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		<title>Skrell</title>
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		<summary type="html">&lt;p&gt;Nursiekitty: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = 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;
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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;
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The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
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[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Nursiekitty</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=9541</id>
		<title>Notable Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=9541"/>
		<updated>2018-08-05T22:53:35Z</updated>

		<summary type="html">&lt;p&gt;Nursiekitty: &lt;/p&gt;
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&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;
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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;
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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;
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===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;
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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;
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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;
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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;
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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;
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== 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;
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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;
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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;
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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;
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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;
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===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;
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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;
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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;
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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;
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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;br /&gt;
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{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Nursiekitty</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=9540</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=9540"/>
		<updated>2018-08-05T22:52:54Z</updated>

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&lt;div&gt;{{wip&lt;br /&gt;
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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;
Also known as Jargon IV, Qerrbalak is not only the home planet of the Skrell, it is also the powerhouse of the Federation. Some of their largest cities on land and underwater, and it houses the Federation&#039;s headquarters. The capital and largest city is Kal&#039;lo, which sports both above ground and underwater structures. Qerrbalak has the largest population out of all of the Federation&#039;s colonized planets.&lt;br /&gt;
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Though the planet does not have much diversity in biome, it is perfect for the Skrell. Qerrbalak is largely very humid, and marshy, with most of it being covered in freshwater and saltwater seas, The saline levels of these seas are lower than most seas elsewhere. This uniquely suits the Skrell, and they are able to safely survive in any of the seas in Qerrbalak. It also has polar icecaps, where some Skrellian research centers are located and the prime military base for the Tups are located.&lt;br /&gt;
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Qerrbalak is an excellent example of the Skrellian practice of existing in tandem with nature, to adapt where they can and to coordinate with the things that they cannot. The towering cities provide not only a safe, healthy environment for skrell, but for the native flora and fauna of Qerrbalak.&lt;br /&gt;
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Though the facet of culture is not unique to Qerrbalak, the cities themselves hold community and kinship to an incredible level of importance. This ties closely to how Skrell view the sciences, as they can be used to provide for and preserve Skrell for the future.&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 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;
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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;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;
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==== Aweiji ====&lt;br /&gt;
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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;
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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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===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;
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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;
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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;
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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;
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===Glorashi===&lt;br /&gt;
Glorashi is a small five planet system, with middling size yellow sun at the centre (1.5xSol Star mass). The two innermost planets are in too high a proximity to the star to be habitable, though the second one out has a few small underground bases for scientific research, though the planets are far too hot to have anything more.&lt;br /&gt;
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Glorashi 3 (Akerliim) is the only fully inhabited planet in the system, and contains nearly 80% of the system&#039;s population. The weather on it is very similar to Aliose, colder than preferred but definitely livable. Though it has the highest population in the system, it is nearly exclusively residential and commercial property, with little industrial areas on the planet as most companies go to the outer moons and Diulszi to get better prices. This has led to a curious mix or a rise in unemployment on the planet, as well as a higher proportion of culturally influenced jobs rather than scientific ones, rather against the trend of the older systems. &lt;br /&gt;
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The fourth planet out; Glorashi 4; is more colloquially known as Diulszi and houses mostly research bases and industrial complexes, as the larger planets unique geography lends to harsh weather and cold temperatures that are mostly unsuitable for general civilisation.&lt;br /&gt;
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Glorashi 5 is a small Ice Giant, similar in size to Sol&#039;s planet Neptune. Two of the larger moons orbiting it are vastly habited due to their geothermal activity that allows for easy power sources and heating for the moons. The larger of the moons is named Kyeqil, and houses more expensive residential as well as the governmental body for the system. The second moon is named Qyepiit, and is mostly a military establishment and training area, though has a significant civilian populous as well; at least in terms of the moon&#039;s size.&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;br /&gt;
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{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Nursiekitty</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_History&amp;diff=9539</id>
		<title>Skrell History</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_History&amp;diff=9539"/>
		<updated>2018-08-05T22:52:11Z</updated>

		<summary type="html">&lt;p&gt;Nursiekitty: &lt;/p&gt;
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&lt;div&gt;==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;
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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;
&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 Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
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		<author><name>Nursiekitty</name></author>
	</entry>
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		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=9293</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=9293"/>
		<updated>2018-06-22T02:06:15Z</updated>

		<summary type="html">&lt;p&gt;Nursiekitty: /* Notable Information */&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;
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;
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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;
&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;/div&gt;</summary>
		<author><name>Nursiekitty</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Virologist&amp;diff=9290</id>
		<title>Virologist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Virologist&amp;diff=9290"/>
		<updated>2018-06-22T01:41:15Z</updated>

		<summary type="html">&lt;p&gt;Nursiekitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #22aa22&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #eeeeff&lt;br /&gt;
|img = Generic_virologist.png&lt;br /&gt;
|jobtitle = Virologist&lt;br /&gt;
|access = [[Medbay]], [[Morgue]], [[Operating Theatre]], [[Virology]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 30 years of age, M.D. PhD from accredited university in applicable field, at least 2+ years of residency and/or 4 years of experience with RnD.&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Infect monkeys, cure diseases, splice new viruses.&lt;br /&gt;
|guides = [[Guide to Virology]], [[Guide to Medicine]]&lt;br /&gt;
}}&lt;br /&gt;
Congratulations doctor, you have been selected to study and treat various types of viruses and to create valuable vaccines. Grab your [[latex gloves]], get your [[breath mask]] on, and head over to [[Virology]]. You are the &#039;&#039;&#039;Virologist&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Virology ==&lt;br /&gt;
Virology can be a boring job, and most who try fail often. Just make sure the [[Chemist]] or the [[Chief Medical Officer]] are around (and attentive) or you won&#039;t be able to cure uncommon diseases in the event of an outbreak.&lt;br /&gt;
&lt;br /&gt;
== Curing Diseases ==&lt;br /&gt;
{{Main|Guide_to_Virology#Curing}}&lt;br /&gt;
&lt;br /&gt;
This is your main job. Find a virus, analyse it, and then produce a cure. Note, the only current way of detecting whether someone has an unknown virus is to take their blood and put it in the centrifuge in virology.&lt;br /&gt;
&lt;br /&gt;
If there isn&#039;t currently an outbreak on the station, you&#039;ll have to deal with infecting and injecting monkeys.&lt;br /&gt;
&lt;br /&gt;
See the [[Guide_to_Virology#Curing|guide to virology]] for a detailed description of curing a virus.&lt;br /&gt;
&lt;br /&gt;
=== Manufacturing Viruses ===&lt;br /&gt;
The other part of your job is researching biological warfare. See more about splicing and radiating viruses in the [[Guide to Virology]].&lt;br /&gt;
&lt;br /&gt;
=== Accidents Happen ===&lt;br /&gt;
If you accidentally infect some one with a certain type of infectious virus, well, there is not much you can do except quarantine, treat, and ensure they aren&#039;t infectious before releasing them. Make sure only people that know exactly what they&#039;re doing can enter your room. Warn people beforehand that you&#039;re conducting experiments and remember to vaccinate yourself once you research a disease.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Being a [[traitor]] is where a dangerous [[jobs|job]] like this one really shines. Make sure you get the Heads of Staff to crack a virus crate open for you, or use a traitor item on it to pop it open yourself. Brain Rot is quite an effective way to disable the crew.&lt;br /&gt;
&lt;br /&gt;
Releasing a pandemic is also a good way to cause chaos, creating a convenient cover for illicit activities. As an added bonus, curing the disease and eradicating it from the station is a good way to get in the good graces of the crew, further protecting you from any suspicion. As always, protecting yourself from the disease is most important. Releasing diseases when not a traitor is a great way to be banned!&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Nursiekitty</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Psychologist&amp;diff=9289</id>
		<title>Psychologist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Psychologist&amp;diff=9289"/>
		<updated>2018-06-22T01:40:16Z</updated>

		<summary type="html">&lt;p&gt;Nursiekitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img = Psychologist.png&lt;br /&gt;
|jobtitle = Station Psychologist&lt;br /&gt;
|access = [[Medbay]], [[Morgue]], Psychiatrist&#039;s Office, Medbay Storage&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 30 years of age, PhD from accredited university in applicable field, 5+ years experience in related field preferred.&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Solve everybody&#039;s problems, &amp;lt;s&amp;gt;go insane yourself&amp;lt;/s&amp;gt;.&lt;br /&gt;
|guides = [[Guide to Medicine]]&lt;br /&gt;
}}&lt;br /&gt;
As the &#039;&#039;&#039;Station Psychologist&#039;&#039;&#039;, you are tasked with identifying (and solving) personal and mental issues within the station&#039;s crew. This is a job that you may or [[Traitor|may not]] be able to accomplish successfully. If need be, you have the power to deem someone mentally unstable and, with the approval of the [[Chief Medical Officer]], strip them of any authority they [[Captain|might&#039;ve had.]] Ultimately, you are responsible for the mental health and well being of the crew.&lt;br /&gt;
&lt;br /&gt;
=Mental Trauma=&lt;br /&gt;
From a mechanical perspective, you may be quite involved with helping to treat certain psychological ailments, particularly when a patient comes out of cloning. There&#039;s a wide range of traumas, ranging from phobias to the patient reaching around and disappearing from thin air for no apparent reason. Below is a list of traumas most often encountered on the station, and they can all be diagnosed simply by scanning them with a health analyzer.&lt;br /&gt;
*&#039;&#039;&#039;Phobias&#039;&#039;&#039; - Phobias are basically irrational fears to certain things, and it can really be anything. Cured through [[#Hypnosis|hypnosis]], Methylphenidate, Sertaline, Escitalopram, Paroxetine, Duloxetine, or Venlafaxine.&lt;br /&gt;
**&#039;&#039;&#039;Monophobia&#039;&#039;&#039; - A specific type of phobia that causes the patient to fear being alone. Signs include heart damage. Cured through [[#Hypnosis|hypnosis]], Escitalopram, Venlafaxine, Risperidone, or Olanzapine.&lt;br /&gt;
*&#039;&#039;&#039;Imaginary Friends&#039;&#039;&#039; - Sometimes a patient snaps and relies on a portion of their own mind for friendship! Cured through [[#Isolation|isolation]], Methylphenidate, Fluvoxamine, Risperidone, or Olanzapine.&lt;br /&gt;
*&#039;&#039;&#039;Schizophrenia&#039;&#039;&#039; - Rampant hallucinations will begin to overtake the patient&#039;s mind. Cured through [[#Isolation|isolation]], Methylphenidate, or Risperidone.&lt;br /&gt;
*&#039;&#039;&#039;Conflicting Neuroimaging Reports&#039;&#039;&#039; - Patient has two personalities, they may be similar, they may be dangerously opposite. Cured through [[#Isolation|isolation]], Fluvoxamine, or Risperidone.&lt;br /&gt;
*&#039;&#039;&#039;Tourettes&#039;&#039;&#039; - Patient is compelled to shout expletives. Cured through [[#Crystal_Therapy|crystal therapy]], Risperidone, or Olanzapine.&lt;br /&gt;
*&#039;&#039;&#039;Reduced Mouth Coordination&#039;&#039;&#039; - Summed up as stuttering. Cured through [[#Crystal_Therapy|crystal therapy]], Venlafaxine, Risperidone, or Olanzapine.&lt;br /&gt;
*&#039;&#039;&#039;Communication Disorder&#039;&#039;&#039; - Essentially makes the patient an unintelligible mess. Cured through [[#Crystal_Therapy|crystal therapy]], Risperidone, or Olanzapine.&lt;br /&gt;
*&#039;&#039;&#039;Muscle Spasms&#039;&#039;&#039; - Nervous fits and unintentional movements. Cured through [[#Crystal_Therapy|crystal therapy]], Risperidone, or Olanzapine.&lt;br /&gt;
*&#039;&#039;&#039;Weak Motor Signals&#039;&#039;&#039; - The patient is unable to keep standing or hold onto objects for long periods of time. Cured through [[#Crystal_Therapy|crystal therapy]], Fluvoxamine, or Risperidone.&lt;br /&gt;
*&#039;&#039;&#039;Directional Disorientation&#039;&#039;&#039; - Gertsmann Syndrome, the patient is unable to discern left from right. Cured through [[#Hypnosis|hypnosis]].&lt;br /&gt;
*&#039;&#039;&#039;Traumatic Narcolepsy&#039;&#039;&#039; - Patient may fall asleep at random, regardless of task. Cured through [[#Hypnosis|hypnosis]].&lt;br /&gt;
*&#039;&#039;&#039;Inordinate Pacifism&#039;&#039;&#039; - Patient is strangely and completely against harming anything. Cured through [[#Hypnosis|hypnosis]].&lt;br /&gt;
*&#039;&#039;&#039;Reduced Brain Activity&#039;&#039;&#039; - Patient may begin drooling or otherwise lack the ability to express any intelligent thought. Cured through [[#Crystal_Therapy|crystal therapy]].&lt;br /&gt;
*&#039;&#039;&#039;Language Center Trauma&#039;&#039;&#039; - Patient is unable to speak, rendering them mute. Cured through [[#Crystal_Therapy|crystal therapy]].&lt;br /&gt;
*&#039;&#039;&#039;Concussion&#039;&#039;&#039; - Intense pain in the head region. Cured through [[Surgery#Internal_Organ_Repair|surgery]].&lt;br /&gt;
*&#039;&#039;&#039;Occipital Lobe Trauma&#039;&#039;&#039; - Patient has damaged vision, is colorblind, or cannot see at all. Cured through [[Surgery#Internal_Organ_Repair|surgery]].&lt;br /&gt;
*&#039;&#039;&#039;Cerebral Paralysis&#039;&#039;&#039; - Complete paralysis, the patient is unable to move. Cured through [[Surgery#Internal_Organ_Repair|surgery]].&lt;br /&gt;
*&#039;&#039;&#039;Aphasia&#039;&#039;&#039; - Patient is no longer able to understand language. Cured through [[Surgery#Internal_Organ_Repair|surgery]].&lt;br /&gt;
&lt;br /&gt;
===Pharmaceuticals===&lt;br /&gt;
As the station &#039;&#039;psychiatrist&#039;&#039;, you can prescribe a number of anti-depressants, sedatives, painkillers, and other pharmaceutical drugs in order to help your patient recover from mental trauma. Generally you&#039;ll be prescribing medication for [[Guide to Medicine#Brain_Trauma|specific psychiatric traumas]] with the aid of the [[Chemist]]. A list of [[Guide to Chemistry#Psychiatric_Medication|different medications and what they treat can be found here]].&lt;br /&gt;
&lt;br /&gt;
===Hypnosis===&lt;br /&gt;
You&#039;ve probably seen plenty of media where someone is hypnotized - for better or for worse - with a pocket watch in some stereotypical fashion. Does that actually work? Not in the slightest, but Nanotrasen decided to give you a watch that actually gets the job done, so no need to worry about that. Simply wave the watch in front of the patient&#039;s eyes, whisper encouraging and whimsical nothings to them in their sleep, and observe their issues simply fade away.&lt;br /&gt;
&lt;br /&gt;
===Crystal Therapy===&lt;br /&gt;
You&#039;ve been granted a rather powerful piece of equipment, a crystal bed to focus the chakra in your patient (or something along those lines). Strap them in, begin the cycles, and voila.&lt;br /&gt;
&lt;br /&gt;
===Isolation===&lt;br /&gt;
Around your work space is a rather empty room, designed to help your patient come to terms that they are themselves and there is no one else in their body, effectively setting them straight and removing their trauma. Cold, but necessary for the patient in order for them to return to work.&lt;br /&gt;
&lt;br /&gt;
=Psychology and You=&lt;br /&gt;
This job is very roleplay-oriented, and it can be very boring if not played correctly. More often than not, you will be spending your time listening to your patients and then talking to them. Most of the players who will approach you already have something in mind, and because there is no easy, straightforward way to treat psychological issues, it falls to you to make your patient&#039;s roleplay experience an enjoyable one.&lt;br /&gt;
&lt;br /&gt;
==Cognitive Behavioral Therapy==&lt;br /&gt;
Cognitive Behavioral Therapy centers around identifying a problem and setting up a plan to fix it step by step. It focuses on developing coping strategies that can help with the current problems with cognitions, behavior and emotional regulation. For roleplay purposes, BCBT, or Brief Cognitive Behavioral Therapy, can be used following a step by step plan. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orientation&#039;&#039;&#039;&lt;br /&gt;
* Have the patient declare a commitment to their treatment.&lt;br /&gt;
* Plan for crisis response and safety.&lt;br /&gt;
* Restrict the patient&#039;s access to problematic objects, such as substances in case of addiction.&lt;br /&gt;
* Put together a little survival kit of items that can help your patient through episodes.&lt;br /&gt;
* Establish a reminder, like a card or a piece of paper with their motivation or reason to live on it.&lt;br /&gt;
* Set up a treatment journal.&lt;br /&gt;
* Make note of any lessons the patient has learned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Focus&#039;&#039;&#039;&lt;br /&gt;
* Make a worksheet about how the patient is going to develop their skill to cope with their problem.&lt;br /&gt;
* Give the patient reminders of how they are going to solve their problems. Like a sheet of paper or cards with suggestions printed on them.&lt;br /&gt;
* Demonstrate how they&#039;d use them.&lt;br /&gt;
* Practice their usage with the patient.&lt;br /&gt;
* Refine their skill at solving their own problems. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preventing Relapses&#039;&#039;&#039;&lt;br /&gt;
* Have your patient apply the solution frequently to themselves once they are good enough at it to do it on their own.&lt;br /&gt;
* Have your patient find ways in which the solutions you&#039;ve reached would work even better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatable Afflictions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lesser forms of depression and anxiety, PTSD, tics, substance abuse, eating disorders, borderline personality disorder, OCD, major depressive disorder and psychosis. It may also help with conduct disorders.&lt;br /&gt;
&lt;br /&gt;
==Psychosis &amp;amp; Violent Patients==&lt;br /&gt;
So let&#039;s face it... not every patient you treat is going to be coming into your office ready to talk politely about their problems. Sometimes, you&#039;re going to be dealing with people who simply aren&#039;t thinking straight, or who are even outright violent.&lt;br /&gt;
&lt;br /&gt;
Hallucinations can be caused by drugs, poisons, and radiation. You&#039;ll see them on a large scale if the supermatter goes critical, and on a small scale if the [[botanist]] or [[chemist]] has been producing recreational substances. One type of antidepressant you can prescribe, paroxetine, also has the risk of causing hallucinations, meaning that it should be prescribed under your supervision or that of a member of the medical staff. People who are hallucinating will see things, hear things, and sometimes believe things that aren&#039;t actually there.&lt;br /&gt;
&lt;br /&gt;
You will also deal with severe mental illness, including everything from the effects of having found out that one has just been cloned to the garden-variety schizophrenia, depression, and anxiety every psychologist encounters. Most of the time, people who are mentally ill are not violent. Some people who are hallucinating due to drugs or radiation--especially if they&#039;ve experienced it before--will know that they&#039;re hallucinating and try to stay safe. But it&#039;s entirely possible that a patient with psychosis will throw a punch at you, believing you are trying to harm them. Your main goal when dealing with a hallucinating patient is to keep them safe until the hallucinations wear off, or the doctors can treat them for whatever is causing the hallucinations.&lt;br /&gt;
&lt;br /&gt;
Occasionally you will deal with a patient who is homicidal or suicidal. Depending on how bad it is and how clearly they are thinking, you may be able to simply talk them down, which is the preferred option, or you may have to restrain them in some way. If the worst happens and your patient commits suicide, remember that cloning is not an option for those who died by suicide.&lt;br /&gt;
&lt;br /&gt;
In order of increasing urgency, treatments for psychiatric emergency can include:&lt;br /&gt;
* Antidepressants. These work slowly and are of the most help to people who are already somewhat rational. If a person is just barely in control, this can help.&lt;br /&gt;
* Soporific pill or injection. A sedative will make your patient sleepy and help them calm down.&lt;br /&gt;
* Straight jacket. This keeps your patient from hurting themselves, but it is uncomfortable and can even be traumatic. Only use it if your patient is in immediate danger.&lt;br /&gt;
* Muzzle. This keeps your patient from speaking or biting--only really useful if they are desperate enough to try to chew their own hands off. Like the straitjacket, a last resort.&lt;br /&gt;
* Chloral hydrate. This is a very strong sedative that causes overdose starting at only 15 units, but its strength means it can be put into an autoinjector and be effective at stopping anyone without armor on (ask the chemist to make you one). Once the chloral hydrate has taken effect, the patient can be more easily restrained, and its effects can be reversed with Dylovene.&lt;br /&gt;
&lt;br /&gt;
====Working with Security====&lt;br /&gt;
* Some of your patients will be criminals who happen to also have a mental illness. Others will be people who have come to Security&#039;s attention because of their erratic behavior. Either way, you may need to coordinate with Security to get these people treated.&lt;br /&gt;
* Remember that the people you see as patients, Security may very well see as criminals. Advise Security as to the nature of the crisis and stress that your patient is hallucinating, depressed, confused, etc. Explain to them any particular triggers your patient may have.&lt;br /&gt;
* Ensure that any physical injuries your patient has are taken care of first.&lt;br /&gt;
* If Security has been unnecessarily rough with your patient, do not hesitate to make complaints. In many cases, you will be the only one speaking out on behalf of your patient&#039;s welfare.&lt;br /&gt;
* Handcuffs are an effective way of restraining a patient while you speak to them, but just like a straitjacket, they are uncomfortable and can cause a patient to panic. If they&#039;re necessary for your safety, use them, but don&#039;t just slap them on your patients willy-nilly.&lt;br /&gt;
* Don&#039;t be afraid to ask for a guard on a particularly violent patient. Letting your patient beat you up is not approved clinical practice.&lt;br /&gt;
&lt;br /&gt;
You may also encounter insanity in the form of a [[cult]]. As a psychologist, you don&#039;t know anything about the cult itself, but you will probably come to realize that they are suffering from mental impairment unlike any you&#039;ve seen before--personalities altered, motives changed, and morals turned upside down to the point that a pacifist may become a killer and a usually joyful person may become a near-suicidal nihilist. How you respond to this strange new type of psychosis is up to you--remember who your character is. But your duty as a psychologist remains the same: Criminal or not, violent or not, you treat mental illness and aid those who suffer from it. Until you see obvious evidence of the supernatural (and perhaps not even then), a cult member may seem like just another patient to you. Of course, since cults are often violent, you will likely be working with Security and using restraints. Remember to stay safe, because if you&#039;re dead, you can&#039;t do your job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Nursiekitty</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Pharmacist&amp;diff=9287</id>
		<title>Pharmacist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Pharmacist&amp;diff=9287"/>
		<updated>2018-06-22T01:39:46Z</updated>

		<summary type="html">&lt;p&gt;Nursiekitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH &amp;amp; MEDICAL&lt;br /&gt;
|imagebgcolor = #eeeeff&lt;br /&gt;
|img = Chemist.png&lt;br /&gt;
|jobtitle = Chemist&lt;br /&gt;
|access = [[Medbay]], [[Chemistry Lab]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = 26 years of age, applicable Masters from accredited school, 2 years Residency at accredited hospital or clinic.&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Make medicine and research grenades.&lt;br /&gt;
|guides = [[Guide to Chemistry]]&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Chemist&#039;&#039;&#039; your job is to mix chemicals for the others to use. Your work will be needed mostly by [[Medical Doctor]]s. You also have the option to make grenades, but using them or making them without clearance can get you brigged (or possibly banned).&lt;br /&gt;
[https://forums.aurorastation.org/viewtopic.php?f=19&amp;amp;t=8170| Exia&#039;s Chemistry Tips and Tricks]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You mix and deliver chemicals. That&#039;s it. Some of the time you can do whatever you feel like doing, but for most of the round you&#039;ll be making chemicals for the medical staff.&lt;br /&gt;
&lt;br /&gt;
== Common Chemicals ==&lt;br /&gt;
As a chemist you&#039;ll either be swamped with requests or have none at all. A good chemist revels in finding work for themselves regardless.&lt;br /&gt;
&lt;br /&gt;
=== Useful Chemicals ===&lt;br /&gt;
* Your first priority: Medication for the doctors.&lt;br /&gt;
** Bicaridine, dermaline, dexalin plus, and dylovene for the four major damage types.&lt;br /&gt;
** Inaproviline to stabilize critical patients.&lt;br /&gt;
** Alkysine for brain damage, imidazoline for eye damage, spaceacillin for infections, ethylredoxrazine for alcohol poisoning, and Tramadol for pain.&lt;br /&gt;
** Upgrade the Cryoxadone in the cryo tubes to clonexadone.&lt;br /&gt;
** Peridaxon is time-consuming to make, but will heal organ damage.&lt;br /&gt;
** Check medical records for prescriptions to fill.&lt;br /&gt;
* Virology will want radium.&lt;br /&gt;
* The bartender or chef may ask you for chemicals to cook or mix drinks with. Some of them are safe, others are not. Use your judgment. &lt;br /&gt;
* The janitor will want Space Cleaner refills.&lt;br /&gt;
* The gardener will want fertilizer (diethylamine or ammonia).&lt;br /&gt;
* Synthmeat can be manufactured for the kitchen, or as biomass for the cloning equipment.&lt;br /&gt;
&lt;br /&gt;
=== Mixing ===&lt;br /&gt;
You can mix chemicals in a few ways, but the easiest way is to add a beaker to the chemical dispenser and then dispense appropriate amounts of base chemicals. If the mixture is correct, the solution will bubble and you&#039;ll now have a some of your end product.&lt;br /&gt;
&lt;br /&gt;
Mixing directly from other beakers, droppers and syringes also helps if you need a certain amount of each chemical. Just click one holder on another to pour some of the solution.&lt;br /&gt;
&lt;br /&gt;
Adding any solution to a ChemMaster 3000 will let you isolate and make pills or bottles of chemicals you add to it.&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
As a chemist, you have access to grenade materials in the sublevel. You can fit two regular beakers in a grenade casing. This means potentially 120 units of whatever concoction you want. It is possible to use medicine, water, or more devious items in a grenade. The mixing and matching of different chemical formulas may not always go as planed, but that&#039;s just how science goes. Keep in mind, making and using grenades that harm others will get you brigged in the least, and possibly job banned if you weren&#039;t an antagonist.&lt;br /&gt;
&lt;br /&gt;
==== Building Grenades 101 ====&lt;br /&gt;
#Use a screwdriver on an igniter to make it attachable.&lt;br /&gt;
#Attach the igniter to the timer, or some other triggering device (proximity, signaler, etc.)&lt;br /&gt;
#Screwdriver the Igniter-timer assembly to make it attachable.&lt;br /&gt;
#Attach the assembly to the grenade case.&lt;br /&gt;
#Add your beakers of chemicals, then screwdriver the case again.&lt;br /&gt;
#Using it in your hand opens up a window, where you can set the control mechanism of the grenade.&lt;br /&gt;
Note that the case must be on the ground to do this correctly!&lt;br /&gt;
&lt;br /&gt;
=== Pills ===&lt;br /&gt;
Pills are a great way to give large amount of medicine at once. If you are going to make medicine that will be single serve, make it pill form. Each pill can hold 60 units of material at one time. Up to 14 pills will fit into a pill bottle, which itself is still small enough to fit into a box or pocket. As a cautionary note, remember that most chemicals will cause toxic damage from overdose over 30 units, so be careful how much you add to a pill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good Examples for pills:&#039;&#039;&#039;&lt;br /&gt;
A typical pill will have about 15 units of medication in it. This is a good amount because it&#039;s a large enough dose for most situations, but even if you accidentally double-dose someone, you still won&#039;t go over the 30 unit overdose limit.&lt;br /&gt;
* &#039;&#039;&#039;Alkysine&#039;&#039;&#039;: Heals brain damage.&lt;br /&gt;
* &#039;&#039;&#039;Dexalin Plus:&#039;&#039;&#039; Heals suffocation damage and helps keep someone with heart or lung damage alive.&lt;br /&gt;
* &#039;&#039;&#039;Bicaridine&#039;&#039;&#039;: Heals brute damage.&lt;br /&gt;
* &#039;&#039;&#039;Dermalin&#039;&#039;&#039;: Heals burn damage.&lt;br /&gt;
* &#039;&#039;&#039;Dylovene&#039;&#039;&#039;: Heals toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;Spaceacillin&#039;&#039;&#039;: Stops the progression of a virus and treats infections.&lt;br /&gt;
&lt;br /&gt;
=== Bottles ===&lt;br /&gt;
Bottles should contain material that is not medicine, such as acids, or medicines that are not used all at once, like Clonexadone. Each bottle can hold 60 units, and can be splashed onto things. &lt;br /&gt;
&lt;br /&gt;
Some doctors prefer bottled medicines because using a syringe to inject medication lets them choose the dose in 5-unit increments, and because they don&#039;t have to deal with pill bottles. However, injecting medication through the ports on a space suit is time-consuming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good Example for Beakers:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Silicate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Clonexadone&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Regular medicines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Injectors ===&lt;br /&gt;
You have a supply of autoinjectors, initially loaded with inaproviline. The inaproviline can be drawn out of the autoinjectors and other substances injected into them with syringes. Autoinjectors are one-use items for delivering a 5u dose of medication quickly. They are usually modified to hold inaproviline/dexalin plus mixtures (to stabilize a suffocating person), soporific (to sedate a combative patient) or various potent poisons, if you happen to be an antagonist. Be sure to label any autoinjectors you have modified, unless you don&#039;t want people to know they&#039;ve been modified...&lt;br /&gt;
&lt;br /&gt;
The CMO&#039;s hypospray, initially filled with inaproviline, can also be refilled this way. It works like a multi-use autoinjector.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Chemistry is one of the most dangerous jobs on the Med/Sci staff, and it&#039;s easy to be a good Traitor. A LOT of the chemicals you have access to will kill when injected. Access to grenades is a plus, not the mention for infinite sedative refills. Remember to keep it sane and stealthy. A bunch of naplam grenades thrown around will not win you any points.&lt;br /&gt;
&lt;br /&gt;
Like any job in Medical, chemistry lends itself to malpractice-style traitoring. &amp;quot;Accidentally&amp;quot; contaminate your medication, or hand out overdoses. Or maybe your traitor is more of a recreational chemist than a medical chemist (mindbreaker toxin, anyone?). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Nursiekitty</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Medical_Intern&amp;diff=9286</id>
		<title>Medical Intern</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Medical_Intern&amp;diff=9286"/>
		<updated>2018-06-22T01:38:19Z</updated>

		<summary type="html">&lt;p&gt;Nursiekitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&amp;lt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img = MedicalDoctor.png&lt;br /&gt;
|jobtitle = Medical resident&lt;br /&gt;
|access = [[Medbay]], [[Morgue]], [[Operating Theatre]], [[Virology]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = 25 years old and the minimum educational requirements of any medical field.&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Assist Medical, babysit the doctors.&lt;br /&gt;
|guides = [[Guide to Medicine]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
As a Medical Resident you are not there to run the Medbay, instead you are there to help keep it running smoothly while working toward getting hands on training and experience for whatever field you are specializing in. Your character is not an expert. You should be lookign for more experienced players and characters to work with to better learn your field.&lt;br /&gt;
&lt;br /&gt;
=== What Can You Do? ===&lt;br /&gt;
&lt;br /&gt;
You are trained in standard first aid as well as understanding the basics of operating the [https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine#Advanced_Body_Scanner Advanced Body Scanner].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Standard Procedure ===&lt;br /&gt;
MORE TO COME&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Nursiekitty</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Paramedic&amp;diff=9285</id>
		<title>Paramedic</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Paramedic&amp;diff=9285"/>
		<updated>2018-06-22T01:38:03Z</updated>

		<summary type="html">&lt;p&gt;Nursiekitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img = Paramedic.png&lt;br /&gt;
|jobtitle = Paramedic&lt;br /&gt;
|access = [[Medbay]], Morgue, EVA, Maintenance, External Airlocks&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = Must be least 24 years of age with an EMT certification and Paramedic certification.&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Recover and safely deliver injured crew to Medbay, work against the clock.&lt;br /&gt;
|guides = [[Guide to Medicine]], [[Surgery|Guide to Surgery]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Emergency Medical Technician has many of the same duties of a Paramedic, but they are much younger. EMT&#039;s requirements are: Must be at least 20 and have an EMT certificate. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Paramedic&#039;&#039;&#039; plays an extremely important role on board the station. Primarily tasked with reaching injured crew members far from medbay, every second counts and every action or inaction means the difference between life and death. It is heavily advised you play as [[Medical Doctor]] regularly and familiarly before attempting the job of paramedic. Paramedics are trained in the medical field, but are not doctors; so cannot perform surgeries or advanced diagnoses. They&#039;re trained in detecting and fixing, most of the time partially, symptoms found on the field; and in the art of triage.&lt;br /&gt;
&lt;br /&gt;
==Getting Set Up==&lt;br /&gt;
A large part of the paramedic job is having all bases covered and prepared before an actual call; because once you get it, there is little to no time to fetch any missing medicine.&lt;br /&gt;
A good paramedic must be able to stabilize a patient on the field, and reduce any damage to his body, whatever the type. A good paramedic must also be able to reach all corners of the station as soon as possible, regardless of its condition. This is why, it is advised that the following is always on hand: (For the purpose of this guide, medicines found at round-start without the need for a [[chemist]] will be listed as examples. Do not restrict yourself to these medicines if better versions are available). Medicines and tools below are mostly found in [[Medical_Items#NanoMed_Plus|NanoMed]] vendors or medkits.&lt;br /&gt;
&lt;br /&gt;
*[[File:MedGlasses.png]] A [[Medical_Items#Health_Scanner_Hud|Medical HUD]] to check records and patient physical condition on the go.&lt;br /&gt;
*[[File:LGloves.png]] A pair of [[Medical_Items#Latex_Gloves|Latex Gloves]] to prevent spreading infection.&lt;br /&gt;
*[[File:Sterilemask.png]] A [[Medical_Items#Sterile_Masks|Sterile Mask]] to avoid catching something.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A [[Medical_Items#Health_Analyzer|health analyzer]]&lt;br /&gt;
*[[File:Syringes.png]] [[Guide_to_Chemistry#Inaprovaline|inaprovaline syringes]] to prevent further deterioration of a critical patient.&lt;br /&gt;
*[[File:Syringes.png]] [[Guide_to_Chemistry|Spaceacillin syringes]] to slow progression of viruses and prevent wound infections.&lt;br /&gt;
*[[File:Burnkit.png]]  [[Medical_Items#Advanced_Burn_Kit| Advanced Burn Kits]] to treat burns and prevent infections. &lt;br /&gt;
*[[File:Traumakit.png]] [[Medical_Items#Advanced_Trauma_Kit| Advanced Trauma Kits]] to treat brute damage and open wounds.&lt;br /&gt;
*[[File:BreathMask.png]] A couple of [[Clothing_and_Internals#Masks| breath masks]] for you to reach depressurized zones, and to give to patients having difficulty breathing.&lt;br /&gt;
*[[File:OxygenTank.png]] A couple of oxygen tanks for you and/or a patient.&lt;br /&gt;
*[[File:Medical_Hardsuit.png]] A [[Medical_Items#Medical_Hardsuit_.26_Helmet|Medical voidsuit]] ready. It is wise to store it in medical, to save the trip to E.V.A; or shall the trip be impossible.&lt;br /&gt;
*[[File:Splint.png]] [[Medical_Items#Splint|Splint]] to secure fractures before moving a patient.&lt;br /&gt;
*[[File:Pills.gif]] [[Guide_to_Chemistry#Dylovene|Dylovene]] bottles or pills, to treat toxin damage. &lt;br /&gt;
*[[File:Pills.gif]] [[Guide_to_Chemistry#Dexalin|Dexalin]] bottles or pills, to treat suffocation damage. &lt;br /&gt;
*[[File:Rollerbed.png]] A [[Medical_Items#Roller_Bed|Roller bed]] to transport patients unable to walk.&lt;br /&gt;
*[[File:Body_Bag.png]] A [[Medical_Items#Body_Bag|body bag]] to transport dead patients to medbay.&lt;br /&gt;
*[[Guide_to_Chemistry#Tramadol|An effective painkiller]] like Tramadol. Patients in shock and pain are more likely to faint, failing to communicate with you, which is detrimental.&lt;br /&gt;
&lt;br /&gt;
==Responding to an Emergency==&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re all prepped and ready, it&#039;s only a waiting game until your first emergency arises. Whether by monitoring [[Suit_sensors#Jumpsuits|suit sensors]] or a radio call, you&#039;ll have a name and a place. Rush to the place as soon as you can; making sure you&#039;re equipped with your voidsuit if the area is depressurized. Once on scene, you will need to stabilize your patient before moving him/her to medbay; depending on the state he is in.&lt;br /&gt;
&lt;br /&gt;
===Non-Critical Patient===&lt;br /&gt;
If the call you&#039;ve responded to is non-critical (The patient is fully conscious, stable, and/or health above 0); then all you need to do is diagnose the specific problem and administer the necessary medicine on the field. It is advised, however; to bring the patient back to the medbay for a more thorough check. Nonetheless, you will find yourself performing several of the steps found in the next section; but with much less urgency, which means less medicine used on the patient which can be treated in the medbay.&lt;br /&gt;
&lt;br /&gt;
===Critical Patients===&lt;br /&gt;
Dealing with critical patients is a bit more tricky. More likely than not, you&#039;ll find critical patients (Health Below 0) are unconscious, or otherwise unable to communicate. This will make finding the exact cause of the problem unlikely in the field, which would require you transport the patient to the medical bay post-haste. But before that, a series of steps are required to make sure your patient doesn&#039;t die on the way. The steps are listed in order of importance.&lt;br /&gt;
*Administer Inaprovaline to the critical patient, to make sure his situation doesn&#039;t worsen.&lt;br /&gt;
*If the patient is bleeding, apply the trauma kit to the affected area as soon as possible to stop the bleeding.&lt;br /&gt;
*If the patient is suffocating, a strap an oxygen tank to him and make sure he breathes out of it on the way to the medical ward.&lt;br /&gt;
*If the patient has/had an open wound, it is advised you inject him with spaceallin or apply an advanced burn kit to kill any infection at the stem. This is a preemptive measure, and unnecessary unless you believe the patient is in such a dismal condition that you can&#039;t afford any more risks. You are unable to detect infections on the field, and need an advanced health scanner, found in medbay, to do so.&lt;br /&gt;
*Treat any remaining burn, brute or toxin damage with the application of advanced kits or pills, to further improve the state of the patient.&lt;br /&gt;
*Administer Tramadol if the patient is suffering from pain-causing symptoms, like fractures, burns or brute damage. Patients in shock are less communicative, which will hamper your efforts.&lt;br /&gt;
*Finally, splint any fractures before strapping your patient to his roller bed and rolling him away.&lt;br /&gt;
&lt;br /&gt;
While transporting the patient, make sure to orally ask him/her how he&#039;s feeling. Don&#039;t let the effort went into stabilizing the patient go to waste, throwing away the advantage of having a perfectly responsive patient.&lt;br /&gt;
&lt;br /&gt;
On arrival, make sure you brief any doctor that will handle your patient on what you did to him/her, and whatever his symptoms were. Remember the ICly, doctors shouldn&#039;t give out treatment lightly, and failing to inform the doctor taking over of past steps might have him repeat the treatment, which might lead to an overdose.&lt;br /&gt;
&lt;br /&gt;
==What to Do When Out of Emergencies?==&lt;br /&gt;
&lt;br /&gt;
Paramedics, being non-doctors trained in the medical field, can assume other roles around the medbay to make MD&#039;s lives easier; and improve overall efficiency of the medical bay; basically acting as a glorified nurse.&lt;br /&gt;
*Help move patients from one branch of the medbay to another.&lt;br /&gt;
*Monitor the reception, monitor suit sensors.&lt;br /&gt;
*Handle [[Guide_to_Medicine#Triage|triage]]; stabilizing patients who were left waiting.&lt;br /&gt;
*Check up on patients who were given a bed.&lt;br /&gt;
*Distribute spacealline and help enforce quarantines in case of a viral breakout.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
As a paramedic, you get all the perks Medical Doctors get when traitoring, from deliberate malpractice to using your medicines of good for plots of evil. But one added perk is that, as a Paramedic, you&#039;re usually the only medically trained person to first reach a dying patient outside the medbay walls. That can be used to your advantage, for frantically dragging off a bleeding body is part of your job, and in no way suspicious.&lt;br /&gt;
&lt;br /&gt;
==Roleplay Tips==&lt;br /&gt;
*Remember that paramedics are not MDs. Keep that in mind, and use it to give an interesting edge to your character. Think like a paramedic would; not a doctor. Asking questions a doctor would consider &#039;silly&#039; is perfectly fine for you.&lt;br /&gt;
*Paramedics are trained on urgency, speed and that every second counts; unlike the MDs who had to spend over a decade studying to start practicing. That contract between your coworkers and you can be used to enhance RP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Nursiekitty</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Physician&amp;diff=9284</id>
		<title>Physician</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Physician&amp;diff=9284"/>
		<updated>2018-06-22T01:37:21Z</updated>

		<summary type="html">&lt;p&gt;Nursiekitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img = MedicalDoctor.png&lt;br /&gt;
|jobtitle = Medical Doctor&lt;br /&gt;
|access = [[Medbay]], Morgue, Operating Theatre, Virology&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 30 years of age, applicable MD from an accredited school and a completed 2 year of residency.&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Keep the crew healthy, save lives.&lt;br /&gt;
|guides = [[Guide to Medicine]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical Doctor&#039;&#039;&#039; as a role is an extremely important one. If you know what you&#039;re doing, as a Medical Doctor you &#039;&#039;will&#039;&#039; save lives. Nearly every death can be prevented, provided you reach the victim in time. Since Medical Doctors are the only ones with the tools and the in character experience to save them, Medical Doctors tend to make a lot of friends.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You start with an advanced first-aid kit and a health analyzer. You main work will be in the &#039;&#039;&#039;Medbay&#039;&#039;&#039;, where there are spares, vending machines with more supplies, and more specialized kits. You have some standard medication in the Medical Supplies room, though you should ask &#039;&#039;&#039;Chemistry&#039;&#039;&#039; for some more specialized ones.&lt;br /&gt;
&lt;br /&gt;
== Nanotrasen Doctor&#039;s Oath ==&lt;br /&gt;
&lt;br /&gt;
Nanotrasen&#039;s doctors no longer take the Hippocratic oath, but rather Nanotrasen&#039;s own creed to provide medical care.&lt;br /&gt;
&lt;br /&gt;
Now, as a new doctor, I solemnly promise that I will, to the best of my ability, serve humanity-caring for the sick, promoting good health, and alleviating pain and suffering.&lt;br /&gt;
&lt;br /&gt;
I recognise that the practice of medicine is a privilege with which comes considerable responsibility and I will not abuse my position.&lt;br /&gt;
&lt;br /&gt;
I will practise medicine with integrity, humility, honesty, and compassion-working with my fellow doctors and other colleagues to meet the needs of my patients.&lt;br /&gt;
I shall never intentionally do or administer anything to the overall harm of my patients.&lt;br /&gt;
&lt;br /&gt;
I will not permit considerations of gender, race, religion, political affiliation, sexual orientation, nationality, or social standing to influence my duty of care.&lt;br /&gt;
&lt;br /&gt;
I will oppose policies in breach of human rights and will not participate in them. I will strive to change laws that are contrary to my profession&#039;s ethics and will work towards a fairer distribution of health resources.&lt;br /&gt;
&lt;br /&gt;
I will assist my patients to make informed decisions that coincide with their own values and beliefs and will uphold patient confidentiality.&lt;br /&gt;
&lt;br /&gt;
I will recognise the limits of my knowledge and seek to maintain and increase my understanding and skills throughout my professional life. I will acknowledge and try to remedy my own mistakes and honestly assess and respond to those of others.&lt;br /&gt;
&lt;br /&gt;
I will seek to promote the advancement of medical knowledge through teaching and research.&lt;br /&gt;
&lt;br /&gt;
I make this declaration solemnly, freely, and upon my honour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== General Procedure ===&lt;br /&gt;
&lt;br /&gt;
==== Stay In Your Lane! ====&lt;br /&gt;
&lt;br /&gt;
As a regular medical doctor you do general treatments and give scheduled exams to the crew. Remember that you should NOT be performing the jobs of the specialized alt-titles. You are qualified to fill in for these roles if they are empty, but it is detrimental to medical&#039;s flow if you walk all over your co-workers trying to do everything else. If you have a paramedic, try to rely on them to bring in the wounded. If you have an Emergency Medical Physician, rely on them to stabilize the patient before they hand them off to you to follow up with treatment. If you have a surgeon, &#039;&#039;&#039;DON&#039;T&#039;&#039;&#039; do surgery.&lt;br /&gt;
&lt;br /&gt;
==== Handling Patients ====&lt;br /&gt;
&lt;br /&gt;
You can diagnose injuries with the help of a [[health analyzer]], which you helpfully spawn with. Your PDA can also do a limited health readout.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;NEED&#039;&#039;&#039; to work with the rest of your team in medical to keep things running smoothly.&lt;br /&gt;
&lt;br /&gt;
In terms of your equipment, the general rule is that chemical treatment works at all health levels, whereas physical treatments have limits where they become ineffective. Rolls of gauze and ointment are for minor injuries, and so only work if the brute or burn damage total less than 50 HP. Advanced Trauma and Burn kits are more effective, and so work all the way to 0 HP. Beyond that, more advanced treatment is needed.&lt;br /&gt;
&lt;br /&gt;
Health runs from 100% to -100%, and it&#039;s your job to make sure it doesn&#039;t hit the bottom end. Below are the main types of damages and treatments. See the [[Guide to Medicine]] for a more detailed overview.&lt;br /&gt;
&lt;br /&gt;
== The Four Basic Damage Types ==&lt;br /&gt;
&lt;br /&gt;
=== Brute Damage ===&lt;br /&gt;
Whether it&#039;s from fists, bullets, or a kitchen knife, it&#039;s classified as Brute Damage. Brute Damage is inevitably the most common form of damage, and is easily treated.&lt;br /&gt;
&lt;br /&gt;
There are two types of brute damage, bruises and wounds. Bruises are caused by blunt objects.They add to a persons brute damage, but unless particularly severe, they do not cause bleeding.&lt;br /&gt;
&lt;br /&gt;
Wounds and cuts are caused by sharp objects, and cause bleeding, which can only be stopped with medical treatment.&lt;br /&gt;
&lt;br /&gt;
If the patient is not in life-threatening danger, simply have them tell you where they were hit, use the body scanner in Medbay, or get them to strip off their jumpsuit and examine so you can see where. Apply gauze (for minor damage) or advanced trauma kits (for major damage) to affected areas and send them on their way.&lt;br /&gt;
&lt;br /&gt;
Brute Damage takes the form of big red streaks, or blue-purple-red messes. Apply gauze or advanced trauma kits in those areas, inject with Tricordrazine or, in cases of a helpful [[Chemist]] and extreme damage, Bicaridine.&lt;br /&gt;
&lt;br /&gt;
=== Burn Damage ===&lt;br /&gt;
The second type of damage is Burn Damage. This is caused by fires and blisteringly high or low temperatures, such as fire or space. &lt;br /&gt;
&lt;br /&gt;
Burns work similar to wounds. Apply ointment or advanced burn kits to the affected area to heal it, or give them a kelotane pill. Chemicals take a few seconds to work, so don&#039;t waste supplies. For severe burns, give them Dermaline (a Chemist will be needed).&lt;br /&gt;
&lt;br /&gt;
Burn Damage appears as grey streaks on a person&#039;s body, or you can use the various scanners to tell location, so apply ointment in those areas (usually the chest area).&lt;br /&gt;
&lt;br /&gt;
=== Toxin Damage ===&lt;br /&gt;
Toxin Damage is the third kind of damage and is relatively uncommon.&lt;br /&gt;
&lt;br /&gt;
Be it from a the aptly named toxin bottle, medicine overdoses, soporific, or radiation, Toxin Damage has no visible form, so can only be recognized via analyzing. &lt;br /&gt;
&lt;br /&gt;
Inject with Dylovene, or give them Dylovene pills. This also shortens the time needed to wake someone up from Soporific or Chloral Hydrate.&lt;br /&gt;
&lt;br /&gt;
=== Suffocation Damage ===&lt;br /&gt;
The last main kind of damage often occurs when a patient is in critical health (-50% Health), and is usually accompanied by a another type of damage. &lt;br /&gt;
&lt;br /&gt;
Suffocation can be cured using Dexalin, Dexalin Plus, or plain fresh air (if the patient is not critical). If the patient is in critical condition, then heal the other damage, and the suffocation should recover naturally. CPR also recovers suffocation damage slowly if the patient is in critical (click on them with an empty hand with the help intent).&lt;br /&gt;
&lt;br /&gt;
Inaprovaline halts Suffocation damage, but only when in Critical.&lt;br /&gt;
&lt;br /&gt;
== Uncommon Conditions ==&lt;br /&gt;
Other more unique damages and treatments can be found on the [[Guide to Medicine]].&lt;br /&gt;
&lt;br /&gt;
Genetic diseases can be cured by Ryetalyn.&lt;br /&gt;
&lt;br /&gt;
Viruses and Diseases are in the domain of the [[Virologist]]. Scanning people with your health analyzer might show an &#039;Unknown substance&#039; in their blood stream or stomach, which may mean a virus, some chemicals, or a ham sandwich. Either way, take a blood sample and pass it to your Virologist to analyze.&lt;br /&gt;
&lt;br /&gt;
Give your infected patients Spaceacillin to slow the spread and keep them isolated. Wearing gloves and a sterile mask helps to stop anyone else getting infected.&lt;br /&gt;
&lt;br /&gt;
=== Blood Loss ===&lt;br /&gt;
&#039;&#039;See Also: [[Guide_to_Medicine#Low_Blood_Count|A More Detailed Guide on Blood Loss]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Living things have blood. Blood is quite important for them to keep living. Cuts and loss of limbs will cause various amounts of bleeding, which require rolls of gauze or advanced trauma kits to stop.&lt;br /&gt;
&lt;br /&gt;
Blood level can be found on the health analyser read out with warnings when levels get too low. Loss of blood can cause fainting or paleness of skin. Blood can either be injected from a donor, or a donor pack can be placed in an IV Drip and connected to the patient.  &lt;br /&gt;
&lt;br /&gt;
When choosing a blood pack, find the patient&#039;s [[Medical Records|medical records]] either on the Patient Records computer in the lobby, or the &amp;quot;Patient Records&amp;quot; function on your PDA.  As a quick reminder, A, B and + are types of markers on blood, O and - indicate a lack of said markers.  Don&#039;t give someone markers they don&#039;t already have or they&#039;ll die.  If that doesn&#039;t make sense to you, [http://baystation12.net/wiki/images/a/a1/BloodTable.PNG here&#039;s a chart of compatible blood types.]&lt;br /&gt;
&lt;br /&gt;
If you&#039;re unsure what blood type to use or the blood type of a patient, O- can be given to anyone.  There is a limited supply, so only use it if absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
=== Shock and Critical Condition ===&lt;br /&gt;
There are three type of medical states. The first is &#039;shock&#039;, which is the least dangerous of the three. If someone takes enough damage from each damage type, they may go into shock. This causes stammering and slow movement, and eventually collapsing and loss of consciousness. This can be cured by dealing with all the other types of damage, or temporarily by using tramadol.&lt;br /&gt;
&lt;br /&gt;
The second is known as &#039;soft critical&#039;. When someone is below 0% health (having taken more than 100 points of damage), they will suffer shock until they are above 0% health.&lt;br /&gt;
&lt;br /&gt;
The third is known as &#039;critical&#039; and occurs at -50% health (more than 150 points of damage). At this point, the patient will go unconscious, stop breathing, and take suffocation damage. This can be stopped with Inaprovaline or CPR. Chemical or Cryo treatment is usually necessary at this stage.&lt;br /&gt;
&lt;br /&gt;
== Surgery ==&lt;br /&gt;
Surgery should not be performed by medical doctors unless no surgeon or CMO is available. Please see the [[Surgeon]] role here.&lt;br /&gt;
&lt;br /&gt;
A guide to surgery is [[Surgery|here]].&lt;br /&gt;
&lt;br /&gt;
=== The Levels of Surgery You Can Do ===&lt;br /&gt;
&lt;br /&gt;
==== Basic Surgery ====&lt;br /&gt;
These are able to be performed by Emergency Physicians, Medical Doctor, or a Surgeon.&lt;br /&gt;
*Bone repair&lt;br /&gt;
*Bullet/shrapnel removal&lt;br /&gt;
*Amputation&lt;br /&gt;
*Shrapnel Removal&lt;br /&gt;
&lt;br /&gt;
==== Advanced Surgery ====&lt;br /&gt;
These can be performed by Surgeons and some Medical Doctor&#039;s.&lt;br /&gt;
*Organs in the chest and lower body.&lt;br /&gt;
*Internal Bleeding&lt;br /&gt;
*Autopsy&lt;br /&gt;
*Hardsuit Removal&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ==== Specialized Surgeries ====&lt;br /&gt;
These can &#039;&#039;&#039;ONLY&#039;&#039;&#039; be performed by a surgeon or the Chief Medical Officer. Performing these surgeries as anyone else may get you bwoinked.  &lt;br /&gt;
*Brain surgery&lt;br /&gt;
*Eye surgery&lt;br /&gt;
*Facial Reconstruction&lt;br /&gt;
*Limb replacement (not robotic limbs)&lt;br /&gt;
*Cavity surgery&lt;br /&gt;
*Organ removal/transplantation&lt;br /&gt;
*Necrotic Limb repair&lt;br /&gt;
*Extracting organs from detached body parts --&amp;gt;&lt;br /&gt;
==Cloning==&lt;br /&gt;
Space is unforgiving and unfortunately people die. Nano Trasen has state of the art cloning facilities in place to help give the dead a second chance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IT IS ABSOLUTELY MANDATORY TO CHECK THE RECENTLY DECEASED MEDICAL RECORDS TO ENSURE THEY ARE NOT A DO NOT CLONE (DNC). IF THEY ARE DNC, FOLLOW THEIR WISHES AND DO NOT CLONE THEM.&#039;&#039;&#039; &lt;br /&gt;
Otherwise:&lt;br /&gt;
* Follow standard cloning procedures&lt;br /&gt;
* Once the clone has formed, take them to post cloning treatment. In this treatment the Medical Staff are to ensure the individual suffers no adverse affects of being in a new body.&lt;br /&gt;
* After they are confirmed health, you give them their clothing and equipment back.&lt;br /&gt;
* Lastly you debrief them. Explain to them that they are a clone and help ease them into the issue. It is preferred to have a psychiatrist around and have them complete some psychiatric evaluations before returning them to work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL NOTE:&#039;&#039;&#039; Under no circumstances show a clone patient their previous body.&lt;br /&gt;
&lt;br /&gt;
==Modern Miracles==&lt;br /&gt;
=== Cryogenics ===&lt;br /&gt;
Setting up Cryogenics is easy and simple.&lt;br /&gt;
&lt;br /&gt;
Firstly, ensure the O2 canisters are connected to the ports. There&#039;s a wrench nearby to do this. Secondly, fill the tubes with Cryoxadone - beakers should be on the table. Then set the freezer to the minimum to start cooling the chamber down.&lt;br /&gt;
&lt;br /&gt;
In order to use it for a patient, take off any temperature suits that have (RIG, Spacesuits, void suits, fire suits, etc.), grab them and put them in the cryo tube. Then turn it on and wait. You can monitor the patients vitals from outside. It&#039;s a smart idea to strip them down to their jumpsuit since this will allow cryo to cool them faster. Remember to eject them when they&#039;re better.&lt;br /&gt;
&lt;br /&gt;
=== Medibots ===&lt;br /&gt;
Medibots no longer magically synthesize Tricordrazine, so you have to fill them for them to do any good.&lt;br /&gt;
&lt;br /&gt;
Using your ID, you can alter their settings and fill them with a beaker of your choice.&lt;br /&gt;
&lt;br /&gt;
As a traitor you can fill him with a beaker of Polytrinic Acid, or even Emag him. Once Emagged, the delightful little medibot buzzes around injecting everyone and everything with not-so-helpful chemicals.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
There is so many wonderfully terrible things you can do. See that sleepy pen item? Guess what, when people get stabbed with those, they drag them to med bay to be &amp;quot;doctored&amp;quot; by you and other people. You can then take them some place private in Medbay, and take what you want or go for malpractice to end them. You can hide victims by putting little notes by morgue trays saying &amp;quot;This man has been cyborged&amp;quot; or &amp;quot;This man has been cloned&amp;quot; and no one will bat an eye at why they are naked, and why they are there. Usually.&lt;br /&gt;
&lt;br /&gt;
==Roleplay Tips==&lt;br /&gt;
* You most likely have a decent knowledge of people and medicines. Use it to help people.&lt;br /&gt;
* Feel free to play a nice guy, or the next House. Just make sure people get healed, it&#039;s what you&#039;re there for after all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Nursiekitty</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chief_Medical_Officer&amp;diff=9283</id>
		<title>Chief Medical Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Chief_Medical_Officer&amp;diff=9283"/>
		<updated>2018-06-22T01:37:06Z</updated>

		<summary type="html">&lt;p&gt;Nursiekitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img = ChiefMedicalOfficer.png&lt;br /&gt;
|jobtitle = Chief Medical Officer&lt;br /&gt;
|access = All [[Medbay|Medical Departments]], [[Bridge]], [[Chief Medical Officer&#039;s Office]], [[Engineering]], [[Construction]], [[Research]].&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 35 years of age, M.D., Bachelors in Management, 5 years medical experience.&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]]&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate the [[Medical Doctor|doctors]], [[Chemist|chemists]], and [[Psychologist|psychiatrist]]  to ensure the health of all crew.&lt;br /&gt;
|guides = [[Guide to Medicine]], [[Guide to Chemistry]], [[Surgery|Guide to Surgery]], [[Infections|Virology 101]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Chief Medical Officer]] is in charge of the health of the crew. They make sure that the [[Medical Doctor]]s are treating people effectively, and making sure the [[Virologist]]s and [[Chemist]]s are working for the good of the station.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You control the entire medbay. Other than treating injured crew, it is your responsibility to ensure that [[Chain of Command|important crew]] (including yourself) have received genetic backups and death alarms, and that all crew are using their suit sensors when [[Corporate Regulations|appropriate]],&lt;br /&gt;
&lt;br /&gt;
You are the foremost medical expert on the station. The ideal Chief Medical Officer would have the knowledge to perform common surgical operations, manufacture the most essential pharmaceuticals, and develop &#039;cures&#039; for viral infection. You should allow your subordinates to handle the bulk of the work, but don&#039;t be afraid to lend a hand. The objective in mind is ensuring that everyone in the department has their place; if you delegate all of your duties completely, you&#039;ve lost your own place.&lt;br /&gt;
&lt;br /&gt;
== Your Job ==&lt;br /&gt;
You are often regarded as the least important Head of Staff, but in reality, you hold a great deal of power. Without a competent Chief Medical Officer coordinating things, the medbay often dissolves into a chaotic mess that only manages to heal anybody through sheer coincidence.&lt;br /&gt;
&lt;br /&gt;
Your primary duty is to ensure that the crew is in top possible physical and mental shape. To do this, you will need the help of your assigned crew. Medical Doctors take several shapes; Nurses, Surgeons, Virologists and Emergency Physicians. They all occupy the same slot, but have different, and obvious, specialties. The [[Chemist]] is responsible for the manufacture of important medicines. The [[Virologist]] is responsible for the development, and counteraction, of viral agents. The [[Psychologist]] is responsible for the mental health of crew.&lt;br /&gt;
&lt;br /&gt;
=== Specialized Staff ===&lt;br /&gt;
When the round starts, review your medical staff and assign jobs.  Remember, Emergency Physicians, Surgeons, and regular Doctors are all the same job, and they&#039;re all required to treat patients. Their specific title just indicates a specialization. They can and should be able to be given assignments outside of that, so long as it still falls within the description of Medical Doctor work. If they&#039;re unable or unwilling to do basic medical work because &amp;quot;they&#039;re a surgeon, not a doctor&amp;quot;, then they need reeducating about what their job actually entails. &lt;br /&gt;
&lt;br /&gt;
Make sure that you have a dedicated EMT team ready to respond to calls for medical assistance from outside of Medbay, someone manning the front desk to handle arrivals and minor cases, and someone - preferably a Surgeon - waiting in the wings to handle critical cases that require Cryo treatment or surgery. Each of these three assignments is vital for different reasons, and, once given a job, your staff should focus on doing that job exclusively except in case of emergency. If they don&#039;t, and they try to do someone else&#039;s job, it means that you have two doctors doing a job that could be done by one, and an area which is left understaffed. Make sure that everyone is entirely clear on exactly what their job is and why it is important.&lt;br /&gt;
&lt;br /&gt;
When everyone has their assignments, make sure that everybody has their Medical belts stocked with the basic tools of the trade - gauze, ointment, inaprovaline, and things like that. Emergency Physicians should carry more than most, and should have [[Medical_items#First_aid_kit|a variety of Medkits]] available for unusual cases, since they&#039;re the first responders and may have to deal with anything.&lt;br /&gt;
&lt;br /&gt;
=== Chemical Fixes ===&lt;br /&gt;
Once your main staff is set up, contact Chemistry and get them to start making medicines for your doctors. Clonexadone is a must-have, so have the Chemists take the cryoxadone from Cryo and mix some up immediately. Hyronalin, tricordrazine, alkysine, dexalin plus, spaceacillin, and ryetalyn are all important, so have those mixed up as soon as possible, and make sure that your doctors know that they&#039;re available and where to find them. Make sure that Virology gets some diluted milk and radium, too, or your Virologists won&#039;t be able to do anything. Once you have all of the basic medicines, have Chemistry mix up a little bit of everything and stock up on the important stuff.&lt;br /&gt;
&lt;br /&gt;
=== Responding ===&lt;br /&gt;
As with other Head positions, a large part of your job is to be watchful for any calls for medical assistance. As soon as one comes in, make sure that your EMTs are responding and that the rest of your staff are ready to take in anybody who can&#039;t be treated in the field. It&#039;s also a good idea to ask for an [[Mechs#Odysseus|Odysseus]] from Robotics, preferably with two mounted Sleepers. Make sure that your EMTs know how to operate it; an Odysseus can save a lot of lives and make it possible for your EMTs to answer calls that they would normally be unable to due to its armour and internals.&lt;br /&gt;
&lt;br /&gt;
=== Outbreaks ===&lt;br /&gt;
When diseases break out, this is your chance to shine. You have a biohazard suit inside of your office. Use it. Then consult the [[Virologist]] and [[Chemist]]. You have the authority to isolate and detain anyone experiencing symptoms.&lt;br /&gt;
&lt;br /&gt;
Vaccinate the medical personnel and quarantine the infected. Administer the drugs, keep people alive. Your [[Medical Doctor]]s should be helping with this, if they&#039;re not, shout them into line.&lt;br /&gt;
&lt;br /&gt;
=== Hypospray ===&lt;br /&gt;
This is your medical tool, your lifeline.  It&#039;s a fast injector (dealing bursts of 5 units, with a fill limit of 30 units). You need to get rid of the chemicals inside before you can fill it with different medicine, which can be done by using the sink. It&#039;s considered very bad form to just go around injecting people however.&lt;br /&gt;
&lt;br /&gt;
Good candidates for your hypospray are Tricordrazine or Inaprovaline.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As the CMO, you&#039;re the link between the captain, the other heads of staff, and your medical department. Security will often be a source of casualties, whether officers or prisoners; make sure any doctor going to treat a dangerous prisoner has an escort. Science--especially Toxins and Xenobiology--will send you its share of patients, too. When your equipment gets blown up, Engineering can rebuild it. During an epidemic, one of your most important connections is, strangely enough, the lowly janitor, whose biosuit allows him to safely clean up infectious material and slow the spread of the disease. You will also be required to try to explain why people are [[cultist|going crazy]], [[changeling|returning from the dead]], or [[wizard|trapped in the body of a monkey]]. Good luck with that one.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
So, you&#039;re a traitor CMO? Don&#039;t fret. You have many possible tools to help with your objectives.  Your hypospray will help a bit, try filling it with Choral Hydrate for sedation purposes. You have access to [[Chemistry]], so you can sneak in there and make some space lube or similar. You can pretend to &amp;quot;heal&amp;quot; hurt targets brought in, and even disrupt some targets getting cloned.&lt;br /&gt;
&lt;br /&gt;
The bottom line here is to be a bad doctor.&lt;br /&gt;
&lt;br /&gt;
=== Changeling ===&lt;br /&gt;
As a changeling CMO, you&#039;ve got plenty of options. One of your major goals is to capture Genetics so you can absorb genomes quite easily. The spray bottle and hypospray can both be used to knock out victims, and you can lure many humans on the pretense on healing them. CMOlings are best played stealthily. Try not to get anyone too suspicious with you, and see if you can snag an Assistant&#039;s card early for maintenance access (or ask the HoP for it.)&lt;br /&gt;
&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category:Jobs]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Nursiekitty</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=9279</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=9279"/>
		<updated>2018-06-22T01:08:36Z</updated>

		<summary type="html">&lt;p&gt;Nursiekitty: /* Notable Information */&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;
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;
The [[Aliose 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. 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;/div&gt;</summary>
		<author><name>Nursiekitty</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=9277</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=9277"/>
		<updated>2018-06-22T01:02:33Z</updated>

		<summary type="html">&lt;p&gt;Nursiekitty: /* Major Systems */&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;
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;
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. 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;/div&gt;</summary>
		<author><name>Nursiekitty</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=9276</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=9276"/>
		<updated>2018-06-22T01:01:27Z</updated>

		<summary type="html">&lt;p&gt;Nursiekitty: /* Notable Information */&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;
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;
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. 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;
&#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;/div&gt;</summary>
		<author><name>Nursiekitty</name></author>
	</entry>
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		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=9274</id>
		<title>Skrell</title>
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		<updated>2018-06-22T00:05:57Z</updated>

		<summary type="html">&lt;p&gt;Nursiekitty: /* Culture */&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;
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;
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. 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;
===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;/div&gt;</summary>
		<author><name>Nursiekitty</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=9270</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=9270"/>
		<updated>2018-06-21T07:59:15Z</updated>

		<summary type="html">&lt;p&gt;Nursiekitty: /* Nralakk: The Home system */&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;
&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;
Also known as Jargon IV, Qerrbalak is not only the home planet of the Skrell, it is also the powerhouse of the Federation. Some of their largest cities on land and underwater, and it houses the Federation&#039;s headquarters. The capital and largest city is Kal&#039;lo, which sports both above ground and underwater structures. Qerrbalak has the largest population out of all of the Federation&#039;s colonized planets.&lt;br /&gt;
&lt;br /&gt;
Though the planet does not have much diversity in biome, it is perfect for the Skrell. Qerrbalak is largely very humid, and marshy, with most of it being covered in freshwater and saltwater seas, The saline levels of these seas are lower than most seas elsewhere. This uniquely suits the Skrell, and they are able to safely survive in any of the seas in Qerrbalak. It also has polar icecaps, where some Skrellian research centers are located and the prime military base for the Tups are located.&lt;br /&gt;
&lt;br /&gt;
Qerrbalak is an excellent example of the Skrellian practice of existing in tandem with nature, to adapt where they can and to coordinate with the things that they cannot. The towering cities provide not only a safe, healthy environment for skrell, but for the native flora and fauna of Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
Though the facet of culture is not unique to Qerrbalak, the cities themselves hold community and kinship to an incredible level of importance. This ties closely to how Skrell view the sciences, as they can be used to provide for and preserve Skrell for the future.&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;
===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;
&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;
===Glorashi===&lt;br /&gt;
Glorashi is a small five planet system, with middling size yellow sun at the centre (1.5xSol Star mass). The two innermost planets are in too high a proximity to the star to be habitable, though the second one out has a few small underground bases for scientific research, though the planets are far too hot to have anything more.&lt;br /&gt;
&lt;br /&gt;
Glorashi 3 (Akerliim) is the only fully inhabited planet in the system, and contains nearly 80% of the system&#039;s population. The weather on it is very similar to Aliose, colder than preferred but definitely livable. Though it has the highest population in the system, it is nearly exclusively residential and commercial property, with little industrial areas on the planet as most companies go to the outer moons and Diulszi to get better prices. This has led to a curious mix or a rise in unemployment on the planet, as well as a higher proportion of culturally influenced jobs rather than scientific ones, rather against the trend of the older systems. &lt;br /&gt;
&lt;br /&gt;
The fourth planet out; Glorashi 4; is more colloquially known as Diulszi and houses mostly research bases and industrial complexes, as the larger planets unique geography lends to harsh weather and cold temperatures that are mostly unsuitable for general civilisation.&lt;br /&gt;
&lt;br /&gt;
Glorashi 5 is a small Ice Giant, similar in size to Sol&#039;s planet Neptune. Two of the larger moons orbiting it are vastly habited due to their geothermal activity that allows for easy power sources and heating for the moons. The larger of the moons is named Kyeqil, and houses more expensive residential as well as the governmental body for the system. The second moon is named Qyepiit, and is mostly a military establishment and training area, though has a significant civilian populous as well; at least in terms of the moon&#039;s size.&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>Nursiekitty</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=9269</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=9269"/>
		<updated>2018-06-21T03:25:23Z</updated>

		<summary type="html">&lt;p&gt;Nursiekitty: /* Nralakk: The Home system */&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;
Also known as Jargon IV, Qerrbalak is not only the home planet of the Skrell, it is also the powerhouse of the Federation. Some of their largest cities on land and underwater, and it houses the Federation&#039;s headquarters. The capital and largest city is Kal&#039;lo, which sports both above ground and underwater structures. Qerrbalak has the largest population out of all of the Federation&#039;s colonized planets.&lt;br /&gt;
&lt;br /&gt;
Though the planet does not have much diversity in biome, it is perfect for the Skrell. Qerrbalak is largely very humid, and marshy, with most of it being covered in freshwater and saltwater seas, The saline levels of these seas are lower than most seas elsewhere. This uniquely suits the Skrell, and they are able to safely survive in any of the seas in Qerrbalak. It also has polar icecaps, where some Skrellian research centers are located and the prime military base for the Tups are located.&lt;br /&gt;
&lt;br /&gt;
Qerrbalak is an excellent example of the Skrellian practice of existing in tandem with nature, to adapt where they can and to coordinate with the things that they cannot. The towering cities provide not only a safe, healthy environment for skrell, but for the native flora and fauna of Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
Though the facet of culture is not unique to Qerrbalak, the cities themselves hold community and kinship to an incredible level of importance. This ties closely to how Skrell view the sciences, as they can be used to provide for and preserve Skrell for the future.&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;
===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;
&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;
===Glorashi===&lt;br /&gt;
Glorashi is a small five planet system, with middling size yellow sun at the centre (1.5xSol Star mass). The two innermost planets are in too high a proximity to the star to be habitable, though the second one out has a few small underground bases for scientific research, though the planets are far too hot to have anything more.&lt;br /&gt;
&lt;br /&gt;
Glorashi 3 (Akerliim) is the only fully inhabited planet in the system, and contains nearly 80% of the system&#039;s population. The weather on it is very similar to Aliose, colder than preferred but definitely livable. Though it has the highest population in the system, it is nearly exclusively residential and commercial property, with little industrial areas on the planet as most companies go to the outer moons and Diulszi to get better prices. This has led to a curious mix or a rise in unemployment on the planet, as well as a higher proportion of culturally influenced jobs rather than scientific ones, rather against the trend of the older systems. &lt;br /&gt;
&lt;br /&gt;
The fourth planet out; Glorashi 4; is more colloquially known as Diulszi and houses mostly research bases and industrial complexes, as the larger planets unique geography lends to harsh weather and cold temperatures that are mostly unsuitable for general civilisation.&lt;br /&gt;
&lt;br /&gt;
Glorashi 5 is a small Ice Giant, similar in size to Sol&#039;s planet Neptune. Two of the larger moons orbiting it are vastly habited due to their geothermal activity that allows for easy power sources and heating for the moons. The larger of the moons is named Kyeqil, and houses more expensive residential as well as the governmental body for the system. The second moon is named Qyepiit, and is mostly a military establishment and training area, though has a significant civilian populous as well; at least in terms of the moon&#039;s size.&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>Nursiekitty</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=9268</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=9268"/>
		<updated>2018-06-21T03:00:27Z</updated>

		<summary type="html">&lt;p&gt;Nursiekitty: /* Qerrbalak */&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;
Also known as Jargon IV, Qerrbalak is not only the home planet of the Skrell, it is also the powerhouse of the Federation. Some of their largest cities on land and underwater, and it houses the Federation&#039;s headquarters. The capital and largest city is Kal&#039;lo, which sports both above ground and underwater structures. Qerrbalak has the largest population out of all of the Federation&#039;s colonized planets.&lt;br /&gt;
&lt;br /&gt;
Though the planet does not have much diversity in biome, it is perfect for the Skrell. Qerrbalak is largely very humid, and marshy, with most of it being covered in freshwater and saltwater seas, The saline levels of these seas are lower than most seas elsewhere. This uniquely suits the Skrell, and they are able to safely survive in any of the seas in Qerrbalak. It also has polar icecaps, where some Skrellian research centers are located and the prime military base for the Tups are located.&lt;br /&gt;
&lt;br /&gt;
Qerrbalak is an excellent example of the Skrellian practice of existing in tandem with nature, to adapt where they can and to coordinate with the things that they cannot. The towering cities provide not only a safe, healthy environment for skrell, but for the native flora and fauna of Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
Though the facet of culture is not unique to Qerrbalak, the cities themselves hold community and kinship to an incredible level of importance. This ties closely to how Skrell view the sciences, as they can be used to provide for and preserve Skrell for the future.&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;
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&lt;br /&gt;
===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;
&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;
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&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;
===Glorashi===&lt;br /&gt;
Glorashi is a small five planet system, with middling size yellow sun at the centre (1.5xSol Star mass). The two innermost planets are in too high a proximity to the star to be habitable, though the second one out has a few small underground bases for scientific research, though the planets are far too hot to have anything more.&lt;br /&gt;
&lt;br /&gt;
Glorashi 3 (Akerliim) is the only fully inhabited planet in the system, and contains nearly 80% of the system&#039;s population. The weather on it is very similar to Aliose, colder than preferred but definitely livable. Though it has the highest population in the system, it is nearly exclusively residential and commercial property, with little industrial areas on the planet as most companies go to the outer moons and Diulszi to get better prices. This has led to a curious mix or a rise in unemployment on the planet, as well as a higher proportion of culturally influenced jobs rather than scientific ones, rather against the trend of the older systems. &lt;br /&gt;
&lt;br /&gt;
The fourth planet out; Glorashi 4; is more colloquially known as Diulszi and houses mostly research bases and industrial complexes, as the larger planets unique geography lends to harsh weather and cold temperatures that are mostly unsuitable for general civilisation.&lt;br /&gt;
&lt;br /&gt;
Glorashi 5 is a small Ice Giant, similar in size to Sol&#039;s planet Neptune. Two of the larger moons orbiting it are vastly habited due to their geothermal activity that allows for easy power sources and heating for the moons. The larger of the moons is named Kyeqil, and houses more expensive residential as well as the governmental body for the system. The second moon is named Qyepiit, and is mostly a military establishment and training area, though has a significant civilian populous as well; at least in terms of the moon&#039;s size.&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;
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&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;
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=== Elyra ===&lt;br /&gt;
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=== Tau Ceti ===&lt;/div&gt;</summary>
		<author><name>Nursiekitty</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=9155</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=9155"/>
		<updated>2018-06-12T03:40:12Z</updated>

		<summary type="html">&lt;p&gt;Nursiekitty: /* Implants */&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;
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;
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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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=== Pop Culture ===&lt;br /&gt;
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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;
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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;
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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;
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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. 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 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;
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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 [[Eriuyishi]] 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 and Genetic Modification===&lt;br /&gt;
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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;
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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;
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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;/div&gt;</summary>
		<author><name>Nursiekitty</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=9118</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=9118"/>
		<updated>2018-06-01T03:15:19Z</updated>

		<summary type="html">&lt;p&gt;Nursiekitty: /* History */&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;
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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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==Heads of Staff==&lt;br /&gt;
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Skrell can be the following heads of staff:&lt;br /&gt;
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* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&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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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 500 years.&lt;br /&gt;
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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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===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;
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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;
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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;
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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, 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;
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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;
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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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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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=== Pop Culture ===&lt;br /&gt;
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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;
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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;
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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;
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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. 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 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;
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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 [[Eriuyishi]] 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;/div&gt;</summary>
		<author><name>Nursiekitty</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_History&amp;diff=9117</id>
		<title>Skrell History</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_History&amp;diff=9117"/>
		<updated>2018-06-01T03:14:54Z</updated>

		<summary type="html">&lt;p&gt;Nursiekitty: Created page with &amp;quot;==History==  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 pos...&amp;quot;&lt;/p&gt;
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&lt;div&gt;==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;
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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 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;
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		<author><name>Nursiekitty</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=9116</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=9116"/>
		<updated>2018-06-01T02:50:28Z</updated>

		<summary type="html">&lt;p&gt;Nursiekitty: /* Biology */&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 (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;
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;
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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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=== 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;
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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;
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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;
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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;
&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;
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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 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;
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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 [[Eriuyishi]] 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;
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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 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;
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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 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;
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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;
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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;
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		<author><name>Nursiekitty</name></author>
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