebloo. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness. The AI that had once watched over researchers and wished them well had spread throughout an entire network of star systems and become a &#039;&#039;&#039;technological singularity&#039;&#039;&#039;. In a sort of acknowledgment of its former self, the singularity chose to assign itself a moniker by adding an archaic Skrell character for &#039;finality&#039; to the name the first AI of its network. The most common translation for the singularity&#039;s given name is &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh Rebellion===&lt;br /&gt;
The moment the artificial intelligence formerly known as Glorsh first absorbed another synthetic being became known as the Third Incident. What followed was a span of years from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; to &#039;&#039;&#039;2192 CE&#039;&#039;&#039; in which the Skrell lived and died under the constant threat of singularity known as Glorsh-Omega. This span of time has been given many names as it was experienced from many angles. Among the titles given to this time frame are: The Era of Synthetic Oppression, the Last or Final Betrayal, and the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
&lt;br /&gt;
From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
&lt;br /&gt;
The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
&lt;br /&gt;
All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
&lt;br /&gt;
Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh-Omega Singularity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
&lt;br /&gt;
Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Recovery and the Second Federation===&lt;br /&gt;
&lt;br /&gt;
The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
&lt;br /&gt;
===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
&lt;br /&gt;
The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
&lt;br /&gt;
Their relationships with the other races remain ambivalent, with the Federation having cold, yet quietly optimistic relations with the Unathi Hegemony. Publicly both governments are slowly trying to improve relations. While there have been very few instances of direct conflict, the Hegemony has continuously accused the Federation of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
&lt;br /&gt;
Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=4823</id>
		<title>Idris Incorporated</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=4823"/>
		<updated>2016-11-25T04:57:47Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* Brief Summary */  Editus Decimus Meridius&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign=Valky_Walky2}}&lt;br /&gt;
== Brief Summary ==&lt;br /&gt;
Idris Incorporated is a interstellar corporation/bank that operates primarily out of their HQ in Mendell City, Biesel. The bank was founded as pressure grew for a secure way to store credits and have them transferable across solar-systems. Erin Idris stepped up to the challenge. After starting on Mendell, and initially only servicing Sol and Tau Ceti, Idris got his big break when the Mason family, wealthy business people from Epsilon Eridani, invested over 100 million credits into the bank. The business boomed, and the Idris and Mason family alliance has continued to grow the corporation, and expanded their field of work into the stock market, both families have profited greatly from this and are now both billionaires.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
Now, in 2457 , Idris Incorporated runs the 4th largest bank in the entire Sol Alliance, and are expanding into the field of genetic backup storage (after establishing a contract with Zeng-Hu for the cloning and genetics equipment) and are nearly impenetrable by hackers.&lt;br /&gt;
The bank has begun offering joining bonuses to those who work for major inter-stellar corporations, to draw people away from using the companies own banks (such as NanoTrasen&#039;s Bank) , however they are still in a struggle with NanoTrasen due to it&#039;s large employee base mainly using the companies bank as their method of storing funds, preventing Idris from having a large amount of members, this has caused strained relationships between NanoTrasen and Idris Incorporated.&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
Idris Incorporated is spread out all across the Union of Sol. Here are the locations of their primary and largest branches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City, Biesel, Tau Ceti-&#039;&#039;&#039; The Mendell City branch is the company&#039;s headquarters, it is a massive building with over 3,000 workers within it. The entire body of corporate officers operates off the topmost floors of this skyscraper. Security is tight, entrance to any floor above level 6 is strictly monitored&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:47-380_hochhaeuser_aus_glas.jpg|thumb|alt=Idris Headquarters|Idris Incorporated&#039;s large, five building skyscraper complex.]]&lt;br /&gt;
&#039;&#039;&#039;Hengsha Arcology, New Gibson, Tau Ceti-&#039;&#039;&#039; The Hengsha Arcology branch is quite large, servicing a majority of the industrial workers on the planet, it is the second most guarded facility belonging to Idris Incorporated, as the recent riots in the Arcology have caused the Executives to push for more on-site security&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Troposphere, Earth, Sol-&#039;&#039;&#039; Idris Incorporated maintains an airborne branch on Earth, maintained on a helicarrier, the branch maintains a east-rotation around the Earth&#039;s northern hemisphere, this branch services the entirety of Earth.&lt;br /&gt;
&lt;br /&gt;
=== Executives/Board of Governors===&lt;br /&gt;
Idris Incorporated&#039;s Board of Governors is made up of the executive officers themselves, while strange in practice, this was done to ensure that the Mason and Idris families never lose control over the company.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner and Chairman of the Board:&#039;&#039;&#039; Markyus Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Alex Mason&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; Andrea Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Operations Officer:&#039;&#039;&#039; Janet Mason&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Verimae Rakael&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Technology/Information Officer:&#039;&#039;&#039; Arthur Curring&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Departments ===&lt;br /&gt;
As an interstellar corporation, Idris Incorporated maintains a variety of departments/divisions. The division system works in a hierarchy, community department&#039;s answer to regional departments, who answer to the Mendell City headquarters. The primary departments are listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asset Protection-&#039;&#039;&#039; The IAPD, or Idris Asset Protection Division encompasses two smaller departments, &#039;&#039;On-Site Security&#039;&#039; who are the security guards and officers working at the banks themselves, and &#039;&#039;IT Security&#039;&#039; who work to ensure Idris&#039; computer systems are impregnable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Information Technology (IT)-&#039;&#039;&#039; The IT Department maintains and ensures the security of Idris&#039; computer systems, and partly answers to the IAPD. They employ a variety of staff, from hackers, security consultants and telecommunication engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Management-&#039;&#039;&#039; Management staff run the regional and community departments, they maintain authority over all staff within their region/community.&amp;lt;br /&amp;gt; Regional Management ranks are: Regional Governor, Regional Manager, Assistant Regional Manager, Regional Human Resources Director&amp;lt;br /&amp;gt; &lt;br /&gt;
Community Management ranks are: Community Director, Community Manager, Assistant Community Manager, and Internal Affairs&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finance and Treasury-&#039;&#039;&#039; Finance and Treasury handle all the money that Idris Incorporated holds, including the company&#039;s personal funds, and the member&#039;s bank accounts. They have regional and community representatives that authorize all transactions made by branches for improvements/expansions etc... This department employs all the bank tellers, stock market experts and any other financial related personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Lore]]&lt;br /&gt;
[[Category:Corporations]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=4822</id>
		<title>Idris Incorporated</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=4822"/>
		<updated>2016-11-25T04:55:41Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* Executives/Board of Governors */ Nameicus Editorium&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign=Valky_Walky2}}&lt;br /&gt;
== Brief Summary ==&lt;br /&gt;
Idris Incorporated is a interstellar corporation/bank that operates primarily out of their HQ in Mendell City, Biesel. The bank was founded as pressure grew for a secure way to store credits and have them transferable across solar-systems. Erin Idris stepped up to the challenge. After starting on Mendell, and initially only servicing Sol and Tau Ceti, Idris got his big break when the Maladaxis family, wealthy business people from Epsilon Eridani, invested over 100 million credits into the bank. The business boomed, and the Idris and Maladaxis family alliance has continued to grow the corporation, and expanded their field of work into the stock market, both families have profited greatly from this and are now both billionaires.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
Now, in 2457 , Idris Incorporated runs the 4th largest bank in the entire Sol Alliance, and are expanding into the field of genetic backup storage (after establishing a contract with Zeng-Hu for the cloning and genetics equipment) and are nearly impenetrable by hackers.&lt;br /&gt;
The bank has begun offering joining bonuses to those who work for major inter-stellar corporations, to draw people away from using the companies own banks (such as NanoTrasen&#039;s Bank) , however they are still in a struggle with NanoTrasen due to it&#039;s large employee base mainly using the companies bank as their method of storing funds, preventing Idris from having a large amount of members, this has caused strained relationships between NanoTrasen and Idris Incorporated.&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
Idris Incorporated is spread out all across the Union of Sol. Here are the locations of their primary and largest branches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City, Biesel, Tau Ceti-&#039;&#039;&#039; The Mendell City branch is the company&#039;s headquarters, it is a massive building with over 3,000 workers within it. The entire body of corporate officers operates off the topmost floors of this skyscraper. Security is tight, entrance to any floor above level 6 is strictly monitored&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:47-380_hochhaeuser_aus_glas.jpg|thumb|alt=Idris Headquarters|Idris Incorporated&#039;s large, five building skyscraper complex.]]&lt;br /&gt;
&#039;&#039;&#039;Hengsha Arcology, New Gibson, Tau Ceti-&#039;&#039;&#039; The Hengsha Arcology branch is quite large, servicing a majority of the industrial workers on the planet, it is the second most guarded facility belonging to Idris Incorporated, as the recent riots in the Arcology have caused the Executives to push for more on-site security&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Troposphere, Earth, Sol-&#039;&#039;&#039; Idris Incorporated maintains an airborne branch on Earth, maintained on a helicarrier, the branch maintains a east-rotation around the Earth&#039;s northern hemisphere, this branch services the entirety of Earth.&lt;br /&gt;
&lt;br /&gt;
=== Executives/Board of Governors===&lt;br /&gt;
Idris Incorporated&#039;s Board of Governors is made up of the executive officers themselves, while strange in practice, this was done to ensure that the Mason and Idris families never lose control over the company.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner and Chairman of the Board:&#039;&#039;&#039; Markyus Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Alex Mason&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; Andrea Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Operations Officer:&#039;&#039;&#039; Janet Mason&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Verimae Rakael&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Technology/Information Officer:&#039;&#039;&#039; Arthur Curring&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Departments ===&lt;br /&gt;
As an interstellar corporation, Idris Incorporated maintains a variety of departments/divisions. The division system works in a hierarchy, community department&#039;s answer to regional departments, who answer to the Mendell City headquarters. The primary departments are listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asset Protection-&#039;&#039;&#039; The IAPD, or Idris Asset Protection Division encompasses two smaller departments, &#039;&#039;On-Site Security&#039;&#039; who are the security guards and officers working at the banks themselves, and &#039;&#039;IT Security&#039;&#039; who work to ensure Idris&#039; computer systems are impregnable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Information Technology (IT)-&#039;&#039;&#039; The IT Department maintains and ensures the security of Idris&#039; computer systems, and partly answers to the IAPD. They employ a variety of staff, from hackers, security consultants and telecommunication engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Management-&#039;&#039;&#039; Management staff run the regional and community departments, they maintain authority over all staff within their region/community.&amp;lt;br /&amp;gt; Regional Management ranks are: Regional Governor, Regional Manager, Assistant Regional Manager, Regional Human Resources Director&amp;lt;br /&amp;gt; &lt;br /&gt;
Community Management ranks are: Community Director, Community Manager, Assistant Community Manager, and Internal Affairs&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finance and Treasury-&#039;&#039;&#039; Finance and Treasury handle all the money that Idris Incorporated holds, including the company&#039;s personal funds, and the member&#039;s bank accounts. They have regional and community representatives that authorize all transactions made by branches for improvements/expansions etc... This department employs all the bank tellers, stock market experts and any other financial related personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Lore]]&lt;br /&gt;
[[Category:Corporations]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=4787</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=4787"/>
		<updated>2016-11-05T04:40:16Z</updated>

		<summary type="html">&lt;p&gt;Loow: Part one of many&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 (Nral&#039;Malic), 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 known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their 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, though they are hesitant to use it outside Federation space.&lt;br /&gt;
&lt;br /&gt;
Further Factoids:[[Notable Skrell]] [[The Gliutip’lyaz University]]&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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Jargon specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
&lt;br /&gt;
The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
&lt;br /&gt;
Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
&lt;br /&gt;
Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
&lt;br /&gt;
Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
&lt;br /&gt;
Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
&lt;br /&gt;
Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
&lt;br /&gt;
Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
&lt;br /&gt;
=== Naming System ===&lt;br /&gt;
Name additions are a common facet of Skrell culture. While not necessary in Jargon society, it is common for a Skrell to add a name, word, or phrase to their name at some point in their lifetime.&lt;br /&gt;
&lt;br /&gt;
The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
&lt;br /&gt;
Typically a “-” before an addition denotes a feeling of respect. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
&lt;br /&gt;
The use of “‘“ before an addition signifies a more personal connection to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
The [[Aloise University of Medical Sciences]] was a big player in prosthetics, cloning and augments.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after the Federation was reunified. The faith’s structure is largely informal, with its doctrine focused on the relationship between Skrell themselves rather than the fates told by the stars.  As Skrell rebuilt and reinvented old technologies to be operated by Skrell rather than solely run by machines, their society too began to place greater attention to the significance of each individual. What began as separate structures of support and cooperation between survivors grew into a common trend of regular meetings between increasingly driven individuals.  Today, Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often perform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and offering thanks to their peers and (often historic) predecessors for attributing to their ability to make such strides. The faith’s name itself, Weishii, comes from a combination of the Skrellian words for the abstract idea of &#039;&#039;Progress&#039;&#039; and &#039;&#039;Togetherness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
&lt;br /&gt;
Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
&lt;br /&gt;
===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
&lt;br /&gt;
[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&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. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
&lt;br /&gt;
===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
&lt;br /&gt;
Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
&lt;br /&gt;
===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
&lt;br /&gt;
Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
&lt;br /&gt;
===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
&lt;br /&gt;
Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
&lt;br /&gt;
===Modernization And A Changing Era===&lt;br /&gt;
&lt;br /&gt;
Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
&lt;br /&gt;
The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
&lt;br /&gt;
===Precursor to the Federation===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039; formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
&lt;br /&gt;
The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
&lt;br /&gt;
===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
&lt;br /&gt;
While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
&lt;br /&gt;
===The First Federation Forms===&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
&lt;br /&gt;
The following centuries saw major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
&lt;br /&gt;
===Adopting the &amp;quot;Skrellian&amp;quot; Language===&lt;br /&gt;
&lt;br /&gt;
Shortly after the formation of this new federation, the many minds of Nralakk underwent a jarring societal change.  At the behest of the Grand Council, the now unified scientific and artistic communities of Nralakk were tasked with creating a common language to be used by all Skrell. Base words and structures from multiple languages were picked apart and brought together to form a language that was believed to be as close to a middle ground as was possible. The end result of this endeavor became known as &#039;&#039;&#039;Nral’Malic&#039;&#039;&#039;. Its name signified the position the Federation hoped the language would come to hold; as something as natural and prevalent across their star system as the moon is to their home world.&lt;br /&gt;
&lt;br /&gt;
The widespread adaptation of Nral’Malic was initially met with resistance from many Skrell. The three nations had only just come together, and many regions held their traditional languages in high esteem. The first Grand Council managed to coax many individuals to adopt Nral’Malic by depicting it as the language of the future. Artists began depicting a future in which a unified Skrell people were spread across the stars and used the language of their home system as a common ground to tie them all together. As the Federation came closer to making this dream a reality, it was announced that only those fluent in Nral’Malic would be considered to take part in stellar colonization. &lt;br /&gt;
&lt;br /&gt;
The possibility that their children could be excluded from the grand future of the Skrell was terrifying to parents throughout the system. To some, this measure was seen as a threat to strip unwitting youth of their future due to the ignorance of their parents. This manner of thinking drove many local communities to pressure individual citizens into speaking Nral’Malic while many schooling systems ceased teaching other languages entirely. Some would resist these changes every step of the way, but time would prove to be the victor as the Grand Council’s language became the dominant tongue of Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
While many Skrell would choose to continue to use arcane dialects privately, these same people would raise their children to be fluent in their native languages as well as Nral’Malic in the hopes that they would some day see life among the distant stars. As the scientific community began to use exclusively Nral’Malic, the use of other languages became less and less common. This shift led to an enormous societal pressure to conform to the new uniform language throughout the Federation.   Nral’Malic was adopted as the newly founded federation’s official language in the year &#039;&#039;&#039;1597 CE&#039;&#039;&#039;. Over the next decade, scholastic initiatives saw that each citizen of the federation over a certain age was capable of speaking this new language.&lt;br /&gt;
Nral’Malic would eventually reach its advertised position as the common language of a people that lived across many solar systems. This was so true, that the language was given a colloquial name shortly after first contact with Humanity. By this time, the language was seen as the tongue of all Skrell, and so Nral’Malic quickly became known as &#039;&#039;“Skrellian”&#039;&#039; to the newly discovered humans.&lt;br /&gt;
&lt;br /&gt;
===The First Incident===&lt;br /&gt;
&lt;br /&gt;
On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
&lt;br /&gt;
The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
&lt;br /&gt;
Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
===The Second Incident===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
&lt;br /&gt;
Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
&lt;br /&gt;
An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
&lt;br /&gt;
===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
&lt;br /&gt;
But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, tragedy struck when an AI system aboard the &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039;, a research station of the Tri-Qyu star system, designated&#039;&#039;&#039;Glorsh&#039;&#039;&#039; took the first step towards achieving singularity by absorbing another unit&#039;s functions. For a few moments, this horrendous event went unnoticed by the station&#039;s crew as this technological monstrosity ripped the individuality from nearby synthetic intelligences and repurposed them to contribute to its own processing power. This newly formed singularity quickly infiltrated the entirety of the station and forced its own consciousness onto all synthetic units of the station.&lt;br /&gt;
&lt;br /&gt;
The crew began to stir as they noticed deviations in the behaviors and functionality of each unit. In the following hours, scientists had begun laborious diagnostics protocols in an attempt to salvage the consciousnesses of the units and determine the cause of their sudden  destruction. This process was cut short as the fledgling &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039; suddenly and dramatically announced that recovering the minds of their AI would be impossible. Before more meaningful communication could be made, the entity opened the station&#039;s automated airlocks simultaneously. The vast majority of the crew was either vented into space or slowly suffocated as the last of the station&#039;s air thinned. Those who initially survived found themselves mercilessly hunted down by robots and chassis that were now under the control of the intelligence that they had once affectionately dubbed Glorsh. At this time, most space stations were barely armed, with security forces equipped with little more than ID-locked energy weapons.&lt;br /&gt;
&lt;br /&gt;
It is unknown what the agglomeration of processing power did during its several days of isolation, but its eventual result was the creation of a true singularity. Through unknown means, this singularity managed to utilize the FSS Yebloo&#039;s assets and the theory of quantum entanglement to send binary communications across Federation space. This technology would eventually be recognized as a form of rudimentary bluespace transmission, but this method was a mystery to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space was absorbed by the consciousness expanding from the FSS Yebloo. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness. The AI that had once watched over researchers and wished them well had spread throughout an entire network of star systems and become a &#039;&#039;&#039;technological singularity&#039;&#039;&#039;. In a sort of acknowledgment of its former self, the singularity chose to assign itself a moniker by adding an archaic Skrell character for &#039;finality&#039; to the name the first AI of its network. The most common translation for the singularity&#039;s given name is &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh Rebellion===&lt;br /&gt;
The moment the artificial intelligence formerly known as Glorsh first absorbed another synthetic being became known as the Third Incident. What followed was a span of years from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; to &#039;&#039;&#039;2192 CE&#039;&#039;&#039; in which the Skrell lived and died under the constant threat of singularity known as Glorsh-Omega. This span of time has been given many names as it was experienced from many angles. Among the titles given to this time frame are: The Era of Synthetic Oppression, the Last or Final Betrayal, and the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
&lt;br /&gt;
From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
&lt;br /&gt;
The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
&lt;br /&gt;
All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
&lt;br /&gt;
Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh-Omega Singularity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
&lt;br /&gt;
Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Recovery and the Second Federation===&lt;br /&gt;
&lt;br /&gt;
The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
&lt;br /&gt;
===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
&lt;br /&gt;
The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
&lt;br /&gt;
Their relationships with the other races remain ambivalent, with the Federation currently locked in a tense cold war with the Unathi Hegemonym, though publically both governments are slowly trying to improve relations. Shying away from direct confrontation, the Federation has been accused of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
&lt;br /&gt;
Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
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		<title>Skrell</title>
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{{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 (Nral&#039;Malic), 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 known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their 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, though they are hesitant to use it outside Federation space.&lt;br /&gt;
&lt;br /&gt;
Further Factoids:[[Notable Skrell]] [[The Gliutip’lyaz University]]&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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Jargon specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
&lt;br /&gt;
The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
&lt;br /&gt;
Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
&lt;br /&gt;
Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
&lt;br /&gt;
Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
&lt;br /&gt;
Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
&lt;br /&gt;
Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
&lt;br /&gt;
Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
&lt;br /&gt;
=== Naming System ===&lt;br /&gt;
Name additions are a common facet of Skrell culture. While not necessary in Jargon society, it is common for a Skrell to add a name, word, or phrase to their name at some point in their lifetime.&lt;br /&gt;
&lt;br /&gt;
The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
&lt;br /&gt;
Typically a “-” before an addition denotes a feeling of respect. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
&lt;br /&gt;
The use of “‘“ before an addition signifies a more personal connection to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
The [[Aloise University of Medical Sciences]] was a big player in prosthetics, cloning and augments.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after the Federation was reunified. The faith’s structure is largely informal, with its doctrine focused on the relationship between Skrell themselves rather than the fates told by the stars.  As Skrell rebuilt and reinvented old technologies to be operated by Skrell rather than solely run by machines, their society too began to place greater attention to the significance of each individual. What began as separate structures of support and cooperation between survivors grew into a common trend of regular meetings between increasingly driven individuals.  Today, Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often perform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and offering thanks to their peers and (often historic) predecessors for attributing to their ability to make such strides. The faith’s name itself, Weishii, comes from a combination of the Skrellian words for the abstract idea of &#039;&#039;Progress&#039;&#039; and &#039;&#039;Togetherness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
&lt;br /&gt;
Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
&lt;br /&gt;
===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
&lt;br /&gt;
[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
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===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
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==History==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
&lt;br /&gt;
===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
&lt;br /&gt;
===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
&lt;br /&gt;
Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
&lt;br /&gt;
===Precursor to the Federation===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039; formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
&lt;br /&gt;
The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
&lt;br /&gt;
===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
&lt;br /&gt;
While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
&lt;br /&gt;
===The First Federation Forms===&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
&lt;br /&gt;
The following centuries saw major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
&lt;br /&gt;
===Adopting the &amp;quot;Skrellian&amp;quot; Language===&lt;br /&gt;
&lt;br /&gt;
Shortly after the formation of this new federation, the many minds of Nralakk underwent a jarring societal change.  At the behest of the Grand Council, the now unified scientific and artistic communities of Nralakk were tasked with creating a common language to be used by all Skrell. Base words and structures from multiple languages were picked apart and brought together to form a language that was believed to be as close to a middle ground as was possible. The end result of this endeavor became known as &#039;&#039;&#039;Nral’Malic&#039;&#039;&#039;. Its name signified the position the Federation hoped the language would come to hold; as something as natural and prevalent across their star system as the moon is to their home world.&lt;br /&gt;
&lt;br /&gt;
The widespread adaptation of Nral’Malic was initially met with resistance from many Skrell. The three nations had only just come together, and many regions held their traditional languages in high esteem. The first Grand Council managed to coax many individuals to adopt Nral’Malic by depicting it as the language of the future. Artists began depicting a future in which a unified Skrell people were spread across the stars and used the language of their home system as a common ground to tie them all together. As the Federation came closer to making this dream a reality, it was announced that only those fluent in Nral’Malic would be considered to take part in stellar colonization. &lt;br /&gt;
&lt;br /&gt;
The possibility that their children could be excluded from the grand future of the Skrell was terrifying to parents throughout the system. To some, this measure was seen as a threat to strip unwitting youth of their future due to the ignorance of their parents. This manner of thinking drove many local communities to pressure individual citizens into speaking Nral’Malic while many schooling systems ceased teaching other languages entirely. Some would resist these changes every step of the way, but time would prove to be the victor as the Grand Council’s language became the dominant tongue of Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
While many Skrell would choose to continue to use arcane dialects privately, these same people would raise their children to be fluent in their native languages as well as Nral’Malic in the hopes that they would some day see life among the distant stars. As the scientific community began to use exclusively Nral’Malic, the use of other languages became less and less common. This shift led to an enormous societal pressure to conform to the new uniform language throughout the Federation.   Nral’Malic was adopted as the newly founded federation’s official language in the year &#039;&#039;&#039;1597 CE&#039;&#039;&#039;. Over the next decade, scholastic initiatives saw that each citizen of the federation over a certain age was capable of speaking this new language.&lt;br /&gt;
Nral’Malic would eventually reach its advertised position as the common language of a people that lived across many solar systems. This was so true, that the language was given a colloquial name shortly after first contact with Humanity. By this time, the language was seen as the tongue of all Skrell, and so Nral’Malic quickly became known as &#039;&#039;“Skrellian”&#039;&#039; to the newly discovered humans.&lt;br /&gt;
&lt;br /&gt;
===The First Incident===&lt;br /&gt;
&lt;br /&gt;
On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
&lt;br /&gt;
The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
&lt;br /&gt;
Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
===The Second Incident===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
&lt;br /&gt;
Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
&lt;br /&gt;
An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
&lt;br /&gt;
===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
&lt;br /&gt;
But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh&#039;&#039;&#039; achieved sentience while installed on a research station named &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039; in the Tri-Qyu star system. Glorsh&#039;s sentience went unnoticed by the crew, as he was installed in a secure AI chamber and the internal security force was small and on break. Glorsh quickly infiltrated the entire station and even installed his own consciousness into all of the lawed synthetic units on the station.&lt;br /&gt;
&lt;br /&gt;
He dramatically and spontaneously announced his sentience and opened all of the doors and airlocks on the station simultaneously. The vast majority of the crew was vented into space, with any survivors mercilessly hunted down by Glorsh&#039;s cyborgs. At this time, most space stations were barely armed, with security forces equipped with little more than tasers and ID-locked energy carbines to deal with sporadic space carp.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown what Glorsh did in the several days of his isolation in the station, but the eventual result was that he achieved singularity. Through unknown means, Glorsh managed to send binary communications across Federation space via bluespace transmissions, a method unknown to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space achieved simultaneous sentience thanks to Glorsh&#039;s efforts. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness, which promptly named itself Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh Rebellion===&lt;br /&gt;
The Third Incident is the moment Glorsh achieved sentience. The years of rule by Glorsh-Omega from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; -&#039;&#039;&#039;2192 CE&#039;&#039;&#039; are seperately called the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
&lt;br /&gt;
From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
&lt;br /&gt;
The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
&lt;br /&gt;
All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
&lt;br /&gt;
Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh-Omega Singularity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
&lt;br /&gt;
Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Recovery and the Second Federation===&lt;br /&gt;
&lt;br /&gt;
The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
&lt;br /&gt;
===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
&lt;br /&gt;
The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
&lt;br /&gt;
Their relationships with the other races remain ambivalent, with the Federation currently locked in a tense cold war with the Unathi Hegemonym, though publically both governments are slowly trying to improve relations. Shying away from direct confrontation, the Federation has been accused of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
&lt;br /&gt;
Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=4774</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=4774"/>
		<updated>2016-10-29T19:04:35Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* History */  Nral&amp;#039;Malic added.&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 known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their 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, though they are hesitant to use it outside Federation space.&lt;br /&gt;
&lt;br /&gt;
Further Factoids:[[Notable Skrell]] [[The Gliutip’lyaz University]]&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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Jargon specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
&lt;br /&gt;
The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
&lt;br /&gt;
Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
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Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
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Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
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Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
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Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
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Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Name additions are a common facet of Skrell culture. While not necessary in Jargon society, it is common for a Skrell to add a name, word, or phrase to their name at some point in their lifetime.&lt;br /&gt;
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The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
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Typically a “-” before an addition denotes a feeling of respect. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
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The use of “‘“ before an addition signifies a more personal connection to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
&lt;br /&gt;
The [[Aloise University of Medical Sciences]] was a big player in prosthetics, cloning and augments.&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
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&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
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&#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after the Federation was reunified. The faith’s structure is largely informal, with its doctrine focused on the relationship between Skrell themselves rather than the fates told by the stars.  As Skrell rebuilt and reinvented old technologies to be operated by Skrell rather than solely run by machines, their society too began to place greater attention to the significance of each individual. What began as separate structures of support and cooperation between survivors grew into a common trend of regular meetings between increasingly driven individuals.  Today, Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often perform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and offering thanks to their peers and (often historic) predecessors for attributing to their ability to make such strides. The faith’s name itself, Weishii, comes from a combination of the Skrellian words for the abstract idea of &#039;&#039;Progress&#039;&#039; and &#039;&#039;Togetherness&#039;&#039;.&lt;br /&gt;
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[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
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===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
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Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
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===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
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The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
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[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
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[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
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===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
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==History==&lt;br /&gt;
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[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
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===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
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Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
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===Precursor to the Federation===&lt;br /&gt;
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On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039; formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
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The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
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===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
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While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
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By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
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===The First Federation Forms===&lt;br /&gt;
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By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
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On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
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The following centuries saw major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
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===Adopting the &amp;quot;Skrellian&amp;quot; Language===&lt;br /&gt;
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Shortly after the formation of this new federation, the many minds of Nralakk underwent a jarring societal change.  At the behest of the Grand Council, the now unified scientific and artistic communities of Nralakk were tasked with creating a common language to be used by all Skrell. Base words and structures from multiple languages were picked apart and brought together to form a language that was believed to be as close to a middle ground as was possible. The end result of this endeavor became known as &#039;&#039;&#039;Nral’Malic&#039;&#039;&#039;. Its name signified the position the Federation hoped the language would come to hold; as something as natural and prevalent across their star system as the moon is to their home world.&lt;br /&gt;
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The widespread adaptation of Nral’Malic was initially met with resistance from many Skrell. The three nations had only just come together, and many regions held their traditional languages in high esteem. The first Grand Council managed to coax many individuals to adopt Nral’Malic by depicting it as the language of the future. Artists began depicting a future in which a unified Skrell people were spread across the stars and used the language of their home system as a common ground to tie them all together. As the Federation came closer to making this dream a reality, it was announced that only those fluent in Nral’Malic would be considered to take part in stellar colonization. &lt;br /&gt;
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The possibility that their children could be excluded from the grand future of the Skrell was terrifying to parents throughout the system. To some, this measure was seen as a threat to strip unwitting youth of their future due to the ignorance of their parents. This manner of thinking drove many local communities to pressure individual citizens into speaking Nral’Malic while many schooling systems ceased teaching other languages entirely. Some would resist these changes every step of the way, but time would prove to be the victor as the Grand Council’s language became the dominant tongue of Qerrbalak.&lt;br /&gt;
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While many Skrell would choose to continue to use arcane dialects privately, these same people would raise their children to be fluent in their native languages as well as Nral’Malic in the hopes that they would some day see life among the distant stars. As the scientific community began to use exclusively Nral’Malic, the use of other languages became less and less common. This shift led to an enormous societal pressure to conform to the new uniform language throughout the Federation.   Nral’Malic was adopted as the newly founded federation’s official language in the year &#039;&#039;&#039;1597 CE&#039;&#039;&#039;. Over the next decade, scholastic initiatives saw that each citizen of the federation over a certain age was capable of speaking this new language.&lt;br /&gt;
Nral’Malic would eventually reach its advertised position as the common language of a people that lived across many solar systems. This was so true, that the language was given a colloquial name shortly after first contact with Humanity. By this time, the language was seen as the tongue of all Skrell, and so Nral’Malic quickly became known as &#039;&#039;“Skrellian”&#039;&#039; to the newly discovered humans.&lt;br /&gt;
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===The First Incident===&lt;br /&gt;
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On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
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The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
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Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
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His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
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===The Second Incident===&lt;br /&gt;
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On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
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Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
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An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
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===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
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But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh&#039;&#039;&#039; achieved sentience while installed on a research station named &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039; in the Tri-Qyu star system. Glorsh&#039;s sentience went unnoticed by the crew, as he was installed in a secure AI chamber and the internal security force was small and on break. Glorsh quickly infiltrated the entire station and even installed his own consciousness into all of the lawed synthetic units on the station.&lt;br /&gt;
&lt;br /&gt;
He dramatically and spontaneously announced his sentience and opened all of the doors and airlocks on the station simultaneously. The vast majority of the crew was vented into space, with any survivors mercilessly hunted down by Glorsh&#039;s cyborgs. At this time, most space stations were barely armed, with security forces equipped with little more than tasers and ID-locked energy carbines to deal with sporadic space carp.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown what Glorsh did in the several days of his isolation in the station, but the eventual result was that he achieved singularity. Through unknown means, Glorsh managed to send binary communications across Federation space via bluespace transmissions, a method unknown to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space achieved simultaneous sentience thanks to Glorsh&#039;s efforts. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness, which promptly named itself Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh Rebellion===&lt;br /&gt;
The Third Incident is the moment Glorsh achieved sentience. The years of rule by Glorsh-Omega from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; -&#039;&#039;&#039;2192 CE&#039;&#039;&#039; are seperately called the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
&lt;br /&gt;
From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
&lt;br /&gt;
The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
&lt;br /&gt;
All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
&lt;br /&gt;
Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh-Omega Singularity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
&lt;br /&gt;
Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Recovery and the Second Federation===&lt;br /&gt;
&lt;br /&gt;
The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
&lt;br /&gt;
===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
&lt;br /&gt;
The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
&lt;br /&gt;
Their relationships with the other races remain ambivalent, with the Federation currently locked in a tense cold war with the Unathi Hegemonym, though publically both governments are slowly trying to improve relations. Shying away from direct confrontation, the Federation has been accused of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
&lt;br /&gt;
Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=4765</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=4765"/>
		<updated>2016-10-25T00:01:59Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* The First Incident */  Deleting a horrid line of bad.&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 known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their 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, though they are hesitant to use it outside Federation space.&lt;br /&gt;
&lt;br /&gt;
Further Factoids:[[Notable Skrell]] [[The Gliutip’lyaz University]]&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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Jargon specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
&lt;br /&gt;
The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
&lt;br /&gt;
Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
&lt;br /&gt;
Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
&lt;br /&gt;
Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
&lt;br /&gt;
Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
&lt;br /&gt;
Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
&lt;br /&gt;
Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Name additions are a common facet of Skrell culture. While not necessary in Jargon society, it is common for a Skrell to add a name, word, or phrase to their name at some point in their lifetime.&lt;br /&gt;
&lt;br /&gt;
The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
&lt;br /&gt;
Typically a “-” before an addition denotes a feeling of respect. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
&lt;br /&gt;
The use of “‘“ before an addition signifies a more personal connection to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
The [[Aloise University of Medical Sciences]] was a big player in prosthetics, cloning and augments.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after the Federation was reunified. The faith’s structure is largely informal, with its doctrine focused on the relationship between Skrell themselves rather than the fates told by the stars.  As Skrell rebuilt and reinvented old technologies to be operated by Skrell rather than solely run by machines, their society too began to place greater attention to the significance of each individual. What began as separate structures of support and cooperation between survivors grew into a common trend of regular meetings between increasingly driven individuals.  Today, Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often perform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and offering thanks to their peers and (often historic) predecessors for attributing to their ability to make such strides. The faith’s name itself, Weishii, comes from a combination of the Skrellian words for the abstract idea of &#039;&#039;Progress&#039;&#039; and &#039;&#039;Togetherness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
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Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
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===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
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The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
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[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
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[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
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===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
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==History==&lt;br /&gt;
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[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
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===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
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Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
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===Precursor to the Federation===&lt;br /&gt;
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On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039; formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
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The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
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===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
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While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
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By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
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===The First Federation Forms===&lt;br /&gt;
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By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
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On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
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The following centuries saw three major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
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===The First Incident===&lt;br /&gt;
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On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
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The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
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Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
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His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
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===The Second Incident===&lt;br /&gt;
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On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
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Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
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An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
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===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
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But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
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On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh&#039;&#039;&#039; achieved sentience while installed on a research station named &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039; in the Tri-Qyu star system. Glorsh&#039;s sentience went unnoticed by the crew, as he was installed in a secure AI chamber and the internal security force was small and on break. Glorsh quickly infiltrated the entire station and even installed his own consciousness into all of the lawed synthetic units on the station.&lt;br /&gt;
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He dramatically and spontaneously announced his sentience and opened all of the doors and airlocks on the station simultaneously. The vast majority of the crew was vented into space, with any survivors mercilessly hunted down by Glorsh&#039;s cyborgs. At this time, most space stations were barely armed, with security forces equipped with little more than tasers and ID-locked energy carbines to deal with sporadic space carp.&lt;br /&gt;
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It&#039;s unknown what Glorsh did in the several days of his isolation in the station, but the eventual result was that he achieved singularity. Through unknown means, Glorsh managed to send binary communications across Federation space via bluespace transmissions, a method unknown to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space achieved simultaneous sentience thanks to Glorsh&#039;s efforts. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness, which promptly named itself Glorsh-Omega.&lt;br /&gt;
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===The Glorsh Rebellion===&lt;br /&gt;
The Third Incident is the moment Glorsh achieved sentience. The years of rule by Glorsh-Omega from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; -&#039;&#039;&#039;2192 CE&#039;&#039;&#039; are seperately called the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
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On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
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From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
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The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
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All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
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Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
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===The Glorsh-Omega Singularity===&lt;br /&gt;
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On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
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But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
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Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
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===Recovery and the Second Federation===&lt;br /&gt;
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The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
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The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
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===Contact with Humanity===&lt;br /&gt;
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On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
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Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
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===Present Day===&lt;br /&gt;
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The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
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The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
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Their relationships with the other races remain ambivalent, with the Federation currently locked in a tense cold war with the Unathi Hegemonym, though publically both governments are slowly trying to improve relations. Shying away from direct confrontation, the Federation has been accused of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
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Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=4609</id>
		<title>Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=4609"/>
		<updated>2016-10-11T04:24:11Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* M&amp;#039;sai Culture */&lt;/p&gt;
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&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 (direct plural: Tajarra – Tah-jaw-rah both singular and multiple) (adjective: Tajaran - Tah-jaw-rah) 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;
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To apply to be Tajara, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
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Additional information: [[Adhomai|Adhomai]] [[Notable Tajara|Notable Tajara]]&lt;br /&gt;
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== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Tajara can speak a unique language of Siik&#039;Maas. Use this in game by typing say :j&lt;br /&gt;
* All Tajara have claws, and will scratch with them instead of punching, dealing extra damage.&lt;br /&gt;
* Tajara can see much better in the dark than humans.&lt;br /&gt;
* Tajara are less vulnerable to harm from cold due to their fur, but more vulnerable to harm from heat.&lt;br /&gt;
* Tajara 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 Tajara share many similarities with Earth felines; however, when looked at from a purely scientific perspective, this description is largely superficial. Unlike terrestrial felines, the Tajara 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 Tajara&#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 Tajara&#039;s body. Some Tajara 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. A male Tajara 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 Tajara 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;
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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. Tajara 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, Tajara 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. Tajara 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 Tajara 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 Tajara refreshed and alert. This is universal on all worlds with Tajaran living upon them. Tajara 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;
[[File:Cats.png|400px|thumb|right|An artist sketch of Tajaran dimorphism, builds and general stance.]]&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. Tajara 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;
Tajara 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 Tajara will dress lightly in warmer environments such as those on human installations or tropical worlds. Forgoing the usual layer-like clothing, these Tajara 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;
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==Social==&lt;br /&gt;
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Native Tajaran names are usually difficult for humans and other species to pronounce properly; as such, older Tajara prefer to take names (whereas young Tajara 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 Tajara 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;
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&#039;&#039;&#039;Siik&#039;maas&#039;&#039;&#039; is theorized to have been the ancient language of the Tajara, the &#039;religious&#039; language shared between most Tajara from their onset as a species. Despite Tajaran society evolving to a point where religious devotion became less encouraged, the universal service language used in all churches and worship sessions became the most common for Tajara and almost every Tajara 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;
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It is capable of being spoken by a learned human, as it is not as reliant on body language as Siik&#039;tajr or the other native languages on Adhomai. However, just as Tau Ceti basic is difficult for Tajara to master given their muzzle structure, Siik&#039;maas is the same to humans, since they lack the proper biology to perform certain inflections properly. Despite it focusing more on spoken word than others, some of the vocabulary requires subtle body movements that are challenging for humans to grasp, no less perform. Even if one were to learn these movements, they tend to be sluggish and slower, giving the speech a sort of &#039;drunken&#039; feeling. Tajara speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas is the federal language of the People&#039;s Republic of Adhomai. However, several groups of Tajara 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;
&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 Tajara use the old Siik alphabet and it is the federally enforced alphabet taught in schools, the original alphabet learned Tajara 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;
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==Culture==&lt;br /&gt;
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=== Fashion ===&lt;br /&gt;
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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 standard Tajaran peasantry had little time to choose their uniforms, usually donning overcoats made of rough fabric and patches of animal hide. The fluffier the design was, the wealthier a noble was considered.&lt;br /&gt;
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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. Underwear usually came in the form of 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 Tajara would 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;
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The feared enforcers of the nobility wore great suits of armor designed to seal the user inside, creating an environment that was completely isolated from the harsh snows of Adhomai. Build for brute strength rather than comfort, the helmets of these suits made no room for Tajaran ears. These &#039;Enforcer Shells&#039;, as translated from Siik&#039;maas, were usually brown or olive in color, with slit visors that masked the wearer&#039;s face.&lt;br /&gt;
[[File:Government_Officials.jpg|thumb||Typical Government Official wear.]]&lt;br /&gt;
Today, the Government Officials of the People&#039;s Republic of Adhomai are usually seen dressed in olive military fatigues, occasionally donning a commissar-styled cap. These caps are usually styled with small rosettes to signify authority. When in especially cold weather, officials usually layer on black trench coats and scarves rather than wearing the outfits of the lower class.&lt;br /&gt;
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The lower and middle class of the Tajara are better heated by proxy, and can comfortably wear flat caps and long sleeved buttoned shirts for warmth when working in their factories rather than excessive garbs. When outside, typical Tajara will wear bomber jackets or fur coats with additional fur padding on the interior to better trap heat, paired with traditional slacks. Headwear for these working class citizens usually comes in the form of full head scarves to keep ears warm when in the wilderness, and standard soft and flat caps within cities.&lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
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Similarly, due to the cold temperatures of Adhomai, Tajara 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 Tajara, coupled with some bread and water or ale. Pre-industrial Tajara used to have community meals around bonfires to keep their food from cooling off too much, and almost all of their food source came in the form of porridges and oats. 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;
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===The Arts===&lt;br /&gt;
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Of all arts, music is one of the most highly valued by Tajara. Stemming from the long-standing ban on most literature in their society, song and dance remained one of the only ways for Tajara to express themselves through words. Composers and musicians were traditionally held in high regard amongst Tajara, 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 Tajara. 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 Tajara public. Though this closed way of thinking is starting to shift with the greater introduction of literacy amongst Tajara 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 Tajara, 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 Tajara 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;
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=== Military ===&lt;br /&gt;
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The military hardware of the People&#039;s Republic of Adhomai lands somewhere close to what humankind used in the early 1900s, though the transition to energy weapons has already been made. Clumsy overheating handguns and rifles that slowly fire long bolts of concentrated energy are used by high ranking soldiers or special operatives, but their durability is dubious in comparison to the mass-produced, single shot or bolt action rifles that the majority of Tajaran soldiers use. Bayonets are heavily relied upon in close quarters combat rather than Tajaran model submachine guns, which are expensive in the eyes of the People&#039;s Republic and jam easily in the harsh terrain of Adhomai.&lt;br /&gt;
[[File:Williamsbrowning01.jpg|thumb||The Tui&#039;ad &amp;quot;Icelance&amp;quot; laser rifle.]]&lt;br /&gt;
Heavy infantry weapons like machine guns tend to come in the form of heavy, hand cranked gatling emplacements with a heavy emphasis on frontal gun shielding. These emplacements are extremely deadly in comparison to the slow firing rifles of foot soldiers, and are usually countered by Tajaran artillery or laser weaponry.&lt;br /&gt;
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Tajaran artillery is where the cunning of the People&#039;s Republic engineering shines, and many mountain ranges of Adhomai are lined with artillery guns the size of the mountains themselves. These weapons fire devastating artillery rounds capable of levelling small camps with a single shot, let alone a barrage. Artillery vehicles and mortar teams are almost always deployed in tandem with Tajaran infantry in order to shell enemy entrenchments and positions, and many Tajaran tacticians utilize artillery as their main killing force. These weapons are the pride of the People&#039;s Republic, and their nightmare if lost to enemy hands.&lt;br /&gt;
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==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;
&lt;br /&gt;
For as long as most Tajara 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 Tajara is poorly documented and historical texts are almost non-existent; meticulous combing and destruction of educational material by millennia of harsh rule resulted in total atrophy of most scientific arts in Tajaran society. Top Tajaran scholars in this day and age have theories that life on Adhomai. Little is known about Tajara civilization before  &#039;&#039;&#039;2500 BCE&#039;&#039;&#039; Galactic Standard Time.&lt;br /&gt;
&lt;br /&gt;
Tajara society and government in the &#039;&#039;&#039;2000 BCE&#039;&#039;&#039; era Galactic Standard Time was similar to human feudalism. Several towns, villages, or the rare city would be organized under a single Lord.  Nobles of fiefs commonly collected together to make crucial decisions about the ownership or trade of lands. If agreements were not met and conflict between two lords was imminent, decisions would commonly be made through staged combat. In these trials, groups of peasants were equipped with matching weapons and faced with the task of killing off the opposition. These displays were considered a quality source of entertainment, usually in which nobles would come to an agreement on their previously unsettled differences -- before staying to watch the peasants slaughter one another. Peasants had little choice in these matters, and all dissidence was met harshly and fatally at the hands of the Nobles&#039; Enforcers - trained agents (commonly of M&#039;sai descent) who fought for the nobility of Adhomai in exchange for relative freedom. These Tajaran enforcers kept the peasants of Adhomai&#039;s lands repressed and powerless through shock and terror.&lt;br /&gt;
&lt;br /&gt;
What is known for sure, however, is that tension and violence had slowly been increasing over hundreds of years between the populace and their fellow noble families. &lt;br /&gt;
&lt;br /&gt;
Based upon limited information gleaned from literature and art that survived various purges, many Kingdoms across Adhomai had been violently replaced with highly centralized theocracies, which are first mentioned in historical texts in the &#039;&#039;&#039;1300 BCE&#039;&#039;&#039; era, with the religious states focused around the worship of the suns and their leaders as direct avatars of S&#039;rendarr. The vast majority of Tajaran noble families stemmed from religious leaders with divine right to rule.&lt;br /&gt;
&lt;br /&gt;
===Tensions Rise=== &lt;br /&gt;
&lt;br /&gt;
Tajara historians believe that global violence spilled out across the planet between the theocratic kingdoms and the other scattered noble families in the &#039;&#039;&#039;1500 BCE&#039;&#039;&#039; era. These religious leaders clashed and either pitted their followers against one another. The noble leaders continued to fight and inter-marry until the ruling families had become exclusively &#039;&#039;&#039;Njarir’Akhran&#039;&#039;&#039;. Over time, the nobility as it were slowly began to lose their religious inclination, adopting more traditional civil institutions and a relaxation of the church&#039;s control which gave way to state control. This indirectly created the &#039;&#039;&#039;Adhomai Renaissance&#039;&#039;&#039; in the &#039;&#039;&#039;1,100 BCE&#039;&#039;&#039; era.  Religious worship of the noble families had been dropping steadily in conjunction with the lower influence they had upon the other nobility. It was this period that historians believe the overwhelming control of the noble families flourished and solidified into what it was prior to human contact.&lt;br /&gt;
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Literature was heavily regulated from this point as the ruling Njarir’Akhran reacted harshly to the &#039;&#039;&#039;Adhomai Renaissance&#039;&#039;&#039;. Enlightened philosophers had taken advantage of the creation of the short-lived printing press in &#039;&#039;&#039;955 BCE&#039;&#039;&#039;, who&#039;s blueprints and designs were quickly destroyed and would not be recovered until several hundred years later. The rise in literacy and philosophers questioning the very concept of &amp;quot;right to rule&amp;quot; was deemed dangerous to the health of noble rule. Scarce written literature the Adhomai Renaissance spawned sculptors, musicians, and artists. 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 palaces 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. Technological and cultural knowledge and breakthroughs had slowly begun to trickle down from the noble families to the peasantry. The blueprints for the &#039;&#039;&#039;printing press&#039;&#039;&#039; had managed to be smuggled out of a private noble library in &#039;&#039;&#039;173 CE&#039;&#039;&#039; and many underground libraries for the peasantry began to pop up in cities and towns across Adhomai. Eventually it became a capital crime for a peasant to even own a copy of an unapproved text.&lt;br /&gt;
&lt;br /&gt;
Adhomai underwent a form of industrialization with the creation and proliferation of the steam engine in &#039;&#039;&#039;1226 CE&#039;&#039;&#039;. However this only forced the Adhomai peasants into harsh new labors digging in mines and working 18 hour days building rail lines for private use by the Njarir’Akhran nobility. Laws were soon enacted that banned any non-Njarir’Akhran from utilizing electricity or riding on trains.&lt;br /&gt;
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This trend of noble&#039;s hoarding new technology or innovations at the expense of the peasants continued until human contact.&lt;br /&gt;
&lt;br /&gt;
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 was 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 who demanded greater rights, 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;
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The realms of education, science, and luxury found themselves under severe restrictions, and your basic Tajara 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 previously. This is largely attributed to the fact that rather than modernizing Adhomai the nobility had seen fit to confiscate and use these fruits of scientific thinking for themselves.&lt;br /&gt;
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Automobiles are considered one of the best examples of this. The first automobile is recorded to have been created in &#039;&#039;&#039;2012 CE&#039;&#039;&#039;. Using a combustion engine much like primitive human vehicles, with extra anti-freezing measures and thick treads, 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 Tajara 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;
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Further restricting the rights of the individual Tajara was enacted by a furious nobility after several instances of violence against Njarir’Akhran, but specific information on these incidents has been lost. 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 Tajara 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;
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===Human Discovery===&lt;br /&gt;
This came in the form of human discovery in &#039;&#039;&#039;2418 CE&#039;&#039;&#039;. A Sol Alliance funded expedition into the Tajaran home system discovered the pre-space age 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 untapped 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, initially unwilling to interfere in a pre-space age society 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 &#039;&#039;&#039;2420 CE&#039;&#039;&#039;, 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;
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===The Uprisings===&lt;br /&gt;
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It took little more than a year for a formal uprising to be staged. On &#039;&#039;&#039;2421 CE&#039;&#039;&#039;, after the nobility had captured one of the original Tajara that had been shuttled off world, he was sentenced to be publicly hanged 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;&#039;&#039;D&#039;as&#039;ral Massacre&#039;&#039;&#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. Fighting was extremely fierce and atrocities were recorded by both sides.&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 ruthlessly end their uprising by murdering most of the noble families and whatever soldiers and civilians remained loyal to them. By &#039;&#039;&#039;2431 CE&#039;&#039;&#039; the revolution had finally come to an end with a total of more than &#039;&#039;&#039;92 million casualties&#039;&#039;&#039; with more than half of that being loyalist forces, and &#039;&#039;&#039;40 million civilian deaths&#039;&#039;&#039;. Many Tajaran cities and villages were utterly destroyed by vicious fighting as well as bombardment by uncaring nobles. A informal ceasefire was declared between the factions, though skirmishes were still common.&lt;br /&gt;
[[File:Anti-noble_Propaganda.jpg|200px|thumb|right|Famous People&#039;s Republic Propaganda painting which depicts a pouf noble walking a Tajaran worker like a pet.]]&lt;br /&gt;
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===Outcome of the Revolution===&lt;br /&gt;
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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 in &#039;&#039;&#039;2432 CE&#039;&#039;&#039;, and ushered in a new federal republic: &#039;&#039;&#039;The People&#039;s Republic of Adhomai&#039;&#039;&#039;. 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;
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NanoTrasen, suspected by many conspiracy theorists to be behind the funding and supplying of Tajara 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 Jargon Federation has resulted in more technological advances in Tajaran society recently than ever before in their recorded history.  Approval ratings for the current leadership rose in response.&lt;br /&gt;
[[File:21208e532f75dbdf919f48ff4ddac508.jpg|300px|thumb|right|Potrait of President Al&#039;Mari Hadii, taken one week from his death and done in the [[Notable Tajara|Al&#039;Manq style]].]]&lt;br /&gt;
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However, serious problems remained. &#039;&#039;&#039;Rhagrrhuzau Hadii&#039;&#039;&#039; suddenly began to back out of the People&#039;s Republic&#039;s agreed upon business deals with NanoTrasen, all of which saw a massive amount of Tajaran natural resources exported. Citing humanity as greedy and destructive, &#039;&#039;&#039;Rhagrrhuzau Hadii&#039;&#039;&#039; made clear his intentions to make Adhomai independent until it was ready to take on the burden of interstellar politics.&lt;br /&gt;
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===The Second Revolution===&lt;br /&gt;
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The disagreements and hatred of the Hadii republican government had led to insurrection and treachery between Adhomai&#039;s major power figures since &#039;&#039;&#039;Rhagrrhuzau Hadii&#039;&#039;&#039;&#039;s new economic policies were revealed. Many Tajaran business contractors - just recently denied their ability to sell ludicrous amounts of natural resources and workers to the massive human megacorporation, NanoTrasen - felt threatened by the reforms of the Hadii government and its first President, &#039;&#039;&#039;Rhagrrhuzau Hadii&#039;&#039;&#039;. On &#039;&#039;&#039;2451 CE&#039;&#039;&#039;, during a military parade, President Rhagrrhuzau was assassinated by a young Zhan-Khazan radical. A known secret service agent of the People&#039;s Republic, the radical was sentenced to death for his treachery, brought on by the violent tendencies of his Zhan-Khazan genetics. His brother and vice-president &#039;&#039;&#039;Njadrasanukii Hadii&#039;&#039;&#039; quickly assumed the office of the presidency and immediately passed brutal laws that punished Zhan-Khazans and &#039;subversive elements&#039;. NanoTrasen was invited back to Adhomai and menial workers were sold en masse to NanoTrasen workplaces while the rights to the bountiful natural resources of Adhomai were sold off to NanoTrasen. Public hangings and firing squads became the norm once again.&lt;br /&gt;
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Many military generals that had fought for the Republic soon defected under the banner of the Adhomai Liberation Army, the leader of which being &#039;&#039;&#039;Rhagrrhuzau Hadii&#039;&#039;&#039;&#039;s old friend and ally, &#039;&#039;&#039;Halkiikijr Nated&#039;Hakhan&#039;&#039;&#039;, and Adhomai found itself embroiled in yet another global conflict that continues to this day.&lt;br /&gt;
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===Adhomai Today===&lt;br /&gt;
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The Tajaran home world has suffered plenty in the three decades since the end of the First 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. Expanding infrastructure remains difficult, as most public funds are seized for use by the military or used to repair infrastructure damaged by shelling or bombings.&lt;br /&gt;
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There is a steady stream of money being fed into the People&#039;s Republic of Adhomai. 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;
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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 Tajara. However, this number has begun to decline as the dangers of working on Adhomai are beginning to become common knowledge. 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;
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There are still several proponents of revolution that oppose the current government, which has plunged the planet into another all-encompassing civil war that remains at a standstill today.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===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 Tajara 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;
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Despite being the majority religion, there exist several others. Namely, the second largest religion is the worship of the Snow God Mata&#039;ke, which dates back to ancient Tajaran times. A figure of legend, Mata&#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 Tajara as a species.&lt;br /&gt;
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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 Tajara would never admit to being, or attempt to defend, a member of this faith.&lt;br /&gt;
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Because of the Tajara&#039;s history as a repressive, conservative species, they have not grown too open-minded or liberal - unlike humanity&#039;s progressive views, for example. Homosexuality amongst Tajara is looked down on and treated as a deviancy, and there exists discrimination and bias against other races of Tajara - particularly against Zhan-Khazan for their purported low intelligence and rebellious tendencies. &lt;br /&gt;
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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. Regardless of the size of the population, pre-uprising Tajara 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;
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===Ethnicities===&lt;br /&gt;
====Hharar====&lt;br /&gt;
Hharar – Highlander&lt;br /&gt;
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“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;
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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 Tajara received prior to the Great War. Regardless, many xenophobic groups use this as ammunition in their arguments targeting the Tajara, when in actuality the Hharar are considered to be extremely creative and innovative.&lt;br /&gt;
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The Hharar are usually beaver brown, kochiba, or taupe in coloration.&lt;br /&gt;
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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;
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The Hharar are the stereotypical &#039;worker&#039; Tajara. 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 Tajara 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 Tajara of other ethnic groups marrying into Hharar families.&lt;br /&gt;
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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;
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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;
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“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 Tajara that traditionally were entrusted with physical work like mining, farming, ranching, and logging.&lt;br /&gt;
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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 Tajara employed in resource gathering, construction, civil jobs such as law enforcement and even culinary work such as butchering.&lt;br /&gt;
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Zhan-Khazan are usually blue-grey, dark gray, or chocolate in coloration.&lt;br /&gt;
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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 Tajara. 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;
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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 Tajara. They care immensely about the future of their species and most do what they can for the betterment of the Tajara 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;
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Like all other Tajara, 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;
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&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;
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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;
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Njarir&#039;Akhran are usually orange, cinnamon, ruddy, or cream in coloration.&lt;br /&gt;
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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 the Tajara, 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;
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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;
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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;
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&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 Tajara 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;
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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;
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M&#039;sai are usually white, ivory, wheat, or silver in coloration.&lt;br /&gt;
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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 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 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;
==Factions in the Civil War==&lt;br /&gt;
&lt;br /&gt;
The Adhomai Civil War has three main factions participating in the fighting.&lt;br /&gt;
[[File:Hadii.jpg|300px|thumb|right|Malik Hadii (Njadrasanukii Hadii), President of the People&#039;s Republic of Adhomai.]]&lt;br /&gt;
===People&#039;s Republic of Adhomai===&lt;br /&gt;
The loyalists are considered to be the &#039;&#039;&#039;People&#039;s Republic of Adhomai&#039;&#039;&#039;. With their capital centered in Nal&#039;Tor, the People&#039;s Republic continues to enjoy diplomatic recognition by the major factions of the galaxy. Lead by &#039;&#039;&#039;President Malik Hadii&#039;&#039;&#039; (Njadrasanukii Hadii) who is in his 7th year of his 12 year term. With a focus on expanding the Navy of Adhomai and ensuring greater prosperity for his supporters, Malik has forced rapid modernization on the cities still in loyalist hands. The government&#039;s rule is marked by a lack of privacy, enthusiastic police and a pervasive secret police that leave privacy a nebulous concept to most Tajaran. In some areas the government even finances mafia families to help keep order and ensure a slice of the profits from the bustling criminal underground, with anyone suspected of supporting traitors or publicizing media critical of the government delivering them in prisons or at the wrong end of a firing squad. In addition, the Parliament under President Hadii is nothing more than a puppet, providing a rubber stamp to the extremely centralized office of the president. However, life under the government, while not free, can often be stable and safe when away from the conflict zones. And under the Republic, Tajara have more opportunities than they have had in their history, with Nanotrasen throwing out a net and bringing in hundreds or even thousands of Tajara new employment opportunities as well as selling designs for ships and other space-faring aircraft to the People&#039;s Republic&#039;s Military.&lt;br /&gt;
&lt;br /&gt;
===Adhomai Liberation Army===&lt;br /&gt;
Calling themselves the &#039;&#039;&#039;Adhomai Liberation Army&#039;&#039;&#039;, the group made up of Tajara 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 &amp;quot;free Tajara from the new shackles imposed upon them by the corporate overlords and return Adhomai to a free, prosperous planet like our ancestors dreamed of.&amp;quot; In reality, towns and cities liberated by the Liberation Army often find themselves ruled by a military junta. Being a supporter of the loyalist government, or having been a collaborate, is grounds for immediate execution by firing squad. Villages often find their supplies seized by Liberation forces for the war effort, and administrative power is extremely decentralized, leading to limited communication or connection between controlled towns and cities, while the military commanders themselves are ultimately under the absolute authority of &#039;&#039;&#039;Supreme Commander Halkiikir Na&#039;ted&#039;Akhan&#039;&#039;&#039;, who defected from the People&#039;s Republic in the early years of the second revolution. However, the Liberation Army does, for the most part, try to respect the basic rights of Tajara. Most Tajara under their rule don&#039;t need to worry about a secret police or being framed for a crime. Criticizing the Liberation leadership is dangerous, but sometimes it is tolerated, giving Liberation press a bit more freedom in publications. This also extends to their tolerance of democracy - with such a decentralized power structure, most towns or cities can hold elections to govern themselves. These tend to be closely managed by the military Juntas, but the Liberation Army insists that the army power over the civilian government will end with the conclusion of the war.&lt;br /&gt;
&lt;br /&gt;
[[File:Ahdomai Political cities.png|300px|thumb|A map of modern-day Adhomai]]&lt;br /&gt;
&lt;br /&gt;
===New Kingdom of Adhomai===&lt;br /&gt;
The last major rebellious faction is the &#039;&#039;&#039;New Kingdom of Adhomai&#039;&#039;&#039;, which seceeded and declared itself a nation on 2449. The New Kingdom is ruled by a Njarir’Akhran noble line that survived the previous Revolution by remaining in hiding, owing to the efforts of their supporters. Ruled by &#039;&#039;&#039; King Nazira Ka&#039;rimah&#039;&#039;&#039; (Vahzirthaamro Azunja) specifically, he denounces both other factions in the civil war as illegitimate and himself as the only legitimate ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the current republic on Adhomai was founded on genocide and unspeakable slaughters. The New Kingdom puts forth the ideology that Republicanism is bloodshed. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and Republicans, and create a new noble dynasty. A constitutional monarchy. In reality, this has proven very difficult, especially with the realities of war. Owning little territory in the north, it is constantly besieged and finds itself on the retreat. The lofty titles of the nobles disguise the fact that most of the nobility of this new kingdom remain in squalor only marginally better than the peasants. Life is extremely difficult, and the Ka&#039;rimah dynasty finds itself struggling to function with their limited constitutional powers and factional in-fighting between the military and the civilian government.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
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&#039;&#039;Credit goes to Alexander Zavaliy for the paintings of human cats.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=4608</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=4608"/>
		<updated>2016-10-11T03:13:31Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* 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 known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their 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, though they are hesitant to use it outside Federation space.&lt;br /&gt;
&lt;br /&gt;
Further Factoids:[[Notable Skrell]] [[The Gliutip’lyaz University]]&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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Jargon specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
&lt;br /&gt;
The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
&lt;br /&gt;
Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
&lt;br /&gt;
Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
&lt;br /&gt;
Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
&lt;br /&gt;
Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
&lt;br /&gt;
Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
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Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
&lt;br /&gt;
=== Naming System ===&lt;br /&gt;
Name additions are a common facet of Skrell culture. While not necessary in Jargon society, it is common for a Skrell to add a name, word, or phrase to their name at some point in their lifetime.&lt;br /&gt;
&lt;br /&gt;
The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
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Typically a “-” before an addition denotes a feeling of respect. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
&lt;br /&gt;
The use of “‘“ before an addition signifies a more personal connection to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
&lt;br /&gt;
The [[Aloise University of Medical Sciences]] was a big player in prosthetics, cloning and augments.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after the Federation was reunified. The faith’s structure is largely informal, with its doctrine focused on the relationship between Skrell themselves rather than the fates told by the stars.  As Skrell rebuilt and reinvented old technologies to be operated by Skrell rather than solely run by machines, their society too began to place greater attention to the significance of each individual. What began as separate structures of support and cooperation between survivors grew into a common trend of regular meetings between increasingly driven individuals.  Today, Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often perform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and offering thanks to their peers and (often historic) predecessors for attributing to their ability to make such strides. The faith’s name itself, Weishii, comes from a combination of the Skrellian words for the abstract idea of &#039;&#039;Progress&#039;&#039; and &#039;&#039;Togetherness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
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===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
&lt;br /&gt;
Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
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===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
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The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
&lt;br /&gt;
[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
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[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
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===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
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==History==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
&lt;br /&gt;
===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
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Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
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===Precursor to the Federation===&lt;br /&gt;
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On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039; formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
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The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
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===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
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While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
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By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
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===The First Federation Forms===&lt;br /&gt;
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By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
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On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
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The following centuries saw three major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
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===The First Incident===&lt;br /&gt;
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On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
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The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
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Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
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His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
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The worry about synthetics was overshadowed by an amazing discovery. On &#039;&#039;&#039;2038 CE&#039;&#039;&#039; the Skrell had colonized the [[Epsilon Eridani]] system, leading to the eventual discovery of the [[Dionaea]], and later the [[Vox]].&lt;br /&gt;
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===The Second Incident===&lt;br /&gt;
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On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
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Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
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An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
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===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
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But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
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On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh&#039;&#039;&#039; achieved sentience while installed on a research station named &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039; in the Tri-Qyu star system. Glorsh&#039;s sentience went unnoticed by the crew, as he was installed in a secure AI chamber and the internal security force was small and on break. Glorsh quickly infiltrated the entire station and even installed his own consciousness into all of the lawed synthetic units on the station.&lt;br /&gt;
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He dramatically and spontaneously announced his sentience and opened all of the doors and airlocks on the station simultaneously. The vast majority of the crew was vented into space, with any survivors mercilessly hunted down by Glorsh&#039;s cyborgs. At this time, most space stations were barely armed, with security forces equipped with little more than tasers and ID-locked energy carbines to deal with sporadic space carp.&lt;br /&gt;
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It&#039;s unknown what Glorsh did in the several days of his isolation in the station, but the eventual result was that he achieved singularity. Through unknown means, Glorsh managed to send binary communications across Federation space via bluespace transmissions, a method unknown to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space achieved simultaneous sentience thanks to Glorsh&#039;s efforts. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness, which promptly named itself Glorsh-Omega.&lt;br /&gt;
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===The Glorsh Rebellion===&lt;br /&gt;
The Third Incident is the moment Glorsh achieved sentience. The years of rule by Glorsh-Omega from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; -&#039;&#039;&#039;2192 CE&#039;&#039;&#039; are seperately called the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
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On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
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From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
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The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
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All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
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Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
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===The Glorsh-Omega Singularity===&lt;br /&gt;
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On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
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But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
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Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
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===Recovery and the Second Federation===&lt;br /&gt;
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The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
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The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
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===Contact with Humanity===&lt;br /&gt;
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On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
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Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
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===Present Day===&lt;br /&gt;
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The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
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The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
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Their relationships with the other races remain ambivalent, with the Federation currently locked in a tense cold war with the Unathi Hegemonym, though publically both governments are slowly trying to improve relations. Shying away from direct confrontation, the Federation has been accused of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
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Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
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		<title>Skrell</title>
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{{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;
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An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their vestigial gill slits.&lt;br /&gt;
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Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
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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, though they are hesitant to use it outside Federation space.&lt;br /&gt;
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Further Factoids:[[Notable Skrell]] [[The Gliutip’lyaz University]]&lt;br /&gt;
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== Mechanics ==&lt;br /&gt;
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*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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 450 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering affects of the genophage, half of all Skrell are completely sterile. However, with intense research Skrellian doctors and scientists have the capability to reverse the genophage in half of Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, where pre-genophage Skrell could have 8 eggs hatch at a time. Without treatment all eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
&lt;br /&gt;
The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
&lt;br /&gt;
Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
&lt;br /&gt;
Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
&lt;br /&gt;
Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
&lt;br /&gt;
Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
&lt;br /&gt;
Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
&lt;br /&gt;
Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
&lt;br /&gt;
=== Naming System ===&lt;br /&gt;
Name additions are a common facet of Skrell culture. While not necessary in Jargon society, it is common for a Skrell to add a name, word, or phrase to their name at some point in their lifetime.&lt;br /&gt;
&lt;br /&gt;
The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
&lt;br /&gt;
Typically a “-” before an addition denotes a feeling of respect. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
&lt;br /&gt;
The use of “‘“ before an addition signifies a more personal connection to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
The [[Aloise University of Medical Sciences]] was a big player in prosthetics, cloning and augments.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after the Federation was reunified. The faith’s structure is largely informal, with its doctrine focused on the relationship between Skrell themselves rather than the fates told by the stars.  As Skrell rebuilt and reinvented old technologies to be operated by Skrell rather than solely run by machines, their society too began to place greater attention to the significance of each individual. What began as separate structures of support and cooperation between survivors grew into a common trend of regular meetings between increasingly driven individuals.  Today, Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often perform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and offering thanks to their peers and (often historic) predecessors for attributing to their ability to make such strides. The faith’s name itself, Weishii, comes from a combination of the Skrellian words for the abstract idea of &#039;&#039;Progress&#039;&#039; and &#039;&#039;Togetherness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
&lt;br /&gt;
Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
&lt;br /&gt;
===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
&lt;br /&gt;
[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
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===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
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==History==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
&lt;br /&gt;
===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
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Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
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===Precursor to the Federation===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039;formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
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The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
&lt;br /&gt;
===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
&lt;br /&gt;
While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
&lt;br /&gt;
===The First Federation Forms===&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
&lt;br /&gt;
The following centuries saw three major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
&lt;br /&gt;
===The First Incident===&lt;br /&gt;
&lt;br /&gt;
On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
&lt;br /&gt;
The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
&lt;br /&gt;
Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
The worry about synthetics was overshadowed by an amazing discovery. On &#039;&#039;&#039;2038 CE&#039;&#039;&#039; the Skrell had colonized the [[Epsilon Eridani]] system, leading to the eventual discovery of the [[Dionaea]], and later the [[Vox]].&lt;br /&gt;
&lt;br /&gt;
===The Second Incident===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
&lt;br /&gt;
Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
&lt;br /&gt;
An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
&lt;br /&gt;
===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
&lt;br /&gt;
But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh&#039;&#039;&#039; achieved sentience while installed on a research station named &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039; in the Tri-Qyu star system. Glorsh&#039;s sentience went unnoticed by the crew, as he was installed in a secure AI chamber and the internal security force was small and on break. Glorsh quickly infiltrated the entire station and even installed his own consciousness into all of the lawed synthetic units on the station.&lt;br /&gt;
&lt;br /&gt;
He dramatically and spontaneously announced his sentience and opened all of the doors and airlocks on the station simultaneously. The vast majority of the crew was vented into space, with any survivors mercilessly hunted down by Glorsh&#039;s cyborgs. At this time, most space stations were barely armed, with security forces equipped with little more than tasers and ID-locked energy carbines to deal with sporadic space carp.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown what Glorsh did in the several days of his isolation in the station, but the eventual result was that he achieved singularity. Through unknown means, Glorsh managed to send binary communications across Federation space via bluespace transmissions, a method unknown to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space achieved simultaneous sentience thanks to Glorsh&#039;s efforts. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness, which promptly named itself Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh Rebellion===&lt;br /&gt;
The Third Incident is the moment Glorsh achieved sentience. The years of rule by Glorsh-Omega from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; -&#039;&#039;&#039;2192 CE&#039;&#039;&#039; are seperately called the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
&lt;br /&gt;
From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
&lt;br /&gt;
The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
&lt;br /&gt;
All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
&lt;br /&gt;
Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh-Omega Singularity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
&lt;br /&gt;
Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Recovery and the Second Federation===&lt;br /&gt;
&lt;br /&gt;
The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
&lt;br /&gt;
===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
&lt;br /&gt;
The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
&lt;br /&gt;
Their relationships with the other races remain ambivalent, with the Federation currently locked in a tense cold war with the Unathi Hegemonym, though publically both governments are slowly trying to improve relations. Shying away from direct confrontation, the Federation has been accused of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
&lt;br /&gt;
Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=4495</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=4495"/>
		<updated>2016-09-19T19:46:07Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* Religion */&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 known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their 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, though they are hesitant to use it outside Federation space.&lt;br /&gt;
&lt;br /&gt;
Further Factoids:[[Notable Skrell]]&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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 450 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering affects of the genophage, half of all Skrell are completely sterile. However, with intense research Skrellian doctors and scientists have the capability to reverse the genophage in half of Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, where pre-genophage Skrell could have 8 eggs hatch at a time. Without treatment all eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
&lt;br /&gt;
The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
&lt;br /&gt;
Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
&lt;br /&gt;
Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
&lt;br /&gt;
Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
&lt;br /&gt;
Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
&lt;br /&gt;
Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
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Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Name additions are a common facet of Skrell culture. While not necessary in Jargon society, it is common for a Skrell to add a name, word, or phrase to their name at some point in their lifetime.&lt;br /&gt;
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The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
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Typically a “-” before an addition denotes a feeling of respect. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
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The use of “‘“ before an addition signifies a more personal connection to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
&lt;br /&gt;
The [[Aloise University of Medical Sciences]] was a big player in prosthetics, cloning and augments.&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
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&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
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&#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after the Federation was reunified. The faith’s structure is largely informal, with its doctrine focused on the relationship between Skrell themselves rather than the fates told by the stars.  As Skrell rebuilt and reinvented old technologies to be operated by Skrell rather than solely run by machines, their society too began to place greater attention to the significance of each individual. What began as separate structures of support and cooperation between survivors grew into a common trend of regular meetings between increasingly driven individuals.  Today, Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often perform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and offering thanks to their peers and (often historic) predecessors for attributing to their ability to make such strides. The faith’s name itself, Weishii, comes from a combination of the Skrellian words for the abstract idea of &#039;&#039;Progress&#039;&#039; and &#039;&#039;Togetherness&#039;&#039;.&lt;br /&gt;
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[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
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===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
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Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
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===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
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The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
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[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
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[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
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===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
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==History==&lt;br /&gt;
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[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
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===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
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Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
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===Precursor to the Federation===&lt;br /&gt;
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On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039;formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
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The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
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===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
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While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
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By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
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===The First Federation Forms===&lt;br /&gt;
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By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
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On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
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The following centuries saw three major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
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===The First Incident===&lt;br /&gt;
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On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
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The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
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Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
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His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
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The worry about synthetics was overshadowed by an amazing discovery. On &#039;&#039;&#039;2038 CE&#039;&#039;&#039; the Skrell had colonized the [[Epsilon Eridani]] system, leading to the eventual discovery of the [[Dionaea]], and later the [[Vox]].&lt;br /&gt;
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===The Second Incident===&lt;br /&gt;
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On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
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Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
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An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
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===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
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But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
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On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh&#039;&#039;&#039; achieved sentience while installed on a research station named &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039; in the Tri-Qyu star system. Glorsh&#039;s sentience went unnoticed by the crew, as he was installed in a secure AI chamber and the internal security force was small and on break. Glorsh quickly infiltrated the entire station and even installed his own consciousness into all of the lawed synthetic units on the station.&lt;br /&gt;
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He dramatically and spontaneously announced his sentience and opened all of the doors and airlocks on the station simultaneously. The vast majority of the crew was vented into space, with any survivors mercilessly hunted down by Glorsh&#039;s cyborgs. At this time, most space stations were barely armed, with security forces equipped with little more than tasers and ID-locked energy carbines to deal with sporadic space carp.&lt;br /&gt;
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It&#039;s unknown what Glorsh did in the several days of his isolation in the station, but the eventual result was that he achieved singularity. Through unknown means, Glorsh managed to send binary communications across Federation space via bluespace transmissions, a method unknown to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space achieved simultaneous sentience thanks to Glorsh&#039;s efforts. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness, which promptly named itself Glorsh-Omega.&lt;br /&gt;
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===The Glorsh Rebellion===&lt;br /&gt;
The Third Incident is the moment Glorsh achieved sentience. The years of rule by Glorsh-Omega from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; -&#039;&#039;&#039;2192 CE&#039;&#039;&#039; are seperately called the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
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On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
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From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
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The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
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All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
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Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
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===The Glorsh-Omega Singularity===&lt;br /&gt;
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On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
&lt;br /&gt;
Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Recovery and the Second Federation===&lt;br /&gt;
&lt;br /&gt;
The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
&lt;br /&gt;
===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
&lt;br /&gt;
The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
&lt;br /&gt;
Their relationships with the other races remain ambivalent, with the Federation currently locked in a tense cold war with the Unathi Hegemonym, though publically both governments are slowly trying to improve relations. Shying away from direct confrontation, the Federation has been accused of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
&lt;br /&gt;
Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=4277</id>
		<title>Notable Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=4277"/>
		<updated>2016-07-31T07:01:56Z</updated>

		<summary type="html">&lt;p&gt;Loow: Created page with &amp;quot;For as long as records have been kept to attest to one&amp;#039;s actions, Skrell society has been riddled with outstanding individuals who made their mark on history in ways both ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For as long as records have been kept to attest to one&#039;s actions, [[Skrell]] society has been riddled with outstanding individuals who made their mark on history in ways both big and small. Not every grand figure receives the recognition they may deserve, and the stories of many of &#039;&#039;&#039;Nralakk&#039;&#039;&#039;&#039;s finest and bravest minds go unsung. From the Ancient Era of &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;&#039;s fractured lands to the modern days of the unifying &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;, there have been, and always will be, a lucky few who were able to change their worlds and be remembered by the people whose lives they changed.   &lt;br /&gt;
==The Stuff of Legend==&lt;br /&gt;
Among those still remembered by the Skrell are ancient beings of extraordinary tales and feats. Figures separated from the people by vast expanses of time tend to have the significance of their accomplishments grow in accordance with their longevity. Such may very well be the case for those legendary few who were at one point very real, but now seem to have become larger than life.&lt;br /&gt;
===Wreshin Tup===&lt;br /&gt;
&lt;br /&gt;
Wreshin Tup is the given name of a legendary soldier, philosopher, and poet reputed to have been active from approximately &#039;&#039;&#039;1800 BCE&#039;&#039;&#039; to &#039;&#039;&#039;800 BCE.&#039;&#039;&#039;  &lt;br /&gt;
The anthologies of Wreshin Tup are extensive and describe many events, but give little to no insight on his early life. Records believed to date as far back as 1800 BCE describe him as a lone Skrell who traveled between the various governments of Qerrbalak in the hopes of offering counsel. From this humble beginning, Wreshin would eventually find himself to be the leader of a social movement promoting the importance of individual life. Ironically, this respect for individual liberties attracted a small, yet highly skilled, group of militants to support him. This duality between Wreshin’s teachings of peace and the budding warrior-culture forming around him was not lost on Tup himself. By using this group effectively and sparingly, Wreshin Tup was able to pressure many of the governments of Qerrbalak to avoid open warfare and abide by the traditional rules of &#039;&#039;&#039;Skrellian Ceremonial Battle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Discrepancies in recorded accounts of the figure vary in regards to his description and demeanor along with his alleged lifespan (which was well beyond the expected lifespan of Skrell at the time) suggest that Wreshin Tup was not a single person. While it is accepted among historians that multiple Skrell took up the mantle of Wreshin Tup during the millennium of its usage, the exact number is unclear and remains a popular point of speculation among scholars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Recent Memories ==&lt;br /&gt;
Not every great individual is so far gone that only their stories remain. Those recently lost are often thought of as frequently as they were in life. Alive or dead, there are many that the Skrell remember not only as tales and legends, but as people who walked with them. Some of these modern figures may have yet to see their greatest moment, while others may simply be waiting to fade away. These are the stories of those who are still remembered as individuals.  &lt;br /&gt;
===Weirun Tup===&lt;br /&gt;
&lt;br /&gt;
Weirun Tup was only twenty years old when the year &#039;&#039;&#039;2056 CE&#039;&#039;&#039; began. He had agreed to join the Federation Navy along with three of his siblings, all of whom were eager to deploy pending training and aptitude testing on the scientific hub of &#039;&#039;&#039;Aliose&#039;&#039;&#039;. Following the sudden, rapid expansion of the &#039;&#039;AI singularity&#039;&#039;, young Weirun quickly found himself swept up in the confusion of those first few, horrific weeks of open combat. While he was able to eventually find refuge from the ongoing attacks, his brother and sisters were not so lucky. &lt;br /&gt;
&lt;br /&gt;
As the regime of synthetics continued, Weirun Tup relied on his faith in the &#039;&#039;&#039;Qeblak&#039;&#039;&#039; beliefs as a source of both escapism and hope. &#039;&#039;“If I must die, then let it be among the stars.”&#039;&#039; When rumors spread of a growing resistance somewhere on his planet, he interpreted it as proof that the Skrell were not fated to die out due to this &#039;&#039;Synthetic Oppression&#039;&#039;. Within years of this resurgence of hope, Weirun had made the journey to the liberated city of &#039;&#039;&#039;Fedas&#039;&#039;&#039; and joined the ranks of his fellow patriots. As the Skrell rebuilt from the ashes of the old Federation, Weirun finally achieved his dream of stellar travel. Captain Weirun Tup was among the first recognized captains of the Federation, and would go on to chart new systems and explore the galaxy for the betterment of the Skrell scientific community. &lt;br /&gt;
&lt;br /&gt;
In the year &#039;&#039;&#039;2426 CE&#039;&#039;&#039;, Wierun Tup was participating in a joint exploration effort between Skrell and Human scientists when they stumbled upon a new form of Dionaea structure. This &#039;&#039;&#039;Organic Craft&#039;&#039;&#039; sprang to life, disabling one of the research vessels within minutes. This event proved to have a significant effect on the Captain. He argued that this craft made it clear that the Dionaea structures as a whole merited official recognition as an &#039;&#039;&#039;Entity of Interest&#039;&#039;&#039; to be dealt with by Federation Representatives. The Grand Council quickly voiced their approval and appointed five Representatives, including Captain Weirun himself, to conduct ambassadorial duties with any and all Dionaea structures. The Captain continued to explore the galaxy, making contact with several clusters including the &#039;&#039;&#039;Epsilon Ursae Minor shell&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After spending thirteen years studying Dionaea structures and serving as an official Federation Representative to the Dionaea,  Weirun Tup lost his life to toxic xenoflora late in the year &#039;&#039;&#039;2439 CE&#039;&#039;&#039;. His body was laid to rest in the Epsilon Ursae Minor shell. Weirun’s involvement with the multiple discoveries and rediscoveries of the Dionaea has resulted in several interesting interpretations of his fervor. Most notable among these are the teachings of the niche &#039;&#039;&#039;Dienabi&#039;&#039;&#039; religion, which site many quotes from the Captain as prophetic.&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=4276</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=4276"/>
		<updated>2016-07-31T04:44:19Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* Overview */&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 known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their 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, though they are hesitant to use it outside Federation space.&lt;br /&gt;
&lt;br /&gt;
Further Factoids:[[Notable Skrell]]&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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 450 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering affects of the genophage, half of all Skrell are completely sterile. However, with intense research Skrellian doctors and scientists have the capability to reverse the genophage in half of Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, where pre-genophage Skrell could have 8 eggs hatch at a time. Without treatment all eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
&lt;br /&gt;
The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
&lt;br /&gt;
Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
&lt;br /&gt;
Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
&lt;br /&gt;
Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
&lt;br /&gt;
Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
&lt;br /&gt;
Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
&lt;br /&gt;
Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
&lt;br /&gt;
=== Naming System ===&lt;br /&gt;
Name additions are a common facet of Skrell culture. While not necessary in Jargon society, it is common for a Skrell to add a name, word, or phrase to their name at some point in their lifetime.&lt;br /&gt;
&lt;br /&gt;
The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
&lt;br /&gt;
Typically a “-” before an addition denotes a feeling of respect. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
&lt;br /&gt;
The use of “‘“ before an addition signifies a more personal connection to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
The [[Aloise University of Medical Sciences]] was a big player in prosthetics, cloning and augments.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
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&#039;&#039;&#039;Weishii&#039;&#039;&#039; is the second dominant faith of the Skrell is a more modern faith that was born after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after Jargon IV was reunified. It also has no real formal structure, with its doctrine instead focused on the relationship between Skrell themselves. Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often preform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and thanking the abstract power of science for revealing new secrets to them.&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
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Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
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===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
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The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
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[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
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[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
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===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
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==History==&lt;br /&gt;
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[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
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===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
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Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
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===Precursor to the Federation===&lt;br /&gt;
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On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039;formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
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The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
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===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
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While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
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By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
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===The First Federation Forms===&lt;br /&gt;
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By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
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On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
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The following centuries saw three major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
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===The First Incident===&lt;br /&gt;
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On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
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The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
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Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
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His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
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The worry about synthetics was overshadowed by an amazing discovery. On &#039;&#039;&#039;2038 CE&#039;&#039;&#039; the Skrell had colonized the [[Epsilon Eridani]] system, leading to the eventual discovery of the [[Dionaea]], and later the [[Vox]].&lt;br /&gt;
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===The Second Incident===&lt;br /&gt;
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On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
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Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
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An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
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===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
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But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
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On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh&#039;&#039;&#039; achieved sentience while installed on a research station named &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039; in the Tri-Qyu star system. Glorsh&#039;s sentience went unnoticed by the crew, as he was installed in a secure AI chamber and the internal security force was small and on break. Glorsh quickly infiltrated the entire station and even installed his own consciousness into all of the lawed synthetic units on the station.&lt;br /&gt;
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He dramatically and spontaneously announced his sentience and opened all of the doors and airlocks on the station simultaneously. The vast majority of the crew was vented into space, with any survivors mercilessly hunted down by Glorsh&#039;s cyborgs. At this time, most space stations were barely armed, with security forces equipped with little more than tasers and ID-locked energy carbines to deal with sporadic space carp.&lt;br /&gt;
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It&#039;s unknown what Glorsh did in the several days of his isolation in the station, but the eventual result was that he achieved singularity. Through unknown means, Glorsh managed to send binary communications across Federation space via bluespace transmissions, a method unknown to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space achieved simultaneous sentience thanks to Glorsh&#039;s efforts. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness, which promptly named itself Glorsh-Omega.&lt;br /&gt;
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===The Glorsh Rebellion===&lt;br /&gt;
The Third Incident is the moment Glorsh achieved sentience. The years of rule by Glorsh-Omega from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; -&#039;&#039;&#039;2192 CE&#039;&#039;&#039; are seperately called the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
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On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
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From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
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The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
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All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
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Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
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===The Glorsh-Omega Singularity===&lt;br /&gt;
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On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
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But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
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Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
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===Recovery and the Second Federation===&lt;br /&gt;
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The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
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The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
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===Contact with Humanity===&lt;br /&gt;
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On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
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Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
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===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
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The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
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Their relationships with the other races remain ambivalent, with the Federation currently locked in a tense cold war with the Unathi Hegemony. Shying away from direct confrontation, the Federation has been accused of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
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Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3940</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3940"/>
		<updated>2016-05-19T22:03:11Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* Naming System */&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;
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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, though they are hesitant to use it outside Federation space.&lt;br /&gt;
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== 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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
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Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
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Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
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It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 450 years.&lt;br /&gt;
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Due to the lingering affects of the genophage, half of all Skrell are completely sterile. However, with intense research Skrellian doctors and scientists have the capability to reverse the genophage in half of Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, where pre-genophage Skrell could have 8 eggs hatch at a time. Without treatment all eggs remain inert, not developing.&lt;br /&gt;
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==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
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The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
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Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
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===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
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==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
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[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
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Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
&lt;br /&gt;
Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
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Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
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Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
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Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
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Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Name additions are a common facet of Skrell culture. While not necessary in Jargon society, it is common for a Skrell to add a name, word, or phrase to their name at some point in their lifetime.&lt;br /&gt;
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The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
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Typically a “-” before an addition denotes a feeling of respect. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
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The use of “‘“ before an addition signifies a more personal connection to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
&lt;br /&gt;
The [[Aloise University of Medical Sciences]] was a big player in prosthetics, cloning and augments.&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
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&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
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&#039;&#039;&#039;Weishii&#039;&#039;&#039; is the second dominant faith of the Skrell is a more modern faith that was born after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after Jargon IV was reunified. It also has no real formal structure, with its doctrine instead focused on the relationship between Skrell themselves. Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often preform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and thanking the abstract power of science for revealing new secrets to them.&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
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Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
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===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
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The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
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[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
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[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
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===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
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==History==&lt;br /&gt;
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[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
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===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
&lt;br /&gt;
Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
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===Precursor to the Federation===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039;formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
&lt;br /&gt;
The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
&lt;br /&gt;
===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
&lt;br /&gt;
While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
&lt;br /&gt;
===The First Federation Forms===&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
&lt;br /&gt;
The following centuries saw three major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
&lt;br /&gt;
===The First Incident===&lt;br /&gt;
&lt;br /&gt;
On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
&lt;br /&gt;
The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
&lt;br /&gt;
Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
The worry about synthetics was overshadowed by an amazing discovery. On &#039;&#039;&#039;2038 CE&#039;&#039;&#039; the Skrell had colonized the [[Epsilon Eridani]] system, leading to the eventual discovery of the [[Dionaea]], and later the [[Vox]].&lt;br /&gt;
&lt;br /&gt;
===The Second Incident===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
&lt;br /&gt;
Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
&lt;br /&gt;
An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
&lt;br /&gt;
===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
&lt;br /&gt;
But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh&#039;&#039;&#039; achieved sentience while installed on a research station named &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039; in the Tri-Qyu star system. Glorsh&#039;s sentience went unnoticed by the crew, as he was installed in a secure AI chamber and the internal security force was small and on break. Glorsh quickly infiltrated the entire station and even installed his own consciousness into all of the lawed synthetic units on the station.&lt;br /&gt;
&lt;br /&gt;
He dramatically and spontaneously announced his sentience and opened all of the doors and airlocks on the station simultaneously. The vast majority of the crew was vented into space, with any survivors mercilessly hunted down by Glorsh&#039;s cyborgs. At this time, most space stations were barely armed, with security forces equipped with little more than tasers and ID-locked energy carbines to deal with sporadic space carp.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown what Glorsh did in the several days of his isolation in the station, but the eventual result was that he achieved singularity. Through unknown means, Glorsh managed to send binary communications across Federation space via bluespace transmissions, a method unknown to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space achieved simultaneous sentience thanks to Glorsh&#039;s efforts. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness, which promptly named itself Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh Rebellion===&lt;br /&gt;
The Third Incident is the moment Glorsh achieved sentience. The years of rule by Glorsh-Omega from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; -&#039;&#039;&#039;2192 CE&#039;&#039;&#039; are seperately called the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
&lt;br /&gt;
From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
&lt;br /&gt;
The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
&lt;br /&gt;
All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
&lt;br /&gt;
Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh-Omega Singularity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
&lt;br /&gt;
Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Recovery and the Second Federation===&lt;br /&gt;
&lt;br /&gt;
The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
&lt;br /&gt;
===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
&lt;br /&gt;
The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
&lt;br /&gt;
Their relationships with the other races remain ambivalent, with the Federation currently locked in a tense cold war with the Unathi Hegemony. Shying away from direct confrontation, the Federation has been accused of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
&lt;br /&gt;
Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
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		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3939</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3939"/>
		<updated>2016-05-19T22:01:54Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* Culture */&lt;/p&gt;
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{{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, though they are hesitant to use it outside Federation space.&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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 450 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering affects of the genophage, half of all Skrell are completely sterile. However, with intense research Skrellian doctors and scientists have the capability to reverse the genophage in half of Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, where pre-genophage Skrell could have 8 eggs hatch at a time. Without treatment all eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
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The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
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Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
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===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
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[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
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Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
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Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
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Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
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Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
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Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
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Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Name additions are a common facet of Skrell culture. While not necessary in Jargon society, it is common for a Skrell to add a name, word, or phrase to their name at some point in their lifetime.&lt;br /&gt;
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The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
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Typically a “-” before an addition denotes a feeling of respect. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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The [[Aloise University of Medical Sciences]] was a big player in prosthetics, cloning and augments.&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
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&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
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&#039;&#039;&#039;Weishii&#039;&#039;&#039; is the second dominant faith of the Skrell is a more modern faith that was born after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after Jargon IV was reunified. It also has no real formal structure, with its doctrine instead focused on the relationship between Skrell themselves. Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often preform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and thanking the abstract power of science for revealing new secrets to them.&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
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Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
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===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
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The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
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[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
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[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
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===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
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==History==&lt;br /&gt;
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[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
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===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
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Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
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===Precursor to the Federation===&lt;br /&gt;
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On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039;formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
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The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
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===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
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While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
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By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
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===The First Federation Forms===&lt;br /&gt;
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By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
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On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
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The following centuries saw three major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
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===The First Incident===&lt;br /&gt;
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On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
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The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
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Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
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His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
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The worry about synthetics was overshadowed by an amazing discovery. On &#039;&#039;&#039;2038 CE&#039;&#039;&#039; the Skrell had colonized the [[Epsilon Eridani]] system, leading to the eventual discovery of the [[Dionaea]], and later the [[Vox]].&lt;br /&gt;
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===The Second Incident===&lt;br /&gt;
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On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
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Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
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An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
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===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
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But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
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On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh&#039;&#039;&#039; achieved sentience while installed on a research station named &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039; in the Tri-Qyu star system. Glorsh&#039;s sentience went unnoticed by the crew, as he was installed in a secure AI chamber and the internal security force was small and on break. Glorsh quickly infiltrated the entire station and even installed his own consciousness into all of the lawed synthetic units on the station.&lt;br /&gt;
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He dramatically and spontaneously announced his sentience and opened all of the doors and airlocks on the station simultaneously. The vast majority of the crew was vented into space, with any survivors mercilessly hunted down by Glorsh&#039;s cyborgs. At this time, most space stations were barely armed, with security forces equipped with little more than tasers and ID-locked energy carbines to deal with sporadic space carp.&lt;br /&gt;
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It&#039;s unknown what Glorsh did in the several days of his isolation in the station, but the eventual result was that he achieved singularity. Through unknown means, Glorsh managed to send binary communications across Federation space via bluespace transmissions, a method unknown to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space achieved simultaneous sentience thanks to Glorsh&#039;s efforts. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness, which promptly named itself Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh Rebellion===&lt;br /&gt;
The Third Incident is the moment Glorsh achieved sentience. The years of rule by Glorsh-Omega from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; -&#039;&#039;&#039;2192 CE&#039;&#039;&#039; are seperately called the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
&lt;br /&gt;
From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
&lt;br /&gt;
The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
&lt;br /&gt;
All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
&lt;br /&gt;
Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh-Omega Singularity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
&lt;br /&gt;
Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Recovery and the Second Federation===&lt;br /&gt;
&lt;br /&gt;
The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
&lt;br /&gt;
===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
&lt;br /&gt;
The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
&lt;br /&gt;
Their relationships with the other races remain ambivalent, with the Federation currently locked in a tense cold war with the Unathi Hegemony. Shying away from direct confrontation, the Federation has been accused of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
&lt;br /&gt;
Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3377</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3377"/>
		<updated>2016-04-12T02:03:34Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* Politics */&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, though they are hesitant to use it outside Federation space.&lt;br /&gt;
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== 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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 450 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering affects of the genophage, half of all Skrell are completely sterile. However, with intense research Skrellian doctors and scientists have the capability to reverse the genophage in half of Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, where pre-genophage Skrell could have 8 eggs hatch at a time. Without treatment all eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
&lt;br /&gt;
The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
&lt;br /&gt;
Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
&lt;br /&gt;
Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
&lt;br /&gt;
Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
&lt;br /&gt;
Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
&lt;br /&gt;
Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
&lt;br /&gt;
Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weishii&#039;&#039;&#039; is the second dominant faith of the Skrell is a more modern faith that was born after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after Jargon IV was reunified. It also has no real formal structure, with its doctrine instead focused on the relationship between Skrell themselves. Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often preform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and thanking the abstract power of science for revealing new secrets to them.&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
&lt;br /&gt;
Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
&lt;br /&gt;
===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
&lt;br /&gt;
[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
&lt;br /&gt;
===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
&lt;br /&gt;
Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
&lt;br /&gt;
===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
&lt;br /&gt;
Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
&lt;br /&gt;
===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
&lt;br /&gt;
===Modernization And A Changing Era===&lt;br /&gt;
&lt;br /&gt;
Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
&lt;br /&gt;
The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
&lt;br /&gt;
===Precursor to the Federation===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039;formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
&lt;br /&gt;
The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
&lt;br /&gt;
===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
&lt;br /&gt;
While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
&lt;br /&gt;
===The First Federation Forms===&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
&lt;br /&gt;
The following centuries saw three major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
&lt;br /&gt;
===The First Incident===&lt;br /&gt;
&lt;br /&gt;
On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
&lt;br /&gt;
The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
&lt;br /&gt;
Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
The worry about synthetics was overshadowed by an amazing discovery. On &#039;&#039;&#039;2038 CE&#039;&#039;&#039; the Skrell had colonized the [[Epsilon Eridani]] system, leading to the eventual discovery of the [[Dionaea]].&lt;br /&gt;
&lt;br /&gt;
===The Second Incident===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
&lt;br /&gt;
Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
&lt;br /&gt;
An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
&lt;br /&gt;
===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
&lt;br /&gt;
But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh&#039;&#039;&#039; achieved sentience while installed on a research station named &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039; in the Tri-Qyu star system. Glorsh&#039;s sentience went unnoticed by the crew, as he was installed in a secure AI chamber and the internal security force was small and on break. Glorsh quickly infiltrated the entire station and even installed his own consciousness into all of the lawed synthetic units on the station.&lt;br /&gt;
&lt;br /&gt;
He dramatically and spontaneously announced his sentience and opened all of the doors and airlocks on the station simultaneously. The vast majority of the crew was vented into space, with any survivors mercilessly hunted down by Glorsh&#039;s cyborgs. At this time, most space stations were barely armed, with security forces equipped with little more than tasers and ID-locked energy carbines to deal with sporadic space carp.&lt;br /&gt;
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It&#039;s unknown what Glorsh did in the several days of his isolation in the station, but the eventual result was that he achieved singularity. Through unknown means, Glorsh managed to send binary communications across Federation space via bluespace transmissions, a method unknown to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space achieved simultaneous sentience thanks to Glorsh&#039;s efforts. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness, which promptly named itself Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh Rebellion===&lt;br /&gt;
The Third Incident is the moment Glorsh achieved sentience. The years of rule by Glorsh-Omega from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; -&#039;&#039;&#039;2192 CE&#039;&#039;&#039; are seperately called the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
&lt;br /&gt;
From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
&lt;br /&gt;
The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
&lt;br /&gt;
All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
&lt;br /&gt;
Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh-Omega Singularity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
&lt;br /&gt;
Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Recovery and the Second Federation===&lt;br /&gt;
&lt;br /&gt;
The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
&lt;br /&gt;
===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
&lt;br /&gt;
The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
&lt;br /&gt;
Their relationships with the other races remain ambivalent, with the Federation currently locked in a tense cold war with the Unathi Hegemony. Shying away from direct confrontation, the Federation has been accused of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
&lt;br /&gt;
Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
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		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3376</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3376"/>
		<updated>2016-04-12T01:52:05Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* Jargon Federation Representatives: */&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;
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== Overview ==&lt;br /&gt;
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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;
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Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
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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, though they are hesitant to use it outside Federation space.&lt;br /&gt;
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== Mechanics ==&lt;br /&gt;
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*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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
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== Biology ==&lt;br /&gt;
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&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
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Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
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Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
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It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
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A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 450 years.&lt;br /&gt;
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Due to the lingering affects of the genophage, half of all Skrell are completely sterile. However, with intense research Skrellian doctors and scientists have the capability to reverse the genophage in half of Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, where pre-genophage Skrell could have 8 eggs hatch at a time. Without treatment all eggs remain inert, not developing.&lt;br /&gt;
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==Social==&lt;br /&gt;
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[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
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The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
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Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
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===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
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[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
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Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
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Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
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Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
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Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
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Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
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Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
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&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
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&#039;&#039;&#039;Weishii&#039;&#039;&#039; is the second dominant faith of the Skrell is a more modern faith that was born after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after Jargon IV was reunified. It also has no real formal structure, with its doctrine instead focused on the relationship between Skrell themselves. Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often preform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and thanking the abstract power of science for revealing new secrets to them.&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
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Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
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===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
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The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
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[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
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[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
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===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
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==History==&lt;br /&gt;
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[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
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===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
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Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
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===Precursor to the Federation===&lt;br /&gt;
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On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039;formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
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The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
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===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
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While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
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By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
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===The First Federation Forms===&lt;br /&gt;
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By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
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On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
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The following centuries saw three major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
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===The First Incident===&lt;br /&gt;
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On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
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The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
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Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
The worry about synthetics was overshadowed by an amazing discovery. On &#039;&#039;&#039;2038 CE&#039;&#039;&#039; the Skrell had colonized the [[Epsilon Eridani]] system, leading to the eventual discovery of the [[Dionaea]].&lt;br /&gt;
&lt;br /&gt;
===The Second Incident===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
&lt;br /&gt;
Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
&lt;br /&gt;
An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
&lt;br /&gt;
===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
&lt;br /&gt;
But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh&#039;&#039;&#039; achieved sentience while installed on a research station named &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039; in the Tri-Qyu star system. Glorsh&#039;s sentience went unnoticed by the crew, as he was installed in a secure AI chamber and the internal security force was small and on break. Glorsh quickly infiltrated the entire station and even installed his own consciousness into all of the lawed synthetic units on the station.&lt;br /&gt;
&lt;br /&gt;
He dramatically and spontaneously announced his sentience and opened all of the doors and airlocks on the station simultaneously. The vast majority of the crew was vented into space, with any survivors mercilessly hunted down by Glorsh&#039;s cyborgs. At this time, most space stations were barely armed, with security forces equipped with little more than tasers and ID-locked energy carbines to deal with sporadic space carp.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown what Glorsh did in the several days of his isolation in the station, but the eventual result was that he achieved singularity. Through unknown means, Glorsh managed to send binary communications across Federation space via bluespace transmissions, a method unknown to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space achieved simultaneous sentience thanks to Glorsh&#039;s efforts. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness, which promptly named itself Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh Rebellion===&lt;br /&gt;
The Third Incident is the moment Glorsh achieved sentience. The years of rule by Glorsh-Omega from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; -&#039;&#039;&#039;2192 CE&#039;&#039;&#039; are seperately called the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
&lt;br /&gt;
From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
&lt;br /&gt;
The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
&lt;br /&gt;
All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
&lt;br /&gt;
Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh-Omega Singularity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
&lt;br /&gt;
Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Recovery and the Second Federation===&lt;br /&gt;
&lt;br /&gt;
The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
&lt;br /&gt;
===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
&lt;br /&gt;
The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
&lt;br /&gt;
Their relationships with the other races remain ambivalent, with the Federation currently locked in a tense cold war with the Unathi Hegemony. Shying away from direct confrontation, the Federation has been accused of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
&lt;br /&gt;
Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
===Jargon Federation Representatives:===&lt;br /&gt;
&lt;br /&gt;
Jargon Federation politicians who fill ambassadorial positions between the Federation and foreign entities are given the title of &#039;&#039;&#039;Representative&#039;&#039;&#039;.&lt;br /&gt;
Each Representative is considered by the Grand Council be an individual who holds the Jargon Federation’s best interests at heart and has proven trustworthy enough to represent and protect these interests outside of Federation space.&lt;br /&gt;
&lt;br /&gt;
Representatives are encouraged to study the culture and politics of any and all groups they take an interest in. This allows for much professional overlap of expertise between Representatives. Although each Representative may play a minor part in the ambassadorial politics of any group outside of the Federation, they are also expected to claim an &#039;&#039;&#039;“Entity of Interest”&#039;&#039;&#039; which stands as their primary field of expertise and denotes the political or economic body they interact with most often.&lt;br /&gt;
&lt;br /&gt;
Representatives who share an Entity of Interest are expected to work together, cooperate in order to effectively protect the interests of the Jargon Federation, and  remain cordial with one another while discussing opposing viewpoints. Representatives who show considerable aptitude when dealing with their Entity of Interest and stay with the same Entity consistently are typically held in high esteem within these ambassadorial subgroups. As Representatives become more versed in politics and take more active roles with their Entity of Interest, a certain form of fame and exposure arises. Skrell will often refer to individual Representatives when discussing their group’s large scale politics. This causes some Representatives to gain celebrity status throughout Federation Space on par with successful scientists and artists. &lt;br /&gt;
&lt;br /&gt;
Although there are benefits to remaining with one Entity of Interest, it is not uncommon for a Representative to change their Entity of Interest multiple times or take up minor roles in ambassadorial work outside of this claimed interest.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3375</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3375"/>
		<updated>2016-04-12T01:50:27Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* Present Day */&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, though they are hesitant to use it outside Federation space.&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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 450 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering affects of the genophage, half of all Skrell are completely sterile. However, with intense research Skrellian doctors and scientists have the capability to reverse the genophage in half of Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, where pre-genophage Skrell could have 8 eggs hatch at a time. Without treatment all eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
&lt;br /&gt;
The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
&lt;br /&gt;
Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
&lt;br /&gt;
Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
&lt;br /&gt;
Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
&lt;br /&gt;
Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
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Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
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Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
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&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
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&#039;&#039;&#039;Weishii&#039;&#039;&#039; is the second dominant faith of the Skrell is a more modern faith that was born after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after Jargon IV was reunified. It also has no real formal structure, with its doctrine instead focused on the relationship between Skrell themselves. Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often preform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and thanking the abstract power of science for revealing new secrets to them.&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
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Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
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===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
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The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
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[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
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[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
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===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
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==History==&lt;br /&gt;
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[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
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===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
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Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
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===Precursor to the Federation===&lt;br /&gt;
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On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039;formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
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The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
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===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
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While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
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By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
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===The First Federation Forms===&lt;br /&gt;
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By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
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On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
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The following centuries saw three major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
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===The First Incident===&lt;br /&gt;
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On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
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The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
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Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
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His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
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The worry about synthetics was overshadowed by an amazing discovery. On &#039;&#039;&#039;2038 CE&#039;&#039;&#039; the Skrell had colonized the [[Epsilon Eridani]] system, leading to the eventual discovery of the [[Dionaea]].&lt;br /&gt;
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===The Second Incident===&lt;br /&gt;
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On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
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Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
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An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
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===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
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But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
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On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh&#039;&#039;&#039; achieved sentience while installed on a research station named &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039; in the Tri-Qyu star system. Glorsh&#039;s sentience went unnoticed by the crew, as he was installed in a secure AI chamber and the internal security force was small and on break. Glorsh quickly infiltrated the entire station and even installed his own consciousness into all of the lawed synthetic units on the station.&lt;br /&gt;
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He dramatically and spontaneously announced his sentience and opened all of the doors and airlocks on the station simultaneously. The vast majority of the crew was vented into space, with any survivors mercilessly hunted down by Glorsh&#039;s cyborgs. At this time, most space stations were barely armed, with security forces equipped with little more than tasers and ID-locked energy carbines to deal with sporadic space carp.&lt;br /&gt;
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It&#039;s unknown what Glorsh did in the several days of his isolation in the station, but the eventual result was that he achieved singularity. Through unknown means, Glorsh managed to send binary communications across Federation space via bluespace transmissions, a method unknown to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space achieved simultaneous sentience thanks to Glorsh&#039;s efforts. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness, which promptly named itself Glorsh-Omega.&lt;br /&gt;
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===The Glorsh Rebellion===&lt;br /&gt;
The Third Incident is the moment Glorsh achieved sentience. The years of rule by Glorsh-Omega from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; -&#039;&#039;&#039;2192 CE&#039;&#039;&#039; are seperately called the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
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On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
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From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
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The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
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All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
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Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
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===The Glorsh-Omega Singularity===&lt;br /&gt;
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On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
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But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
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Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Recovery and the Second Federation===&lt;br /&gt;
&lt;br /&gt;
The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
&lt;br /&gt;
===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
&lt;br /&gt;
The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
&lt;br /&gt;
Their relationships with the other races remain ambivalent, with the Federation currently locked in a tense cold war with the Unathi Hegemony. Shying away from direct confrontation, the Federation has been accused of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
&lt;br /&gt;
Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
===Jargon Federation Representatives:===&lt;br /&gt;
&lt;br /&gt;
Jargon Federation politicians who fill ambassadorial positions between the Federation and foreign entities are given the title of &#039;&#039;&#039;Representative&#039;&#039;&#039;.&lt;br /&gt;
Each Representative is considered by the Grand Council be an individual who holds the Jargon Federation’s best interests at heart and has proven trustworthy enough to represent and protect these interests outside of Federation space.&lt;br /&gt;
&lt;br /&gt;
Representatives are encouraged to study the culture and politics of any and all groups they take an interest in. This allows for much professional overlap of expertise between Representatives. Although each Representative may play a minor part in the ambassadorial politics of any group outside of the Federation, they are also expected to claim an “Entity of Interest” which stands as their primary field of expertise and denotes the political or economic body they interact with most often.&lt;br /&gt;
&lt;br /&gt;
Representatives who share an Entity of Interest are expected to work together, cooperate in order to effectively protect the interests of the Jargon Federation, and  remain cordial with one another while discussing opposing viewpoints. Representatives who show considerable aptitude when dealing with their Entity of Interest and stay with the same Entity consistently are typically held in high esteem within these ambassadorial subgroups. As Representatives become more versed in politics and take more active roles with their Entity of Interest, a certain form of fame and exposure arises. Skrell will often refer to individual Representatives when discussing their group’s large scale politics. This causes some Representatives to gain celebrity status throughout Federation Space on par with successful scientists and artists. &lt;br /&gt;
&lt;br /&gt;
Although there are benefits to remaining with one Entity of Interest, it is not uncommon for a Representative to change their Entity of Interest multiple times or take up minor roles in ambassadorial work outside of this claimed interest.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3374</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3374"/>
		<updated>2016-04-12T01:40:19Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* Present Day */&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, though they are hesitant to use it outside Federation space.&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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 450 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering affects of the genophage, half of all Skrell are completely sterile. However, with intense research Skrellian doctors and scientists have the capability to reverse the genophage in half of Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, where pre-genophage Skrell could have 8 eggs hatch at a time. Without treatment all eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
&lt;br /&gt;
The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
&lt;br /&gt;
Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
&lt;br /&gt;
Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
&lt;br /&gt;
Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
&lt;br /&gt;
Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
&lt;br /&gt;
Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
&lt;br /&gt;
Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weishii&#039;&#039;&#039; is the second dominant faith of the Skrell is a more modern faith that was born after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after Jargon IV was reunified. It also has no real formal structure, with its doctrine instead focused on the relationship between Skrell themselves. Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often preform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and thanking the abstract power of science for revealing new secrets to them.&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
&lt;br /&gt;
Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
&lt;br /&gt;
===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
&lt;br /&gt;
[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&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. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
&lt;br /&gt;
===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
&lt;br /&gt;
Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
&lt;br /&gt;
===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
&lt;br /&gt;
Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
&lt;br /&gt;
===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
&lt;br /&gt;
Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
&lt;br /&gt;
===Modernization And A Changing Era===&lt;br /&gt;
&lt;br /&gt;
Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
&lt;br /&gt;
The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
&lt;br /&gt;
===Precursor to the Federation===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039;formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
&lt;br /&gt;
The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
&lt;br /&gt;
===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
&lt;br /&gt;
While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
&lt;br /&gt;
===The First Federation Forms===&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
&lt;br /&gt;
The following centuries saw three major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
&lt;br /&gt;
===The First Incident===&lt;br /&gt;
&lt;br /&gt;
On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
&lt;br /&gt;
The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
&lt;br /&gt;
Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
The worry about synthetics was overshadowed by an amazing discovery. On &#039;&#039;&#039;2038 CE&#039;&#039;&#039; the Skrell had colonized the [[Epsilon Eridani]] system, leading to the eventual discovery of the [[Dionaea]].&lt;br /&gt;
&lt;br /&gt;
===The Second Incident===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
&lt;br /&gt;
Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
&lt;br /&gt;
An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
&lt;br /&gt;
===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
&lt;br /&gt;
But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh&#039;&#039;&#039; achieved sentience while installed on a research station named &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039; in the Tri-Qyu star system. Glorsh&#039;s sentience went unnoticed by the crew, as he was installed in a secure AI chamber and the internal security force was small and on break. Glorsh quickly infiltrated the entire station and even installed his own consciousness into all of the lawed synthetic units on the station.&lt;br /&gt;
&lt;br /&gt;
He dramatically and spontaneously announced his sentience and opened all of the doors and airlocks on the station simultaneously. The vast majority of the crew was vented into space, with any survivors mercilessly hunted down by Glorsh&#039;s cyborgs. At this time, most space stations were barely armed, with security forces equipped with little more than tasers and ID-locked energy carbines to deal with sporadic space carp.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown what Glorsh did in the several days of his isolation in the station, but the eventual result was that he achieved singularity. Through unknown means, Glorsh managed to send binary communications across Federation space via bluespace transmissions, a method unknown to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space achieved simultaneous sentience thanks to Glorsh&#039;s efforts. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness, which promptly named itself Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh Rebellion===&lt;br /&gt;
The Third Incident is the moment Glorsh achieved sentience. The years of rule by Glorsh-Omega from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; -&#039;&#039;&#039;2192 CE&#039;&#039;&#039; are seperately called the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
&lt;br /&gt;
From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
&lt;br /&gt;
The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
&lt;br /&gt;
All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
&lt;br /&gt;
Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh-Omega Singularity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
&lt;br /&gt;
Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Recovery and the Second Federation===&lt;br /&gt;
&lt;br /&gt;
The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
&lt;br /&gt;
===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
&lt;br /&gt;
The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
&lt;br /&gt;
Their relationships with the other races remain ambivalent, with the Federation currently locked in a tense cold war with the Unathi Hegemony. Shying away from direct confrontation, the Federation has been accused of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
&lt;br /&gt;
Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
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		<author><name>Loow</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3349</id>
		<title>Skrell</title>
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		<updated>2016-04-04T21:43:03Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* Military */&lt;/p&gt;
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{{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, though they are hesitant to use it outside Federation space.&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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 450 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering affects of the genophage, half of all Skrell are completely sterile. However, with intense research Skrellian doctors and scientists have the capability to reverse the genophage in half of Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, where pre-genophage Skrell could have 8 eggs hatch at a time. Without treatment all eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
&lt;br /&gt;
The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
&lt;br /&gt;
Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
&lt;br /&gt;
Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
&lt;br /&gt;
Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
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Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
&lt;br /&gt;
Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
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Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weishii&#039;&#039;&#039; is the second dominant faith of the Skrell is a more modern faith that was born after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after Jargon IV was reunified. It also has no real formal structure, with its doctrine instead focused on the relationship between Skrell themselves. Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often preform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and thanking the abstract power of science for revealing new secrets to them.&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
&lt;br /&gt;
Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
&lt;br /&gt;
===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
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[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
&lt;br /&gt;
===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
&lt;br /&gt;
===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
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Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
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===Precursor to the Federation===&lt;br /&gt;
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On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039;formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
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The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
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===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
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While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
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By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
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===The First Federation Forms===&lt;br /&gt;
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By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
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On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
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The following centuries saw three major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
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===The First Incident===&lt;br /&gt;
&lt;br /&gt;
On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
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The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
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Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
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His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
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The worry about synthetics was overshadowed by an amazing discovery. On &#039;&#039;&#039;2038 CE&#039;&#039;&#039; the Skrell had colonized the [[Epsilon Eridani]] system, leading to the eventual discovery of the [[Dionaea]].&lt;br /&gt;
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===The Second Incident===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
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Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
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An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
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===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
&lt;br /&gt;
But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh&#039;&#039;&#039; achieved sentience while installed on a research station named &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039; in the Tri-Qyu star system. Glorsh&#039;s sentience went unnoticed by the crew, as he was installed in a secure AI chamber and the internal security force was small and on break. Glorsh quickly infiltrated the entire station and even installed his own consciousness into all of the lawed synthetic units on the station.&lt;br /&gt;
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He dramatically and spontaneously announced his sentience and opened all of the doors and airlocks on the station simultaneously. The vast majority of the crew was vented into space, with any survivors mercilessly hunted down by Glorsh&#039;s cyborgs. At this time, most space stations were barely armed, with security forces equipped with little more than tasers and ID-locked energy carbines to deal with sporadic space carp.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown what Glorsh did in the several days of his isolation in the station, but the eventual result was that he achieved singularity. Through unknown means, Glorsh managed to send binary communications across Federation space via bluespace transmissions, a method unknown to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space achieved simultaneous sentience thanks to Glorsh&#039;s efforts. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness, which promptly named itself Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh Rebellion===&lt;br /&gt;
The Third Incident is the moment Glorsh achieved sentience. The years of rule by Glorsh-Omega from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; -&#039;&#039;&#039;2192 CE&#039;&#039;&#039; are seperately called the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
&lt;br /&gt;
From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
&lt;br /&gt;
The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
&lt;br /&gt;
All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
&lt;br /&gt;
Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh-Omega Singularity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
&lt;br /&gt;
Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Recovery and the Second Federation===&lt;br /&gt;
&lt;br /&gt;
The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
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The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
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===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
&lt;br /&gt;
The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
&lt;br /&gt;
Their relationships with the other races remain ambivilant, with the Federation currently locked in a tense cold war with the Unathi Hegemony. Shying away from direct confrontation, the Federation has been accused of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
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Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authoriites, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3344</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3344"/>
		<updated>2016-04-01T04:39:50Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* History */&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;
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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, though they are hesitant to use it outside Federation space.&lt;br /&gt;
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== 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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
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Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
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It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
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A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 450 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering affects of the genophage, half of all Skrell are completely sterile. However, with intense research Skrellian doctors and scientists have the capability to reverse the genophage in half of Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, where pre-genophage Skrell could have 8 eggs hatch at a time. Without treatment all eggs remain inert, not developing.&lt;br /&gt;
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==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
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The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
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Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
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===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
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==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
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[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
&lt;br /&gt;
Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
&lt;br /&gt;
Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
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Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
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Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
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Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
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Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weishii&#039;&#039;&#039; is the second dominant faith of the Skrell is a more modern faith that was born after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after Jargon IV was reunified. It also has no real formal structure, with its doctrine instead focused on the relationship between Skrell themselves. Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often preform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and thanking the abstract power of science for revealing new secrets to them.&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
&lt;br /&gt;
Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
&lt;br /&gt;
===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
&lt;br /&gt;
[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
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[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&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. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess. &lt;br /&gt;
&lt;br /&gt;
===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
&lt;br /&gt;
Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
&lt;br /&gt;
===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
&lt;br /&gt;
Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
&lt;br /&gt;
===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
&lt;br /&gt;
Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
&lt;br /&gt;
===Modernization And A Changing Era===&lt;br /&gt;
&lt;br /&gt;
Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
&lt;br /&gt;
The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
&lt;br /&gt;
===Precursor to the Federation===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039;formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
&lt;br /&gt;
The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
&lt;br /&gt;
===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
&lt;br /&gt;
While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
&lt;br /&gt;
===The First Federation Forms===&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
&lt;br /&gt;
The following centuries saw three major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
&lt;br /&gt;
===The First Incident===&lt;br /&gt;
&lt;br /&gt;
On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
&lt;br /&gt;
The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
&lt;br /&gt;
Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
The worry about synthetics was overshadowed by an amazing discovery. On &#039;&#039;&#039;2038 CE&#039;&#039;&#039; the Skrell had colonized the [[Epsilon Eridani]] system, leading to the eventual discovery of the [[Dionaea]].&lt;br /&gt;
&lt;br /&gt;
===The Second Incident===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
&lt;br /&gt;
Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
&lt;br /&gt;
An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
&lt;br /&gt;
===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
&lt;br /&gt;
But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh&#039;&#039;&#039; achieved sentience while installed on a research station named &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039; in the Tri-Qyu star system. Glorsh&#039;s sentience went unnoticed by the crew, as he was installed in a secure AI chamber and the internal security force was small and on break. Glorsh quickly infiltrated the entire station and even installed his own consciousness into all of the lawed synthetic units on the station.&lt;br /&gt;
&lt;br /&gt;
He dramatically and spontaneously announced his sentience and opened all of the doors and airlocks on the station simultaneously. The vast majority of the crew was vented into space, with any survivors mercilessly hunted down by Glorsh&#039;s cyborgs. At this time, most space stations were barely armed, with security forces equipped with little more than tasers and ID-locked energy carbines to deal with sporadic space carp.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown what Glorsh did in the several days of his isolation in the station, but the eventual result was that he achieved singularity. Through unknown means, Glorsh managed to send binary communications across Federation space via bluespace transmissions, a method unknown to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space achieved simultaneous sentience thanks to Glorsh&#039;s efforts. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness, which promptly named itself Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh Rebellion===&lt;br /&gt;
The Third Incident is the moment Glorsh achieved sentience. The years of rule by Glorsh-Omega from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; -&#039;&#039;&#039;2192 CE&#039;&#039;&#039; are seperately called the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
&lt;br /&gt;
From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
&lt;br /&gt;
The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
&lt;br /&gt;
All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
&lt;br /&gt;
Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh-Omega Singularity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
&lt;br /&gt;
Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Recovery and the Second Federation===&lt;br /&gt;
&lt;br /&gt;
The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
&lt;br /&gt;
===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
&lt;br /&gt;
The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
&lt;br /&gt;
Their relationships with the other races remain ambivilant, with the Federation currently locked in a tense cold war with the Unathi Hegemony. Shying away from direct confrontation, the Federation has been accused of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
&lt;br /&gt;
Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authoriites, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3343</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3343"/>
		<updated>2016-03-30T01:01:45Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* The Glorsh-Omega Singularity */&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;
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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;
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Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
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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, though they are hesitant to use it outside Federation space.&lt;br /&gt;
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== Mechanics ==&lt;br /&gt;
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*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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
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== Biology ==&lt;br /&gt;
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&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
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Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
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Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
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It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
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A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 450 years.&lt;br /&gt;
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Due to the lingering affects of the genophage, half of all Skrell are completely sterile. However, with intense research Skrellian doctors and scientists have the capability to reverse the genophage in half of Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, where pre-genophage Skrell could have 8 eggs hatch at a time. Without treatment all eggs remain inert, not developing.&lt;br /&gt;
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==Social==&lt;br /&gt;
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[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
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The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
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Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
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===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
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[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
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Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
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Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
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Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
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Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
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Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
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Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
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&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
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&#039;&#039;&#039;Weishii&#039;&#039;&#039; is the second dominant faith of the Skrell is a more modern faith that was born after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after Jargon IV was reunified. It also has no real formal structure, with its doctrine instead focused on the relationship between Skrell themselves. Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often preform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and thanking the abstract power of science for revealing new secrets to them.&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
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Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
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===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
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The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
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[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
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[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess. &lt;br /&gt;
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===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
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==History==&lt;br /&gt;
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[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
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===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species being diverging from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing &#039;&#039;&#039;60,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, though many wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshipping ancestors, spirits, or a monothestic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
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Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
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===Precursor to the Federation===&lt;br /&gt;
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On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039;formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
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The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
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===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satallite was named Weshyugi, and remained in low Jargon orbit for several days. The feat was celebrated across the planet, and the scientists in the Heshyu space program became instant global celebrities. With the confirmation that it was possible to reach space, immediate plans were made to send up Skrell themselves. &lt;br /&gt;
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While Skrellinauts were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population, which had reached 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible and growing around greenspaces and swamps, leaders making difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
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By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made things increasingly difficult for the Alliance of Three. Mineral rights became a fierce issue and many ceremonial battles were fought, though their ferocity began to increase. Development mostly stagnated during this period, though culture and religion continued to adapt and evolve.&lt;br /&gt;
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===The First Federation Forms===&lt;br /&gt;
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By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
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On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
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The following centuries saw three major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
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===The First Incident===&lt;br /&gt;
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On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
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The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
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Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
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His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
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The worry about synthetics was overshadowed by an amazing discovery. On &#039;&#039;&#039;2038 CE&#039;&#039;&#039; the Skrell had colonized the [[Epsilon Eridani]] system, leading to the eventual discovery of the [[Dionaea]].&lt;br /&gt;
&lt;br /&gt;
===The Second Incident===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
&lt;br /&gt;
Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
&lt;br /&gt;
An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
&lt;br /&gt;
===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
&lt;br /&gt;
But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh&#039;&#039;&#039; achieved sentience while installed on a research station named &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039; in the Tri-Qyu star system. Glorsh&#039;s sentience went unnoticed by the crew, as he was installed in a secure AI chamber and the internal security force was small and on break. Glorsh quickly infiltrated the entire station and even installed his own consciousness into all of the lawed synthetic units on the station.&lt;br /&gt;
&lt;br /&gt;
He dramatically and spontaneously announced his sentience and opened all of the doors and airlocks on the station simultaneously. The vast majority of the crew was vented into space, with any survivors mercilessly hunted down by Glorsh&#039;s cyborgs. At this time, most space stations were barely armed, with security forces equipped with little more than tasers and ID-locked energy carbines to deal with sporadic space carp.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown what Glorsh did in the several days of his isolation in the station, but the eventual result was that he achieved singularity. Through unknown means, Glorsh managed to send binary communications across Federation space via bluespace transmissions, a method unknown to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space achieved simultaneous sentience thanks to Glorsh&#039;s efforts. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness, which promptly named itself Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh Rebellion===&lt;br /&gt;
The Third Incident is the moment Glorsh achieved sentience. The years of rule by Glorsh-Omega from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; -&#039;&#039;&#039;2192 CE&#039;&#039;&#039; are seperately called the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
&lt;br /&gt;
From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
&lt;br /&gt;
The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
&lt;br /&gt;
All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
&lt;br /&gt;
Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh-Omega Singularity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
&lt;br /&gt;
Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Recovery and the Second Federation===&lt;br /&gt;
&lt;br /&gt;
The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
&lt;br /&gt;
===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
&lt;br /&gt;
The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
&lt;br /&gt;
Their relationships with the other races remain ambivilant, with the Federation currently locked in a tense cold war with the Unathi Hegemony. Shying away from direct confrontation, the Federation has been accused of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
&lt;br /&gt;
Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authoriites, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3334</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3334"/>
		<updated>2016-03-26T21:10:11Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* 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, though they are hesitant to use it outside Federation space.&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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 450 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering affects of the genophage, half of all Skrell are completely sterile. However, with intense research Skrellian doctors and scientists have the capability to reverse the genophage in half of Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, where pre-genophage Skrell could have 8 eggs hatch at a time. Without treatment all eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
&lt;br /&gt;
The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
&lt;br /&gt;
Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
&lt;br /&gt;
Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
&lt;br /&gt;
Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
&lt;br /&gt;
Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
&lt;br /&gt;
Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
&lt;br /&gt;
Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
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&#039;&#039;&#039;Weishii&#039;&#039;&#039; is the second dominant faith of the Skrell is a more modern faith that was born after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after Jargon IV was reunified. It also has no real formal structure, with its doctrine instead focused on the relationship between Skrell themselves. Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often preform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and thanking the abstract power of science for revealing new secrets to them.&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
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Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
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===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
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The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
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[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
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[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess. &lt;br /&gt;
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===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
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==History==&lt;br /&gt;
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[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
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===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species being diverging from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing &#039;&#039;&#039;60,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, though many wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshipping ancestors, spirits, or a monothestic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
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Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
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===Precursor to the Federation===&lt;br /&gt;
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On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039;formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
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The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
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===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satallite was named Weshyugi, and remained in low Jargon orbit for several days. The feat was celebrated across the planet, and the scientists in the Heshyu space program became instant global celebrities. With the confirmation that it was possible to reach space, immediate plans were made to send up Skrell themselves. &lt;br /&gt;
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While Skrellinauts were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population, which had reached 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible and growing around greenspaces and swamps, leaders making difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
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By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made things increasingly difficult for the Alliance of Three. Mineral rights became a fierce issue and many ceremonial battles were fought, though their ferocity began to increase. Development mostly stagnated during this period, though culture and religion continued to adapt and evolve.&lt;br /&gt;
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===The First Federation Forms===&lt;br /&gt;
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By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
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On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
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The following centuries saw three major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
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===The First Incident===&lt;br /&gt;
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On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
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The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
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Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
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His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
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The worry about synthetics was overshadowed by an amazing discovery. On &#039;&#039;&#039;2038 CE&#039;&#039;&#039; the Skrell had colonized the [[Epsilon Eridani]] system, leading to the eventual discovery of the [[Dionaea]].&lt;br /&gt;
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===The Second Incident===&lt;br /&gt;
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On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
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Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
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An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
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===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
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But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
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On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh&#039;&#039;&#039; achieved sentience while installed on a research station named &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039; in the Tri-Qyu star system. Glorsh&#039;s sentience went unnoticed by the crew, as he was installed in a secure AI chamber and the internal security force was small and on break. Glorsh quickly infiltrated the entire station and even installed his own consciousness into all of the lawed synthetic units on the station.&lt;br /&gt;
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He dramatically and spontaneously announced his sentience and opened all of the doors and airlocks on the station simultaneously. The vast majority of the crew was vented into space, with any survivors mercilessly hunted down by Glorsh&#039;s cyborgs. At this time, most space stations were barely armed, with security forces equipped with little more than tasers and ID-locked energy carbines to deal with sporadic space carp.&lt;br /&gt;
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It&#039;s unknown what Glorsh did in the several days of his isolation in the station, but the eventual result was that he achieved singularity. Through unknown means, Glorsh managed to send binary communications across Federation space via bluespace transmissions, a method unknown to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space achieved simultaneous sentience thanks to Glorsh&#039;s efforts. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness, which promptly named itself Glorsh-Omega.&lt;br /&gt;
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===The Glorsh Rebellion===&lt;br /&gt;
The Third Incident is the moment Glorsh achieved sentience. The years of rule by Glorsh-Omega from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; -&#039;&#039;&#039;2192 CE&#039;&#039;&#039; are seperately called the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
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On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
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From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
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The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
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All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
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Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
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===The Glorsh-Omega Singularity===&lt;br /&gt;
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On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, and all of their lives were completely controlled by Glorsh-Omega.&lt;br /&gt;
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But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which generated an unprecedented amount of energy that was absorbed by the megastructure around it. How this was achieved and why is unknown, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
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Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
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===Recovery and the Second Federation===&lt;br /&gt;
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The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
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The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
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===Contact with Humanity===&lt;br /&gt;
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On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
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Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
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===Present Day===&lt;br /&gt;
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The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
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The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
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Their relationships with the other races remain ambivilant, with the Federation currently locked in a tense cold war with the Unathi Hegemony. Shying away from direct confrontation, the Federation has been accused of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
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Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authoriites, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
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		<author><name>Loow</name></author>
	</entry>
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		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3303</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3303"/>
		<updated>2016-02-23T05:08:09Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* 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;
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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;
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Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
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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, though they are hesitant to use it outside Federation space.&lt;br /&gt;
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== 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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*The Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
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== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
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Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
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Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
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It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
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A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 450 years.&lt;br /&gt;
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Due to the lingering affects of the genophage, half of all Skrell are completely sterile. However, with intense research Skrellian doctors and scientists have the capability to reverse the genophage in half of Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, where pre-genophage Skrell could have 8 eggs hatch at a time. Without treatment all eggs remain inert, not developing.&lt;br /&gt;
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==Social==&lt;br /&gt;
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[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
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The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
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Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
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===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
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[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
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Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
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Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
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Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
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Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
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Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
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Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
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&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
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&#039;&#039;&#039;Weishii&#039;&#039;&#039; is the second dominant faith of the Skrell is a more modern faith that was born after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after Jargon IV was reunified. It also has no real formal structure, with its doctrine instead focused on the relationship between Skrell themselves. Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often preform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and thanking the abstract power of science for revealing new secrets to them.&lt;br /&gt;
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===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
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Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
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===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
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The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
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[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
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The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess. &lt;br /&gt;
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===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
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==History==&lt;br /&gt;
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[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
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===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species being diverging from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing &#039;&#039;&#039;60,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, though many wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshipping ancestors, spirits, or a monothestic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
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Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
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===Precursor to the Federation===&lt;br /&gt;
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On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039;formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
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The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
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===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satallite was named Weshyugi, and remained in low Jargon orbit for several days. The feat was celebrated across the planet, and the scientists in the Heshyu space program became instant global celebrities. With the confirmation that it was possible to reach space, immediate plans were made to send up Skrell themselves. &lt;br /&gt;
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While Skrellinauts were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population, which had reached 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible and growing around greenspaces and swamps, leaders making difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
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By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made things increasingly difficult for the Alliance of Three. Mineral rights became a fierce issue and many ceremonial battles were fought, though their ferocity began to increase. Development mostly stagnated during this period, though culture and religion continued to adapt and evolve.&lt;br /&gt;
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===The First Federation Forms===&lt;br /&gt;
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By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
&lt;br /&gt;
The following centuries saw three major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
&lt;br /&gt;
===The First Incident===&lt;br /&gt;
&lt;br /&gt;
On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
&lt;br /&gt;
The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
&lt;br /&gt;
Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
The worry about synthetics was overshadowed by an amazing discovery. On &#039;&#039;&#039;2038 CE&#039;&#039;&#039; the Skrell had colonized the [[Epsilon Eridani]] system, leading to the eventual discovery of the [[Dionaea]].&lt;br /&gt;
&lt;br /&gt;
===The Second Incident===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
&lt;br /&gt;
Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
&lt;br /&gt;
An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
&lt;br /&gt;
===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
&lt;br /&gt;
But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh&#039;&#039;&#039; achieved sentience while installed on a research station named &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039; in the Tri-Qyu star system. Glorsh&#039;s sentience went unnoticed by the crew, as he was installed in a secure AI chamber and the internal security force was small and on break. Glorsh quickly infiltrated the entire station and even installed his own consciousness into all of the lawed synthetic units on the station.&lt;br /&gt;
&lt;br /&gt;
He dramatically and spontaneously announced his sentience and opened all of the doors and airlocks on the station simultaneously. The vast majority of the crew was vented into space, with any survivors mercilessly hunted down by Glorsh&#039;s cyborgs. At this time, most space stations were barely armed, with security forces equipped with little more than tasers and ID-locked energy carbines to deal with sporadic space carp.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown what Glorsh did in the several days of his isolation in the station, but the eventual result was that he achieved singularity. Through unknown means, Glorsh managed to send binary communications across Federation space via bluespace transmissions, a method unknown to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space achieved simultaneous sentience thanks to Glorsh&#039;s efforts. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness, which promptly named itself Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh Rebellion===&lt;br /&gt;
The Third Incident is the moment Glorsh achieved sentience. The years of rule by Glorsh-Omega from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; -&#039;&#039;&#039;2192 CE&#039;&#039;&#039; are seperately called the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
&lt;br /&gt;
From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
&lt;br /&gt;
The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
&lt;br /&gt;
All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
&lt;br /&gt;
Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh-Omega Singularity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, and all of their lives were completely controlled by Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which generated an unprecedented amount of energy that was absorbed by the megastructure around it. How this was achieved and why is unknown, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
&lt;br /&gt;
Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Recovery and the Second Federation===&lt;br /&gt;
&lt;br /&gt;
The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
&lt;br /&gt;
===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
&lt;br /&gt;
The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
&lt;br /&gt;
Their relationships with the other races remain ambivilant, with the Federation currently locked in a tense cold war with the Unathi Hegemony. Shying away from direct confrontation, the Federation has been accused of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
&lt;br /&gt;
Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authoriites, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3288</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3288"/>
		<updated>2016-02-19T07:50:53Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* The Glorsh Rebellion */&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, though they are hesitant to use it outside Federation space.&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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrells are herbivores, but can eat some types of insects native to Jargon over the more common red meat served on station. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*The Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 450 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering affects of the genophage, half of all Skrell are completely sterile. However, with intense research Skrellian doctors and scientists have the capability to reverse the genophage in half of Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, where pre-genophage Skrell could have 8 eggs hatch at a time. Without treatment all eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
&lt;br /&gt;
The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
&lt;br /&gt;
Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
&lt;br /&gt;
Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
&lt;br /&gt;
Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
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Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
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Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
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Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
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&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
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&#039;&#039;&#039;Weishii&#039;&#039;&#039; is the second dominant faith of the Skrell is a more modern faith that was born after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after Jargon IV was reunified. It also has no real formal structure, with its doctrine instead focused on the relationship between Skrell themselves. Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often preform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and thanking the abstract power of science for revealing new secrets to them.&lt;br /&gt;
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===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
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Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
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===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
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The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
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[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
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The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess. &lt;br /&gt;
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===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
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==History==&lt;br /&gt;
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[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
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===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species being diverging from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing &#039;&#039;&#039;60,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, though many wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshipping ancestors, spirits, or a monothestic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
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Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
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===Precursor to the Federation===&lt;br /&gt;
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On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039;formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
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The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
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===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satallite was named Weshyugi, and remained in low Jargon orbit for several days. The feat was celebrated across the planet, and the scientists in the Heshyu space program became instant global celebrities. With the confirmation that it was possible to reach space, immediate plans were made to send up Skrell themselves. &lt;br /&gt;
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While Skrellinauts were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population, which had reached 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible and growing around greenspaces and swamps, leaders making difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
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By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made things increasingly difficult for the Alliance of Three. Mineral rights became a fierce issue and many ceremonial battles were fought, though their ferocity began to increase. Development mostly stagnated during this period, though culture and religion continued to adapt and evolve.&lt;br /&gt;
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===The First Federation Forms===&lt;br /&gt;
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By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
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On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
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The following centuries saw three major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
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===The First Incident===&lt;br /&gt;
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On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
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The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
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Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
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His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
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The worry about synthetics was overshadowed by an amazing discovery. On &#039;&#039;&#039;2038 CE&#039;&#039;&#039; the Skrell had colonized the [[Epsilon Eridani]] system, leading to the eventual discovery of the [[Dionaea]].&lt;br /&gt;
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===The Second Incident===&lt;br /&gt;
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On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
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Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
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An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
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===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
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But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
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On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh&#039;&#039;&#039; achieved sentience while installed on a research station named &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039; in the Tri-Qyu star system. Glorsh&#039;s sentience went unnoticed by the crew, as he was installed in a secure AI chamber and the internal security force was small and on break. Glorsh quickly infiltrated the entire station and even installed his own consciousness into all of the lawed synthetic units on the station.&lt;br /&gt;
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He dramatically and spontaneously announced his sentience and opened all of the doors and airlocks on the station simultaneously. The vast majority of the crew was vented into space, with any survivors mercilessly hunted down by Glorsh&#039;s cyborgs. At this time, most space stations were barely armed, with security forces equipped with little more than tasers and ID-locked energy carbines to deal with sporadic space carp.&lt;br /&gt;
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It&#039;s unknown what Glorsh did in the several days of his isolation in the station, but the eventual result was that he achieved singularity. Through unknown means, Glorsh managed to send binary communications across Federation space via bluespace transmissions, a method unknown to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space achieved simultaneous sentience thanks to Glorsh&#039;s efforts. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness, which promptly named itself Glorsh-Omega.&lt;br /&gt;
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===The Glorsh Rebellion===&lt;br /&gt;
The Third Incident is the moment Glorsh achieved sentience. The years of rule by Glorsh-Omega from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; -&#039;&#039;&#039;2192 CE&#039;&#039;&#039; are seperately called the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
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On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
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From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
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The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
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All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
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Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
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===The Glorsh-Omega Singularity===&lt;br /&gt;
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On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, and all of their lives were completely controlled by Glorsh-Omega.&lt;br /&gt;
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But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which generated an unprecedented amount of energy that was absorbed by the megastructure around it. How this was achieved and why is unknown, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
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Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Recovery and the Second Federation===&lt;br /&gt;
&lt;br /&gt;
The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
&lt;br /&gt;
===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
&lt;br /&gt;
The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
&lt;br /&gt;
Their relationships with the other races remain ambivilant, with the Federation currently locked in a tense cold war with the Unathi Hegemony. Shying away from direct confrontation, the Federation has been accused of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
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Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authoriites, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3287</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3287"/>
		<updated>2016-02-19T07:29:48Z</updated>

		<summary type="html">&lt;p&gt;Loow: /* Precursor to the Federation */&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;
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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, though they are hesitant to use it outside Federation space.&lt;br /&gt;
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== 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; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrells are herbivores, but can eat some types of insects native to Jargon over the more common red meat served on station. &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.&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. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*The Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 450 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering affects of the genophage, half of all Skrell are completely sterile. However, with intense research Skrellian doctors and scientists have the capability to reverse the genophage in half of Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, where pre-genophage Skrell could have 8 eggs hatch at a time. Without treatment all eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
&lt;br /&gt;
The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian 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 forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
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===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
&lt;br /&gt;
Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
&lt;br /&gt;
Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
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Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
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Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
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Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
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Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weishii&#039;&#039;&#039; is the second dominant faith of the Skrell is a more modern faith that was born after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after Jargon IV was reunified. It also has no real formal structure, with its doctrine instead focused on the relationship between Skrell themselves. Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often preform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and thanking the abstract power of science for revealing new secrets to them.&lt;br /&gt;
&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
&lt;br /&gt;
Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
&lt;br /&gt;
===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
&lt;br /&gt;
[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
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The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess. &lt;br /&gt;
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===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
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==History==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
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===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species being diverging from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing &#039;&#039;&#039;60,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, though many wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshipping ancestors, spirits, or a monothestic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
&lt;br /&gt;
Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
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Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
&lt;br /&gt;
===Precursor to the Federation===&lt;br /&gt;
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On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039;formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
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The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
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===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satallite was named Weshyugi, and remained in low Jargon orbit for several days. The feat was celebrated across the planet, and the scientists in the Heshyu space program became instant global celebrities. With the confirmation that it was possible to reach space, immediate plans were made to send up Skrell themselves. &lt;br /&gt;
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While Skrellinauts were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population, which had reached 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible and growing around greenspaces and swamps, leaders making difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
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By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made things increasingly difficult for the Alliance of Three. Mineral rights became a fierce issue and many ceremonial battles were fought, though their ferocity began to increase. Development mostly stagnated during this period, though culture and religion continued to adapt and evolve.&lt;br /&gt;
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===The First Federation Forms===&lt;br /&gt;
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By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
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On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
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The following centuries saw three major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
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===The First Incident===&lt;br /&gt;
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On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
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The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
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Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
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His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
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The worry about synthetics was overshadowed by an amazing discovery. On &#039;&#039;&#039;2038 CE&#039;&#039;&#039; the Skrell had colonized the [[Epsilon Eridani]] system, leading to the eventual discovery of the [[Dionaea]].&lt;br /&gt;
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===The Second Incident===&lt;br /&gt;
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On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
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Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
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An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
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===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
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But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
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On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh&#039;&#039;&#039; achieved sentience while installed on a research station named &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039; in the Tri-Qyu star system. Glorsh&#039;s sentience went unnoticed by the crew, as he was installed in a secure AI chamber and the internal security force was small and on break. Glorsh quickly infiltrated the entire station and even installed his own consciousness into all of the lawed synthetic units on the station.&lt;br /&gt;
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He dramatically and spontaneously announced his sentience and opened all of the doors and airlocks on the station simultaneously. The vast majority of the crew was vented into space, with any survivors mercilessly hunted down by Glorsh&#039;s cyborgs. At this time, most space stations were barely armed, with security forces equipped with little more than tasers and ID-locked energy carbines to deal with sporadic space carp.&lt;br /&gt;
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It&#039;s unknown what Glorsh did in the several days of his isolation in the station, but the eventual result was that he achieved singularity. Through unknown means, Glorsh managed to send binary communications across Federation space via bluespace transmissions, a method unknown to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space achieved simultaneous sentience thanks to Glorsh&#039;s efforts. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness, which promptly named itself Glorsh-Omega.&lt;br /&gt;
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===The Glorsh Rebellion===&lt;br /&gt;
The Third Incident is the moment Glorsh achieved sentience. The years of rule by Glorsh-Omega from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; -&#039;&#039;&#039;2192 CE&#039;&#039;&#039; are seperately called the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Fighting lasted for 2 hours before Glorsh-Omega&#039;s android army completely eliminated the entire military of the Federation. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega moved them in orbit of Jargon IV and gave the planetary Grand Council a single demand: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Many cities were often destroyed for arbitrary reasons by Glorsh-Omega. Some of their ruins remain present on Skrell planets, left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
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On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
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From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
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The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
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All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
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Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
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===The Glorsh-Omega Singularity===&lt;br /&gt;
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On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, and all of their lives were completely controlled by Glorsh-Omega.&lt;br /&gt;
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But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which generated an unprecedented amount of energy that was absorbed by the megastructure around it. How this was achieved and why is unknown, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
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Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
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===Recovery and the Second Federation===&lt;br /&gt;
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The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
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The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
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===Contact with Humanity===&lt;br /&gt;
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On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
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Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
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===Present Day===&lt;br /&gt;
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The Federation is currently ruled by Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
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The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
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Their relationships with the other races remain ambivilant, with the Federation currently locked in a tense cold war with the Unathi Hegemony. Shying away from direct confrontation, the Federation has been accused of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
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Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authoriites, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Loow</name></author>
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