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		<id>https://wiki.aurorastation.org/index.php?title=Interstellar_Travel&amp;diff=15158</id>
		<title>Interstellar Travel</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Interstellar_Travel&amp;diff=15158"/>
		<updated>2020-06-06T05:05:09Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: Cheapens warp drives.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Navbox Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
Interstellar travel is prolific across the Orion Spur. Long trips across the stars continue to become more affordable for commoners, especially in the 2460’s. This is a page dedicated to the specifics of this travel, ships and stations which are most often encountered, and the primary differences between warp and bluespace.&lt;br /&gt;
&lt;br /&gt;
==[[Bluespace]] Travel==&lt;br /&gt;
In modern times, the most frequently utilized form of space travel - especially over long distances - is “[[Bluespace| bluespace]] travel.” &lt;br /&gt;
&lt;br /&gt;
This is the usage of phoron to bore tunnels into the Bluespace Dimension, afterwhich the vessel uses on-board propulsion to place itself into the dimension and begin travel. During travel through bluespace, the ship is quickly enveloped in a tightly-conforming “liquid” which fills the Bluespace Dimension, and is highly dangerous and anomalous in nature. This often spells disaster when it enters unsealed areas of ships, and all bluespace-capable vessels utilize multiple failsafes as well as energy shields to prevent the dimension from entering the ship. &lt;br /&gt;
&lt;br /&gt;
Travel through bluespace works by shortening distances tremendously between the starting point and destination. Once inside bluespace, the ship is unable to move through normal means, and requires a specialized bluespace drive to move. Different drives move the ships at different speeds, with the speeds below indicative of their respective maximum velocities in Bluespace.&lt;br /&gt;
&lt;br /&gt;
Bluespace travel is very overt to onlookers, with a visible “photon wake” being generated by ships travelling through it. While those inside the bluespace dimension can not see out, their vessels are very visible outside, and can even be interacted with were it not for the risk of intersecting paths or slipping into the dimension with them, without escape. The mesmerizing and sparkly appearance of a ship traveling through bluespace is also indicative of its extreme ease of spotting, tracking and worse yet - following, on its course using many types of sensory apparatus. &lt;br /&gt;
[[File:Mayfly.png|thumb|300px|The [[Scarabs| Scarab]] vessel &amp;quot;Mayfly&amp;quot; exiting bluespace at high velocity, its hull shimmering as it enters real space.]]&lt;br /&gt;
*&#039;&#039;&#039;Low-end bluespace drives found in shuttles and corvettes tend to reach velocities of .10 lightyears a day, with the highest end reaching .25LYD.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mid-range, expensive bluespace drives found in frigates and destroyers tend to reach velocities of .30 lightyears a day, with the highest end reaching .50LYD.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavy-duty, powerful bluespace drives found in cruisers tend to reach velocities of .60 lightyears a day, with the highest end reaching .75LYD.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Capital bluespace drives found in battleships and larger tend to reach velocities of .85 lightyears a day, with the highest end reaching 1 LYD.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Warp Travel==&lt;br /&gt;
&lt;br /&gt;
Nearly 300 years of history have solidified warp as the mainstay for galactic travel, however since the discovery of Phoron, Bluespace and the more modern means of travel they provide, it has dwindled. Warp is still commonly used as a back-up means of propulsion for larger vessels and small short-ranged vessels benefit greatly from the cheaper costs. Older fleets such as the Scarabs benefit greatly from the vast majority of their vessels possessing warp capability, cheapening travel significantly for the grand mass of ships. &lt;br /&gt;
&lt;br /&gt;
Warp works by very literally warping the space around a ship or multiple ships, riding on a cosmic deformation that facilitates pushing the ships dozens of lightyears at a time. When inside a “warp bubble,” ships are very difficult to stop through external forces and are able to freely pass through anything not purpose-built to stop them. Ships entering warp are simply seen as speeding up very, very quickly to an onlooker, before stopping abruptly and blasting off into the void.&lt;br /&gt;
&lt;br /&gt;
Starting a warp engine requires no phoron, but it is power hungry all the same. They require no direct fuel source beyond energy from a ship’s own reactor to provide movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-end warp drives are roughly a quarter of the highest possible bluespace speeds for their respective weight classes, while the highest end can reach up to half. Higher speeds are possible to obtain but generally avoided due to safety concerns and lack of necessary power in even the most efficient or over-tuned vessels.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Sublight Interstellar Propulsion==&lt;br /&gt;
The standards for interstellar propulsion involving sublight speeds are only addressed nowadays by racers and atmospheric-capable spacecraft. Moving in the literal sense without utilizing bluespace or warp pushes vessels of any kind to their extremes. Even the most powerful gravity generators and dampeners can not ease all inertia for a ship’s crew, making sublight travel slow and meticulous.&lt;br /&gt;
&lt;br /&gt;
=Ships and Stations=&lt;br /&gt;
Spaceships in the 25th century are a common sight. Different star nations and alien powers use different models, designations, and hull types that makes specifics impossible. There are giant barges, small freighters, huge carriers and battleships, heavily armored cruisers, and more. The primary distinction between all ships is whether or not they are equipped with Bluespace Drives that allow them to use FTL outside the network of Bluespace Gates. Military, research, and scouting vessels typically have bluespace drives while the majority of commuter or civilian traffic must use bluespace gates to go between star systems. Warp drives are also relatively common, being a cheaper, albeit slower, solution to non-gate travel.&lt;br /&gt;
&lt;br /&gt;
Ships, much like stations, hold a three or four-letter prefix in their name that designates the ownership, type, and classification of the ship. To get a prefix that works for that faction, abbreviate the faction then add the ship type. For example,&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;SAMV&#039;&#039;&#039; - Sol Alliance Military Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;EMV&#039;&#039;&#039; - Elyran Military Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;EMV&#039;&#039;&#039; - Eridani Military Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;HIMS&#039;&#039;&#039; - His Imperial Majesty&#039;s Ship&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;JFV&#039;&#039;&#039; - Jargon Federal Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;EEV&#039;&#039;&#039; - Einstein Engines Vessel &amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;NTV&#039;&#039;&#039; -  Nanotrasen Vessel &amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;PMV&#039;&#039;&#039; - Private Military Vessel.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ships and Sizes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Military Vessels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Average Length&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Average Crew Complement&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Corvette&lt;br /&gt;
| 25-100m&lt;br /&gt;
| 16-50 up to 80&lt;br /&gt;
| These ships are the mainstay of many fleets and serve many purposes. Scouts, patrol ships, search and rescue, and more, the majority are able to conduct atmospheric operations and smaller examples are capable of landing on carriers. &#039;&#039;&#039;These can cost about as much as a house.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Frigate&lt;br /&gt;
| 100-300m&lt;br /&gt;
| 100-150&lt;br /&gt;
| Larger and more armored than corvettes, these tend to be the largest ships in the small Frontier navies. They pack more armor and guns. Some frigates are of atmospheric operations, for example the Sol Alliance Navy, Valkyrie Class frigate. &#039;&#039;&#039;These can cost somewhere around twice as much to four times as much as an equivalent Corvette.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Destroyer&lt;br /&gt;
| 250-450m&lt;br /&gt;
| 100-500&lt;br /&gt;
| Heavily armed and equipped with advanced electronic warfare and countermeasures that can wreck havoc on enemy fleet&#039;s computer systems and defend against the same. Only a very select handful are capable of entering the atmosphere because of the general size and weight. Destroyers and above are usually capable of long-term, independent operations. They are primarily used to help allied corvettes that bit off more than they could chew. &#039;&#039;&#039;These, and ships of larger classes, are prohibitively expensive for anyone but specialist groups, or people such as rich pirate lords with a group to back up the price.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Cruiser&lt;br /&gt;
| 400-800m&lt;br /&gt;
| 400-1000&lt;br /&gt;
| It is extremely rare for frontier nations to possess even a single heavy cruiser. Cruisers are used as the gunboats of the galaxy, with the Sol Alliance sending cruisers on patrols in frontier systems to project their power. Many Frontier nations are incapable of even hoping to scratch an Alliance cruiser, so they usually operate in small star nation&#039;s space with impunity.&lt;br /&gt;
|-&lt;br /&gt;
| Battleship&lt;br /&gt;
| 750-1200m&lt;br /&gt;
| up to 2000&lt;br /&gt;
| Bristling with weapons and armor, the battleship is the bread and butter of space navies. A battleship always serves as the flagship of any star nation that can get their hands on one.&lt;br /&gt;
|-&lt;br /&gt;
| Carrier&lt;br /&gt;
| 500-2000m&lt;br /&gt;
| 750-5000 Crew&lt;br /&gt;
500-9000 Air Crew&lt;br /&gt;
| Vary massively in size and crew build up due to differing roles and craft carried. Drone and Scout Carriers are built to be smaller, faster and more agile, like the Icarus that defends the NSS Aurora&lt;br /&gt;
|-&lt;br /&gt;
| Super-Dreadnaught&lt;br /&gt;
| 500-1000m&lt;br /&gt;
| 2000 - 5000 Crew&lt;br /&gt;
| With immense firepower and incredibly thick armor, Super-Dreadnaughts follow the philosophy that &amp;quot;more is better&amp;quot;. They are an unusual evolution from previous classes of warships. Only the [[Unathi|Izweski Hegemony]] currently possess ships of this class, with each one serving as the flagship for a fleet. Despite being huge vessels they are still built for ramming actions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== General Purpose Ships ===&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Shuttle&#039;&#039;&#039; is the smallest of all spacefaring vessels. Shuttles are very common and inexpensive. Many larger ships and carriers often have two or more shuttles for atmospheric operations. These cost just a bit more than a hovercar.&lt;br /&gt;
&lt;br /&gt;
===Space Stations===&lt;br /&gt;
&lt;br /&gt;
There are all kinds of space stations in orbit of planets or out in deep space. They vary from spaceports where ships dock and crew mingle, sprawling habitats where entire generations live and work, deep space pirate bases, bristling cannons in orbit of planets, giant refineries or factories, and more. Any sort of industry or infrastructure that would make sense to put out into space (and somewhere it doesn&#039;t seem to make any sense) is out there somewhere. Many of these stations are worked in by the [[Offworlder Humans|Spacers]].&lt;br /&gt;
&lt;br /&gt;
== Civilian/Commercial Vessels ==&lt;br /&gt;
&lt;br /&gt;
=====Freighters=====&lt;br /&gt;
The mainstay sight of commercial spacefaring is the freighter vessel, used for the transport of supplies, raw materials, and other goods from pretty much every destination in the known universe. There are further subclasses of Bulk Freighters, Tankers, Barges, etc. These are relatively inexpensive, a small step up from a shuttle, costing around the same as a high-end car, not including secondary expenses. It is not unknown for certain owners to stick with a freighter, simply upgrading them as much as the power source and hull allows.&lt;br /&gt;
&lt;br /&gt;
=====Ferries/Liners=====&lt;br /&gt;
Used for the transportation of passengers and light goods, as well as vehicles between planets and systems. Ferries are smaller craft but are larger than shuttles. Luxurious ferries are called Star Yachts. Asides from Star Yachts, their price driven up solely due to their target audience, ferries are around the same cost as Freighters, if not slightly cheaper.&lt;br /&gt;
&lt;br /&gt;
=====Residence Vessels=====&lt;br /&gt;
Residence vessels are a catch-all term for various ships that have been retrofitted or modified for usage as a residential space. Often these are cheaper and older models of ferries and shuttles bought from scrapping zones, retrofitting current models being more expensive. When purchased, these vessels are normally heavily modified to suit the needs of the residents: Bedrooms, botanical gardens, even workshops and pools have been found on residence vessels. They normally have rudimentary and basic ship systems on board, if any at all. While ships maintain a costly investment, to those willing to pay the price, they remain a perfect investment. A small private place to call your own alone is tempting, but the promise of eventually fixing the vessel, updating it, and using it for contracts is a dream many ship buyers hope to fulfill. Megacorporations are always happy to expand their roster of freighters and transports. For the daring, the path to more illegal but lucrative jobs is always open.  Stations with permanent residences, such Unity Station and the Odin itself have hangars full of people living communally within residence vessels. They are also popular within newly settled or poorer colonies across space or to form off the grid towns on developed worlds. These generally cost around the same as an equivalent motorhome.&lt;br /&gt;
&lt;br /&gt;
== Price ==&lt;br /&gt;
While spacefaring vessels can be quite expensive for the layman, there are several factors that can make the bill less painful. The primary factor is what drive you have, bluespace drives being almost a lifetime investment for anything larger than a frigate, the average price for a functional drive for sub-Destroyer vessels being double the ship’s price, not to mention fuel costs. Warp drives are much cheaper, the best drives costing a quarter of the cost, compounded with not requiring phoron fuel, though buyers will have to keep in mind the additional need for cryogenic storages or good entertainment to combat the very long travel times. Capability of the ship to enter atmosphere or not can adjust the price, often larger starships themselves cannot enter a planet’s atmosphere to reduce cost, relying on secondary landing craft. Another factor that can severely reduce cost is having a crew, many hands making light work. Depending on what jobs the crew carries out, legal or otherwise, it is not unheard of for a crew to own even a Frigate. Any larger ships such as a Destroyer are typically staffed by specialist groups, military, corporate, pirate or otherwise. Only rich independent groups own a Destroyer, only the very rich or militaries/corporations own Cruisers. Other miscellaneous factors can be age of the vessel, group of manufacture, power source, source of parts (and their quality/amount, such as weapons, armament, energy shielding, sensors, etc), and how qualified the crew is to repair it themselves. Naturally, choosing to live aboard ones&#039; vessel rather than owning a second home can help.&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Skrell_Lore&amp;diff=14380</id>
		<title>Template:Navbox Skrell Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Skrell_Lore&amp;diff=14380"/>
		<updated>2020-03-29T01:23:55Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: Adds Skrell Culture to Navbox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 50%; background-color:#40E0D0&amp;quot; | [[:Category:Skrell|Skrell Lore Pages]] &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Important Information&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Skrell]]  ·  [[Skrell History]]  ·  [[Notable Skrell]]  ·  [[Skrell (Factions &amp;amp; Politics)]]  ·  [[Notable Skrell Systems and Locations]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Institutions and Culture&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Skrell Culture]]  ·   [[Skrellian Cuisine]]  ·  [[Federation Education]]  · [[Skrell Families]] · [[Skrell Military]] · [[Skrell Faith]]&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DO NOT EDIT THIS PAGE WITHOUT TESTING FIRST!!!!&#039;&#039;&#039;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=14379</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=14379"/>
		<updated>2020-03-29T01:22:31Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: Decouples Skrell Culture from main page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = 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;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&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 can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&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;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&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 multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Jargon gestures.]]&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. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  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. Typically if these gums are not used to &#039;chew&#039;, Skrell otherwise swallow their foods whole, or grind them into a softer form, some carrying around mortars and pestles. 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;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
&lt;br /&gt;
Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation 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 Federation 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;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
&lt;br /&gt;
Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
While the &amp;quot;common&amp;quot; Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing &#039;types&#039; or &#039;ethnicities&#039; of Skrell which are categorized based on both physical attributes, as well as point of origin on the homeworld. These ethnicities of Skrell have emerged much as those of humankind have, based on localized groups adapting to their native territory and intermarrying with their own to reinforce the prevalence of certain traits, traits not exclusive to either archetype.&lt;br /&gt;
&lt;br /&gt;
There are specific populations of Skrell which are considered to be of the Axiori archetype, in that they have traits which are typically associated with those who found in the more oceanic regions of the planet. Typical traits include a thinner mucus on the body, darker skin colors, more prominent webbing on the hands and feet, and generally taller builds. Not all &#039;&#039;&#039;Axiori&#039;&#039;&#039; Skrell have these traits, but it is more common to see in someone with a genetic relationship to this population. Axiori are also more prone to &#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Likewise there are also &#039;&#039;&#039;Xiialt&#039;&#039;&#039; archetype Skrell, who are known to be on the other side of this spectrum of traits. Their adaptations are more consistent with the dryer regions of their homeworld. Thicker and more gelatinous mucous, lighter colored skin, more superficial webbing on the hands and feet, and generally shorter builds, are traits that are commonly associated with Xiialt Skrell. &lt;br /&gt;
&lt;br /&gt;
The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered &amp;quot;biracial&amp;quot;. All Skrell fall somewhere on the spectrum from &amp;quot;sticky or slimy&amp;quot;, &amp;quot;light or dark&amp;quot;, &amp;quot;webbed or not&amp;quot;. Complications resulting from Glorsh&#039;s actions and the Genophage have led to even further blurring of the lines between ethnicities. However, those who have strong genetic lineages of a certain ethnicity will likely display the associated physical traits.&lt;br /&gt;
&lt;br /&gt;
===Disorders===&lt;br /&gt;
[[File:skrellburger.png|thumb|alt=|A Skrell with beakmouth consumes a delicious burger. While downsides are heavy, those with the disorder do not complain about their ability to easier chew foods.]]&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with 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 the 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 gills, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - 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. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&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 the 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 15% of the Federation&#039;s population.&lt;br /&gt;
&lt;br /&gt;
Another disorder is &#039;&#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. The plates are solid pieces which interlock, unlike human teeth which are separate structures.&lt;br /&gt;
&lt;br /&gt;
Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
&lt;br /&gt;
The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
&lt;br /&gt;
There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
&lt;br /&gt;
Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters ‘deep’ sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Dream, or Srom&#039;&#039;&#039;. Here, their thoughts connect to others on a deeper level than the Wake can allow, transmitting emotions and memories. This psychic space is much like a &#039;&#039;&#039;human lucid dream&#039;&#039;&#039;, but on a much wider scale.&lt;br /&gt;
&lt;br /&gt;
The size of any given Srom &#039;&#039;&#039;dreambubble&#039;&#039;&#039; is dependent on the amount of psychics recently occupying a location. A small number will generally keep their dreams to themselves, perhaps picking up only scarce traces from one another. Smaller dreambubbles can widely vary in appearance, generally the strongest memory or lucid concept dreamt up. Larger dreambubbles, such as on &#039;&#039;&#039;Homeworld&#039;&#039;&#039;, resemble the environment they’re built around.&lt;br /&gt;
&lt;br /&gt;
Psychic individuals can lucidly alter and adjust things in Srom based on skill, effort, and power. Typically, the most common move is to alter one&#039;s dream body; some claim the process is easier if one sleeps wearing a costume. Overuse of lucid dreaming causing various levels of unpleasant physiological and psychological effects. It takes a keen mind to perfectly replicate how a dreamed up object would realistically act. Lastly, &#039;&#039;&#039;stress&#039;&#039;&#039; can cause objects to spontaneously apparate in the Srom or change it.&lt;br /&gt;
&lt;br /&gt;
Curiously enough, the &#039;&#039;&#039;&#039;ghosts&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;memories&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;echoes&#039;&#039;&#039;&#039; of particularly psionically-attuned individuals can remain in dreambubbles after their waking body’s death - with some effort. These typically act somewhat esoterically. These thought projections are ephemeral, never lasting very long.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;difficult&#039;&#039;&#039; to &#039;&#039;&#039;keep ones lips sealed in the Dream&#039;&#039;&#039;, with inhibitions that often keep ones thoughts to themselves easily melting away. However, it is also much easier to create and &#039;&#039;&#039;brainstorm&#039;&#039;&#039; in Srom. This often extends to the waking world, the body mumbling recent excerpts from their dreamspeech. Ways to hide from the &#039;&#039;&#039;dreamclutter&#039;&#039;&#039; of a dreambubble are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that &#039;&#039;&#039;aluminum&#039;&#039;&#039; (typically headpieces, blankets, or plated walls) blocks off sections of a Dreambubble entirely. &lt;br /&gt;
&lt;br /&gt;
Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in &#039;&#039;&#039;light sleep or awake entirely&#039;&#039;&#039;. This means most who hold secrets have the telltale sign of being constantly tired, however you can train yourself to enter a &#039;&#039;&#039;meditative trance&#039;&#039;&#039;, keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with each other in private.&lt;br /&gt;
&lt;br /&gt;
Some Skrell fall into the categories of an &#039;&#039;&#039;oversleeper or an undersleeper&#039;&#039;&#039;. Some find themselves &#039;&#039;&#039;addicted&#039;&#039;&#039; to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oversleepers are seen as &#039;&#039;&#039;reclusive&#039;&#039;&#039; and sometimes lackadaisical individuals, and undersleepers are seen as holders of &#039;&#039;&#039;deep and potentially dangerous secrets.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
It is known that Skrell only need to sleep for &#039;&#039;&#039;minutes at a time&#039;&#039;&#039;, being able to lapse in and out of consciousness almost on-command. However, they are able to remain asleep for &#039;&#039;&#039;incredibly long periods&#039;&#039;&#039;, even weeks or months at a time. Many take sixty-second naps throughout their day to remain refreshed.&lt;br /&gt;
&lt;br /&gt;
Due to the sometimes &#039;&#039;&#039;chaotic nature&#039;&#039;&#039; of thousands on thousands of individuals sharing a space that more than just a few can alter, there is a dedicated division of the &#039;&#039;&#039;Federation law enforcement&#039;&#039;&#039; just for the Srom. Called &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, translating to &#039;&#039;&#039;Dream Enforcement&#039;&#039;&#039;, their roles are to ensure that major planetary dreambubbles are safe from wild lucidity. Agents are recruited from Skrell with &#039;&#039;&#039;very high psychic potential&#039;&#039;&#039;. The Dream Enforcement are also in charge of ensuring no illegal or anti-Federation activities are being dreamt, particularly the &#039;&#039;&#039;malicious use of Nlom-capable devices.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
These Nlom devices are often two-way interfaces within a dreambubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and &#039;&#039;&#039;three Skrell pilots&#039;&#039;&#039;, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means you require a large amount of training and practice to operate Nlom interfaces while in it.&lt;br /&gt;
&lt;br /&gt;
===Telepathy===&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
&lt;br /&gt;
Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
&lt;br /&gt;
Due to Humans&#039; limited audial receptors, 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 with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
&lt;br /&gt;
The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
&lt;br /&gt;
The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
&lt;br /&gt;
While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
&lt;br /&gt;
Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
&lt;br /&gt;
By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&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 [[Skrell Faith|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. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#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;. &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 &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; 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. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&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;
Research and travel are highly monitored and regulated by the Federation Government.  It is considered good citizenship to report any crimes of anti-Federation sentiment, which includes but is not limited to AI research.&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 &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). 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 &#039;&#039;&#039;Aliose&#039;&#039;&#039;) 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 (Qerrbalak) 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 due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the 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 logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
&lt;br /&gt;
For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
&lt;br /&gt;
This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
&lt;br /&gt;
When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Culture&amp;diff=14378</id>
		<title>Skrell Culture</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Culture&amp;diff=14378"/>
		<updated>2020-03-29T01:21:36Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
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&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
&lt;br /&gt;
Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&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 “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. 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 “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word. This can be positive or negative.&lt;br /&gt;
&lt;br /&gt;
If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&lt;br /&gt;
&lt;br /&gt;
===Idols===&lt;br /&gt;
&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
&lt;br /&gt;
Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.&lt;br /&gt;
&lt;br /&gt;
A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
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===Work Ethic===&lt;br /&gt;
&lt;br /&gt;
Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionae&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionae to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
&lt;br /&gt;
One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
&lt;br /&gt;
In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
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===Pop Culture===&lt;br /&gt;
&lt;br /&gt;
It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
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===Music===&lt;br /&gt;
&lt;br /&gt;
Originally, when Skrell were in their primitive stage, their music was primarily vocalization. Water, being a convenient medium for noise, served well for long-distance singing and harmonization. These songs were typically featuring very short notes (similar to human plainchant), due to sound traveling faster. Eventually these vocalizations began to be accompanied by percussion, various seascapes around the waters of Qerrbalak offering a great range of noises to accompany this. As their songs traveled far through the water, overlapping different vocal performances became quite difficult; Skrellian choruses eventually merging together and reaching very large numbers of vocalists and percussionists, synced up quite well through a combination of pure skill and the Nlom. Many centuries later, this trend would still continue, with long songs featuring bands with tens of numbers, each member having a very specific, yet very crucial role. &lt;br /&gt;
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In the modern age, Skrellian music had not changed in structure much, however the process of creating it, and displaying it, had become far more complex. Members of the top contemporary Skrellian bands would train for years to have the best voices, the best moves, and the finest outfits and implants. These songs would typically preach Skrellian values, conformity, relying on ones’ social structures, but would include massive audiovisual elements. In some concerts, one receives a tab lulling them into a half-awake state where the music would be accompanied by a big, shared, psionic hallucination. Lasers, special effects, and holograms would be common sights. This would be where Idol groups would begin. Musical subcultures in typical Skrell society are very homogenous, a Skrell must stick to the styles and behaviors of their subculture, or be seen as ‘only here temporarily.’&lt;br /&gt;
&lt;br /&gt;
For every-day pop music, Skrellian artists have taken big inspiration from human trends, some artists sampling chopping and screwing human music to create catchy Sol Common hooks, others taking human genres and putting them through a Skrellian lens. Other homemade genres have sprung up, such as moisturewave, currently rocking the alternative scene. This genre is typically denoted by a low-resolution, electronic production, with a relatively fast tempo. Shorter songs are generally popular in the right-now, a combination of sound traveling faster through water and electronic music being simple to create leading to higher-tempo and higher-pitch &#039;sound bites&#039; lasting no longer than two minutes. Imagine nightcore.&lt;br /&gt;
&lt;br /&gt;
Skrell also possess a notable counterculture, one similar to human punk rock circles. These circles are typically out of the way of polite society, concerts generally staying in underground places. Listeners tend to enjoy these musical circles more, receivers generally not straying far from the pop. These are rife with hallucinogens being passed around, strange alien liquors splashed on fans’ gills, and heavy audience participation. These songs are typically in extremely vulgar Nral’malic, retaliating against Federation values and urging their generally young audiences to find their own voices; fans typically being listeners or listener-leaning receivers. This can lead to very &#039;unsightly&#039; outfits and even some venues demanding the audience be blindfolded Despite their ironic, often sarcastic and even humorous messages, they tend to be quite provoking. Many former idols end up in this counterculture, such as the former Idol group Nral&#039;akk Deluxe 1597, now known as ‘GLORSH YOU ASSHOLE.’&lt;br /&gt;
Fans of the music generally live in a perpetual state of anxiety owing to the existential dread of Receivers finding a band. A group a Skrell has been listening to for well over 200 years can disappear into the vast sea of &#039;ooh what’s this&#039; before they even know it, either completely changing or disappearing into nothingness. Many former Idols end up here, and many band members are accidentally made into them. It used to be the case that possession of a data crystal containing these songs alone was a crime, however the Federation government has elected to assimilate these groups and attempt to &#039;socialize&#039; as many fans as possible, knowing banning them will only fuel it. To prevent this, a few bands have sternly refused to make any public announcements about tours or gatherings, relying entirely on word of mouth and guerilla t-shirt stands. &lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the 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;
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=== Relationships ===&lt;br /&gt;
&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, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. 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 Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
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On the other hand, Skrell also hold relationships with a negative bond, each name beginning with the root word Lu. This often means Void, Vacuum, or Abyss signaling a near-complete lack of light in the partnership.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell term for a person who is a chosen partner, friend, and mate. The romantic love Skrell feel can be rather unpredictable, comparable to the tides of the sea. Typically, the formation of Qu&#039;Poxii heavily depends on the feelings of the Skrell in question. Some Skrell can spot their Qu&#039;Poxii within a week of meeting someone, others may take several decades to fully probe every aspect of the person before calling themselves ready. Likewise, these bonds can have members temporarily or even permanently bow out depending on the &#039;tides of the heart&#039; as well, this carrying no shame at all. Those who choose to become Qu&#039;Poxii are not restricted to only two Skrell, a group of Qu&#039;Poxii being known as a romantic union, or [[Skrell_Families|Quya]] Polyamory is commonplace with those who have had strong connections with each other for years, often best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce and how close they have come to each other. Quya often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school.&lt;br /&gt;
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&#039;&#039;&#039;Lu&#039;Poxii - Abysslover, Voidlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lu&#039;Poxii is a term for a person who is a &#039;&#039;&#039;rival, and potent arch-nemesis&#039;&#039;&#039;. This is not just any hatred, it&#039;s a special non-platonic form. A Lu&#039;Poxii thrives on rivalry, and the purpose of this relationship, when healthy, is to grow, as well as one-up each other. Admiration of the others&#039; positive aspects and abilities is required, not only annoyance at their negative qualities. Lu&#039;Poxii often fail when one partner is frequently better than the other, and gets no challenge out of it. Tormenting, taunting, and terrorizing ones&#039; Lu&#039;Poxii is fully acceptable in this dance of antagonism, but doing irreversible harm to them is unwanted, least of which because one would be much less happy without a rival to challenge them. Oddly enough to other races, Lu&#039;Poxii are just as capable of living under one roof as a Qu&#039;Poxii, the same affectionate gestures often being used. It is somewhat complicated for multiple Lu&#039;Poxii to come together in a relationship like this, but it is not unheard of.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
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The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. 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;Lu&#039;Kaax - Abyssdancer, Vacuum&#039;&#039;&#039;&lt;br /&gt;
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This is a term for workplace rivalries, often more of a pact than a one-sided dislike. A Lu&#039;Kaax would be a coworker you care nothing for, only for outdoing, surpassing, or jockeying for their position. Sabotage, only if it happens to be discovered, is highly taboo.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
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This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” 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 “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
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&#039;&#039;&#039;Lu&#039;Nioh - Stardust&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This sort of relationship is an unexpected dislike. Oftentimes, a Lu&#039;Nioh is someone one expected to be fond of, perhaps even a budding Qu&#039;Nioh, but something about their life has proven abhorrent/reprehensible/disgusting enough to where reconciliation or a deeper relationship is impossible. This does not typically feature any hatred or opposition but does not have an ounce of support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Pluux - Comet&#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 &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, 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;Lu&#039;Pluux - Singularity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This bond is also born of situational circumstances, but this is a temporary hatred. Humans would consider this much like a grudge, though in a Lu&#039;Pluux it is much deeper. While this relationship is just as temporary as its&#039; positive counterpart, the long lifespans and keen memories of Skrell can mean a Lu&#039;Pluux can last decades, if not hundreds of years. It is characterized by not angry outburst hatred, but a continuous stream of resentment. It can develop to the point of hating everything associated with them, even their lineage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lu&#039;Draa - Abysschild, Voidblood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Familial love is nearly the default for Skrell, especially in times where there&#039;s a shortage of children. However, there are cases of Lu&#039;Draa, which is not a hatred, but simply a complete lack of empathy or positive feelings towards a family member. Some call this a &#039;brown dwarf&#039;, named after a stage stars undergo where the planets around them do not even rotate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Dating===&lt;br /&gt;
&lt;br /&gt;
Being prolonged breeding amphibians, Skrell romance in their early stage was not much different. Primitive Skrell would gather in the thousands at a suitably aesthetically-pleasing, and suitably damp, location to reproduce. The most brave and romantic would lounge about on the highest places they could, advertising themselves, their skills, and their achievements to anyone whom would listen.&lt;br /&gt;
&lt;br /&gt;
This behavior has changed in the modern day, becoming an official Federation-sponsored holiday that occurs every year, as it used to, typically in moist environments with plenty of natural scenery. These are called &#039;&#039;&#039;Starlight Gatherings&#039;&#039;&#039;. Skrell on a given continent/world meet up at these, partaking in food, games, but primarily looking for a potential Qu&#039;Poxii. Existing Starlovers and their Quya also come to these, whether for fun or to strengthen their bonds with each other. It is known for even the most reclusive scientists to occasionally appear at these, normally under the guise of ‘searching for suitable lab assistants.’ Some Listeners are known to appear here, whether pressured enough by their Receiver counterparts, or coming all on their own whether biological reasons or otherwise. In the end, hardly anyone refuses to show up, the intense romantic feelings rippling through the Nlom in planet-spanning proportions.&lt;br /&gt;
&lt;br /&gt;
Skrell sexuality is unique amongst the saptient races in that it is completely separate from their romantic lives, leading many other species to refer to Skrell as asexual. In truth, Skrell sexually reproduce externally, as amphibians.  They are driven to fertilize viable Skrell eggs by an innate desire to reproduce, but gain no pleasure from it.&lt;br /&gt;
&lt;br /&gt;
Romantically, physical affection is hugely important to Skrell. It is typical of Skrell families and friends to cuddle, hug, and otherwise be very affectionate without romantic intent. Coworkers will often work in extremely close proximity, which can make other species working with a large group of Skrell uncomfortable.  As affection shifts from platonic to romantic, psionic affection bolsters physical affection. Intimate moments are very emotionally stimulating for the species, particularly with other psychics; it is known for individuals in a Quya to mutually, telepathically share the sensation of warmth, comfort and safety with each other to amplify the emotional feedback from physical bonding to often overwhelming levels.&lt;br /&gt;
&lt;br /&gt;
The dating of other species is notoriously difficult for a Skrell to deal with. While they have no inbuilt qualms about dating outside of their species, it is comparable to singing opera to a man deaf in one ear. It is difficult for Skrell, with their highly keen emotions and psionic communication, to connect meaningfully to other races in a romantic capacity. As well, being aware of current medical technology, they would outlive three or more humans in one Skrell lifespan. However, this has not stopped many Skrell from trying to make the best of it anyway. Skrell typically do not place much importance on physical appearance, or other such biological aspects, mostly caring about emotions and personality when selecting a partner. However, it has been somewhat difficult for Listeners to find romance with Receivers, being seen as somewhat shifty.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Culture&amp;diff=14377</id>
		<title>Skrell Culture</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Culture&amp;diff=14377"/>
		<updated>2020-03-29T01:18:58Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: Separates Skrell Culture from the main page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
&lt;br /&gt;
=== Naming System ===&lt;br /&gt;
&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
&lt;br /&gt;
Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&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 “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. 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 “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word. This can be positive or negative.&lt;br /&gt;
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If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&lt;br /&gt;
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===Idols===&lt;br /&gt;
&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
&lt;br /&gt;
Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.&lt;br /&gt;
&lt;br /&gt;
A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
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===Work Ethic===&lt;br /&gt;
&lt;br /&gt;
Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionae&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionae to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
&lt;br /&gt;
One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
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In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
&lt;br /&gt;
===Pop Culture===&lt;br /&gt;
&lt;br /&gt;
It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
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===Music===&lt;br /&gt;
&lt;br /&gt;
Originally, when Skrell were in their primitive stage, their music was primarily vocalization. Water, being a convenient medium for noise, served well for long-distance singing and harmonization. These songs were typically featuring very short notes (similar to human plainchant), due to sound traveling faster. Eventually these vocalizations began to be accompanied by percussion, various seascapes around the waters of Qerrbalak offering a great range of noises to accompany this. As their songs traveled far through the water, overlapping different vocal performances became quite difficult; Skrellian choruses eventually merging together and reaching very large numbers of vocalists and percussionists, synced up quite well through a combination of pure skill and the Nlom. Many centuries later, this trend would still continue, with long songs featuring bands with tens of numbers, each member having a very specific, yet very crucial role. &lt;br /&gt;
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In the modern age, Skrellian music had not changed in structure much, however the process of creating it, and displaying it, had become far more complex. Members of the top contemporary Skrellian bands would train for years to have the best voices, the best moves, and the finest outfits and implants. These songs would typically preach Skrellian values, conformity, relying on ones’ social structures, but would include massive audiovisual elements. In some concerts, one receives a tab lulling them into a half-awake state where the music would be accompanied by a big, shared, psionic hallucination. Lasers, special effects, and holograms would be common sights. This would be where Idol groups would begin. Musical subcultures in typical Skrell society are very homogenous, a Skrell must stick to the styles and behaviors of their subculture, or be seen as ‘only here temporarily.’&lt;br /&gt;
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For every-day pop music, Skrellian artists have taken big inspiration from human trends, some artists sampling chopping and screwing human music to create catchy Sol Common hooks, others taking human genres and putting them through a Skrellian lens. Other homemade genres have sprung up, such as moisturewave, currently rocking the alternative scene. This genre is typically denoted by a low-resolution, electronic production, with a relatively fast tempo. Shorter songs are generally popular in the right-now, a combination of sound traveling faster through water and electronic music being simple to create leading to higher-tempo and higher-pitch &#039;sound bites&#039; lasting no longer than two minutes. Imagine nightcore.&lt;br /&gt;
&lt;br /&gt;
Skrell also possess a notable counterculture, one similar to human punk rock circles. These circles are typically out of the way of polite society, concerts generally staying in underground places. Listeners tend to enjoy these musical circles more, receivers generally not straying far from the pop. These are rife with hallucinogens being passed around, strange alien liquors splashed on fans’ gills, and heavy audience participation. These songs are typically in extremely vulgar Nral’malic, retaliating against Federation values and urging their generally young audiences to find their own voices; fans typically being listeners or listener-leaning receivers. This can lead to very &#039;unsightly&#039; outfits and even some venues demanding the audience be blindfolded Despite their ironic, often sarcastic and even humorous messages, they tend to be quite provoking. Many former idols end up in this counterculture, such as the former Idol group Nral&#039;akk Deluxe 1597, now known as ‘GLORSH YOU ASSHOLE.’&lt;br /&gt;
Fans of the music generally live in a perpetual state of anxiety owing to the existential dread of Receivers finding a band. A group a Skrell has been listening to for well over 200 years can disappear into the vast sea of &#039;ooh what’s this&#039; before they even know it, either completely changing or disappearing into nothingness. Many former Idols end up here, and many band members are accidentally made into them. It used to be the case that possession of a data crystal containing these songs alone was a crime, however the Federation government has elected to assimilate these groups and attempt to &#039;socialize&#039; as many fans as possible, knowing banning them will only fuel it. To prevent this, a few bands have sternly refused to make any public announcements about tours or gatherings, relying entirely on word of mouth and guerilla t-shirt stands. &lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the 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;
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=== Relationships ===&lt;br /&gt;
&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, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. 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 Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
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On the other hand, Skrell also hold relationships with a negative bond, each name beginning with the root word Lu. This often means Void, Vacuum, or Abyss signaling a near-complete lack of light in the partnership.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell term for a person who is a chosen partner, friend, and mate. The romantic love Skrell feel can be rather unpredictable, comparable to the tides of the sea. Typically, the formation of Qu&#039;Poxii heavily depends on the feelings of the Skrell in question. Some Skrell can spot their Qu&#039;Poxii within a week of meeting someone, others may take several decades to fully probe every aspect of the person before calling themselves ready. Likewise, these bonds can have members temporarily or even permanently bow out depending on the &#039;tides of the heart&#039; as well, this carrying no shame at all. Those who choose to become Qu&#039;Poxii are not restricted to only two Skrell, a group of Qu&#039;Poxii being known as a romantic union, or [[Skrell_Families|Quya]] Polyamory is commonplace with those who have had strong connections with each other for years, often best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce and how close they have come to each other. Quya often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school.&lt;br /&gt;
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&#039;&#039;&#039;Lu&#039;Poxii - Abysslover, Voidlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lu&#039;Poxii is a term for a person who is a &#039;&#039;&#039;rival, and potent arch-nemesis&#039;&#039;&#039;. This is not just any hatred, it&#039;s a special non-platonic form. A Lu&#039;Poxii thrives on rivalry, and the purpose of this relationship, when healthy, is to grow, as well as one-up each other. Admiration of the others&#039; positive aspects and abilities is required, not only annoyance at their negative qualities. Lu&#039;Poxii often fail when one partner is frequently better than the other, and gets no challenge out of it. Tormenting, taunting, and terrorizing ones&#039; Lu&#039;Poxii is fully acceptable in this dance of antagonism, but doing irreversible harm to them is unwanted, least of which because one would be much less happy without a rival to challenge them. Oddly enough to other races, Lu&#039;Poxii are just as capable of living under one roof as a Qu&#039;Poxii, the same affectionate gestures often being used. It is somewhat complicated for multiple Lu&#039;Poxii to come together in a relationship like this, but it is not unheard of.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. 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;Lu&#039;Kaax - Abyssdancer, Vacuum&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a term for workplace rivalries, often more of a pact than a one-sided dislike. A Lu&#039;Kaax would be a coworker you care nothing for, only for outdoing, surpassing, or jockeying for their position. Sabotage, only if it happens to be discovered, is highly taboo.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” 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 “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
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&#039;&#039;&#039;Lu&#039;Nioh - Stardust&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This sort of relationship is an unexpected dislike. Oftentimes, a Lu&#039;Nioh is someone one expected to be fond of, perhaps even a budding Qu&#039;Nioh, but something about their life has proven abhorrent/reprehensible/disgusting enough to where reconciliation or a deeper relationship is impossible. This does not typically feature any hatred or opposition but does not have an ounce of support.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Pluux - Comet&#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 &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, 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;Lu&#039;Pluux - Singularity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This bond is also born of situational circumstances, but this is a temporary hatred. Humans would consider this much like a grudge, though in a Lu&#039;Pluux it is much deeper. While this relationship is just as temporary as its&#039; positive counterpart, the long lifespans and keen memories of Skrell can mean a Lu&#039;Pluux can last decades, if not hundreds of years. It is characterized by not angry outburst hatred, but a continuous stream of resentment. It can develop to the point of hating everything associated with them, even their lineage.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lu&#039;Draa - Abysschild, Voidblood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Familial love is nearly the default for Skrell, especially in times where there&#039;s a shortage of children. However, there are cases of Lu&#039;Draa, which is not a hatred, but simply a complete lack of empathy or positive feelings towards a family member. Some call this a &#039;brown dwarf&#039;, named after a stage stars undergo where the planets around them do not even rotate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Dating===&lt;br /&gt;
&lt;br /&gt;
Being prolonged breeding amphibians, Skrell romance in their early stage was not much different. Primitive Skrell would gather in the thousands at a suitably aesthetically-pleasing, and suitably damp, location to reproduce. The most brave and romantic would lounge about on the highest places they could, advertising themselves, their skills, and their achievements to anyone whom would listen.&lt;br /&gt;
&lt;br /&gt;
This behavior has changed in the modern day, becoming an official Federation-sponsored holiday that occurs every year, as it used to, typically in moist environments with plenty of natural scenery. These are called &#039;&#039;&#039;Starlight Gatherings&#039;&#039;&#039;. Skrell on a given continent/world meet up at these, partaking in food, games, but primarily looking for a potential Qu&#039;Poxii. Existing Starlovers and their Quya also come to these, whether for fun or to strengthen their bonds with each other. It is known for even the most reclusive scientists to occasionally appear at these, normally under the guise of ‘searching for suitable lab assistants.’ Some Listeners are known to appear here, whether pressured enough by their Receiver counterparts, or coming all on their own whether biological reasons or otherwise. In the end, hardly anyone refuses to show up, the intense romantic feelings rippling through the Nlom in planet-spanning proportions.&lt;br /&gt;
&lt;br /&gt;
Skrell sexuality is unique amongst the saptient races in that it is completely separate from their romantic lives, leading many other species to refer to Skrell as asexual. In truth, Skrell sexually reproduce externally, as amphibians.  They are driven to fertilize viable Skrell eggs by an innate desire to reproduce, but gain no pleasure from it.&lt;br /&gt;
&lt;br /&gt;
Romantically, physical affection is hugely important to Skrell. It is typical of Skrell families and friends to cuddle, hug, and otherwise be very affectionate without romantic intent. Coworkers will often work in extremely close proximity, which can make other species working with a large group of Skrell uncomfortable.  As affection shifts from platonic to romantic, psionic affection bolsters physical affection. Intimate moments are very emotionally stimulating for the species, particularly with other psychics; it is known for individuals in a Quya to mutually, telepathically share the sensation of warmth, comfort and safety with each other to amplify the emotional feedback from physical bonding to often overwhelming levels.&lt;br /&gt;
&lt;br /&gt;
The dating of other species is notoriously difficult for a Skrell to deal with. While they have no inbuilt qualms about dating outside of their species, it is comparable to singing opera to a man deaf in one ear. It is difficult for Skrell, with their highly keen emotions and psionic communication, to connect meaningfully to other races in a romantic capacity. As well, being aware of current medical technology, they would outlive three or more humans in one Skrell lifespan. However, this has not stopped many Skrell from trying to make the best of it anyway. Skrell typically do not place much importance on physical appearance, or other such biological aspects, mostly caring about emotions and personality when selecting a partner. However, it has been somewhat difficult for Listeners to find romance with Receivers, being seen as somewhat shifty.&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=14374</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=14374"/>
		<updated>2020-03-26T01:28:50Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: &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;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
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Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
&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;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&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 can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&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;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&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 multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Jargon gestures.]]&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. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  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. Typically if these gums are not used to &#039;chew&#039;, Skrell otherwise swallow their foods whole, or grind them into a softer form, some carrying around mortars and pestles. 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;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system.&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’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
&lt;br /&gt;
Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation 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 Federation 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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===Physical Appearance===&lt;br /&gt;
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Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
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Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
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===Ethnicities===&lt;br /&gt;
While the &amp;quot;common&amp;quot; Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing &#039;types&#039; or &#039;ethnicities&#039; of Skrell which are categorized based on both physical attributes, as well as point of origin on the homeworld. These ethnicities of Skrell have emerged much as those of humankind have, based on localized groups adapting to their native territory and intermarrying with their own to reinforce the prevalence of certain traits, traits not exclusive to either archetype.&lt;br /&gt;
&lt;br /&gt;
There are specific populations of Skrell which are considered to be of the Axiori archetype, in that they have traits which are typically associated with those who found in the more oceanic regions of the planet. Typical traits include a thinner mucus on the body, darker skin colors, more prominent webbing on the hands and feet, and generally taller builds. Not all &#039;&#039;&#039;Axiori&#039;&#039;&#039; Skrell have these traits, but it is more common to see in someone with a genetic relationship to this population. Axiori are also more prone to &#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;.&lt;br /&gt;
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Likewise there are also &#039;&#039;&#039;Xiialt&#039;&#039;&#039; archetype Skrell, who are known to be on the other side of this spectrum of traits. Their adaptations are more consistent with the dryer regions of their homeworld. Thicker and more gelatinous mucous, lighter colored skin, more superficial webbing on the hands and feet, and generally shorter builds, are traits that are commonly associated with Xiialt Skrell. &lt;br /&gt;
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The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered &amp;quot;biracial&amp;quot;. All Skrell fall somewhere on the spectrum from &amp;quot;sticky or slimy&amp;quot;, &amp;quot;light or dark&amp;quot;, &amp;quot;webbed or not&amp;quot;. Complications resulting from Glorsh&#039;s actions and the Genophage have led to even further blurring of the lines between ethnicities. However, those who have strong genetic lineages of a certain ethnicity will likely display the associated physical traits.&lt;br /&gt;
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===Disorders===&lt;br /&gt;
[[File:skrellburger.png|thumb|alt=|A Skrell with beakmouth consumes a delicious burger. While downsides are heavy, those with the disorder do not complain about their ability to easier chew foods.]]&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with 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 the 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 gills, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - 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. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&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 the 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 15% of the Federation&#039;s population.&lt;br /&gt;
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Another disorder is &#039;&#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. The plates are solid pieces which interlock, unlike human teeth which are separate structures.&lt;br /&gt;
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Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
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The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
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==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
&lt;br /&gt;
There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
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Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters ‘deep’ sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Dream, or Srom&#039;&#039;&#039;. Here, their thoughts connect to others on a deeper level than the Wake can allow, transmitting emotions and memories. This psychic space is much like a &#039;&#039;&#039;human lucid dream&#039;&#039;&#039;, but on a much wider scale.&lt;br /&gt;
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The size of any given Srom &#039;&#039;&#039;dreambubble&#039;&#039;&#039; is dependent on the amount of psychics recently occupying a location. A small number will generally keep their dreams to themselves, perhaps picking up only scarce traces from one another. Smaller dreambubbles can widely vary in appearance, generally the strongest memory or lucid concept dreamt up. Larger dreambubbles, such as on &#039;&#039;&#039;Homeworld&#039;&#039;&#039;, resemble the environment they’re built around.&lt;br /&gt;
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Psychic individuals can lucidly alter and adjust things in Srom based on skill, effort, and power. Typically, the most common move is to alter one&#039;s dream body; some claim the process is easier if one sleeps wearing a costume. Overuse of lucid dreaming causing various levels of unpleasant physiological and psychological effects. It takes a keen mind to perfectly replicate how a dreamed up object would realistically act. Lastly, &#039;&#039;&#039;stress&#039;&#039;&#039; can cause objects to spontaneously apparate in the Srom or change it.&lt;br /&gt;
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Curiously enough, the &#039;&#039;&#039;&#039;ghosts&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;memories&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;echoes&#039;&#039;&#039;&#039; of particularly psionically-attuned individuals can remain in dreambubbles after their waking body’s death - with some effort. These typically act somewhat esoterically. These thought projections are ephemeral, never lasting very long.&lt;br /&gt;
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It is &#039;&#039;&#039;difficult&#039;&#039;&#039; to &#039;&#039;&#039;keep ones lips sealed in the Dream&#039;&#039;&#039;, with inhibitions that often keep ones thoughts to themselves easily melting away. However, it is also much easier to create and &#039;&#039;&#039;brainstorm&#039;&#039;&#039; in Srom. This often extends to the waking world, the body mumbling recent excerpts from their dreamspeech. Ways to hide from the &#039;&#039;&#039;dreamclutter&#039;&#039;&#039; of a dreambubble are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that &#039;&#039;&#039;aluminum&#039;&#039;&#039; (typically headpieces, blankets, or plated walls) blocks off sections of a Dreambubble entirely. &lt;br /&gt;
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Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in &#039;&#039;&#039;light sleep or awake entirely&#039;&#039;&#039;. This means most who hold secrets have the telltale sign of being constantly tired, however you can train yourself to enter a &#039;&#039;&#039;meditative trance&#039;&#039;&#039;, keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with each other in private.&lt;br /&gt;
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Some Skrell fall into the categories of an &#039;&#039;&#039;oversleeper or an undersleeper&#039;&#039;&#039;. Some find themselves &#039;&#039;&#039;addicted&#039;&#039;&#039; to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oversleepers are seen as &#039;&#039;&#039;reclusive&#039;&#039;&#039; and sometimes lackadaisical individuals, and undersleepers are seen as holders of &#039;&#039;&#039;deep and potentially dangerous secrets.&#039;&#039;&#039; &lt;br /&gt;
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It is known that Skrell only need to sleep for &#039;&#039;&#039;minutes at a time&#039;&#039;&#039;, being able to lapse in and out of consciousness almost on-command. However, they are able to remain asleep for &#039;&#039;&#039;incredibly long periods&#039;&#039;&#039;, even weeks or months at a time. Many take sixty-second naps throughout their day to remain refreshed.&lt;br /&gt;
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Due to the sometimes &#039;&#039;&#039;chaotic nature&#039;&#039;&#039; of thousands on thousands of individuals sharing a space that more than just a few can alter, there is a dedicated division of the &#039;&#039;&#039;Federation law enforcement&#039;&#039;&#039; just for the Srom. Called &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, translating to &#039;&#039;&#039;Dream Enforcement&#039;&#039;&#039;, their roles are to ensure that major planetary dreambubbles are safe from wild lucidity. Agents are recruited from Skrell with &#039;&#039;&#039;very high psychic potential&#039;&#039;&#039;. The Dream Enforcement are also in charge of ensuring no illegal or anti-Federation activities are being dreamt, particularly the &#039;&#039;&#039;malicious use of Nlom-capable devices.&#039;&#039;&#039; &lt;br /&gt;
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These Nlom devices are often two-way interfaces within a dreambubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and &#039;&#039;&#039;three Skrell pilots&#039;&#039;&#039;, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means you require a large amount of training and practice to operate Nlom interfaces while in it.&lt;br /&gt;
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===Telepathy===&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
&lt;br /&gt;
Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
&lt;br /&gt;
Due to Humans&#039; limited audial receptors, 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 with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
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The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
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The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
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While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
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Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
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===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
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The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
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== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
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By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
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In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
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By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
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In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
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==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
&lt;br /&gt;
Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.&lt;br /&gt;
&lt;br /&gt;
A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
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===Work Ethic===&lt;br /&gt;
&lt;br /&gt;
Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionae&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionae to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
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One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
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In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
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===Pop Culture===&lt;br /&gt;
&lt;br /&gt;
It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
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===Music===&lt;br /&gt;
&lt;br /&gt;
Originally, when Skrell were in their primitive stage, their music was primarily vocalization. Water, being a convenient medium for noise, served well for long-distance singing and harmonization. These songs were typically featuring very short notes (similar to human plainchant), due to sound traveling faster. Eventually these vocalizations began to be accompanied by percussion, various seascapes around the waters of Qerrbalak offering a great range of noises to accompany this. As their songs traveled far through the water, overlapping different vocal performances became quite difficult; Skrellian choruses eventually merging together and reaching very large numbers of vocalists and percussionists, synced up quite well through a combination of pure skill and the Nlom. Many centuries later, this trend would still continue, with long songs featuring bands with tens of numbers, each member having a very specific, yet very crucial role. &lt;br /&gt;
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In the modern age, Skrellian music had not changed in structure much, however the process of creating it, and displaying it, had become far more complex. Members of the top contemporary Skrellian bands would train for years to have the best voices, the best moves, and the finest outfits and implants. These songs would typically preach Skrellian values, conformity, relying on ones’ social structures, but would include massive audiovisual elements. In some concerts, one receives a tab lulling them into a half-awake state where the music would be accompanied by a big, shared, psionic hallucination. Lasers, special effects, and holograms would be common sights. This would be where Idol groups would begin. Musical subcultures in typical Skrell society are very homogenous, a Skrell must stick to the styles and behaviors of their subculture, or be seen as ‘only here temporarily.’&lt;br /&gt;
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For every-day pop music, Skrellian artists have taken big inspiration from human trends, some artists sampling chopping and screwing human music to create catchy Sol Common hooks, others taking human genres and putting them through a Skrellian lens. Other homemade genres have sprung up, such as moisturewave, currently rocking the alternative scene. This genre is typically denoted by a low-resolution, electronic production, with a relatively fast tempo. Shorter songs are generally popular in the right-now, a combination of sound traveling faster through water and electronic music being simple to create leading to higher-tempo and higher-pitch &#039;sound bites&#039; lasting no longer than two minutes. Imagine nightcore.&lt;br /&gt;
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Skrell also possess a notable counterculture, one similar to human punk rock circles. These circles are typically out of the way of polite society, concerts generally staying in underground places. Listeners tend to enjoy these musical circles more, receivers generally not straying far from the pop. These are rife with hallucinogens being passed around, strange alien liquors splashed on fans’ gills, and heavy audience participation. These songs are typically in extremely vulgar Nral’malic, retaliating against Federation values and urging their generally young audiences to find their own voices; fans typically being listeners or listener-leaning receivers. This can lead to very &#039;unsightly&#039; outfits and even some venues demanding the audience be blindfolded Despite their ironic, often sarcastic and even humorous messages, they tend to be quite provoking. Many former idols end up in this counterculture, such as the former Idol group Nral&#039;akk Deluxe 1597, now known as ‘GLORSH YOU ASSHOLE.’&lt;br /&gt;
Fans of the music generally live in a perpetual state of anxiety owing to the existential dread of Receivers finding a band. A group a Skrell has been listening to for well over 200 years can disappear into the vast sea of &#039;ooh what’s this&#039; before they even know it, either completely changing or disappearing into nothingness. Many former Idols end up here, and many band members are accidentally made into them. It used to be the case that possession of a data crystal containing these songs alone was a crime, however the Federation government has elected to assimilate these groups and attempt to &#039;socialize&#039; as many fans as possible, knowing banning them will only fuel it. To prevent this, a few bands have sternly refused to make any public announcements about tours or gatherings, relying entirely on word of mouth and guerilla t-shirt stands. &lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the expensive imports and keep planetary environments safe.&lt;br /&gt;
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&#039;&#039;For more information, see [[Skrellian Cuisine]]&#039;&#039;&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
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Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&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 “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. 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 “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word. This can be positive or negative.&lt;br /&gt;
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If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&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, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. 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 Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
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On the other hand, Skrell also hold relationships with a negative bond, each name beginning with the root word Lu. This often means Void, Vacuum, or Abyss signaling a near-complete lack of light in the partnership.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell term for a person who is a chosen partner, friend, and mate. The romantic love Skrell feel can be rather unpredictable, comparable to the tides of the sea. Typically, the formation of Qu&#039;Poxii heavily depends on the feelings of the Skrell in question. Some Skrell can spot their Qu&#039;Poxii within a week of meeting someone, others may take several decades to fully probe every aspect of the person before calling themselves ready. Likewise, these bonds can have members temporarily or even permanently bow out depending on the &#039;tides of the heart&#039; as well, this carrying no shame at all. Those who choose to become Qu&#039;Poxii are not restricted to only two Skrell, a group of Qu&#039;Poxii being known as a romantic union, or [[Skrell_Families|Quya]] Polyamory is commonplace with those who have had strong connections with each other for years, often best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce and how close they have come to each other. Quya often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school.&lt;br /&gt;
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&#039;&#039;&#039;Lu&#039;Poxii - Abysslover, Voidlight&#039;&#039;&#039;&lt;br /&gt;
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Lu&#039;Poxii is a term for a person who is a &#039;&#039;&#039;rival, and potent arch-nemesis&#039;&#039;&#039;. This is not just any hatred, it&#039;s a special non-platonic form. A Lu&#039;Poxii thrives on rivalry, and the purpose of this relationship, when healthy, is to grow, as well as one-up each other. Admiration of the others&#039; positive aspects and abilities is required, not only annoyance at their negative qualities. Lu&#039;Poxii often fail when one partner is frequently better than the other, and gets no challenge out of it. Tormenting, taunting, and terrorizing ones&#039; Lu&#039;Poxii is fully acceptable in this dance of antagonism, but doing irreversible harm to them is unwanted, least of which because one would be much less happy without a rival to challenge them. Oddly enough to other races, Lu&#039;Poxii are just as capable of living under one roof as a Qu&#039;Poxii, the same affectionate gestures often being used. It is somewhat complicated for multiple Lu&#039;Poxii to come together in a relationship like this, but it is not unheard of.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
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The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. 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;Lu&#039;Kaax - Abyssdancer, Vacuum&#039;&#039;&#039;&lt;br /&gt;
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This is a term for workplace rivalries, often more of a pact than a one-sided dislike. A Lu&#039;Kaax would be a coworker you care nothing for, only for outdoing, surpassing, or jockeying for their position. Sabotage, only if it happens to be discovered, is highly taboo.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
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This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” 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 “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
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&#039;&#039;&#039;Lu&#039;Nioh - Stardust&#039;&#039;&#039;&lt;br /&gt;
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This sort of relationship is an unexpected dislike. Oftentimes, a Lu&#039;Nioh is someone one expected to be fond of, perhaps even a budding Qu&#039;Nioh, but something about their life has proven abhorrent/reprehensible/disgusting enough to where reconciliation or a deeper relationship is impossible. This does not typically feature any hatred or opposition but does not have an ounce of support.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Pluux - Comet&#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 &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, 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;Lu&#039;Pluux - Singularity&#039;&#039;&#039;&lt;br /&gt;
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This bond is also born of situational circumstances, but this is a temporary hatred. Humans would consider this much like a grudge, though in a Lu&#039;Pluux it is much deeper. While this relationship is just as temporary as its&#039; positive counterpart, the long lifespans and keen memories of Skrell can mean a Lu&#039;Pluux can last decades, if not hundreds of years. It is characterized by not angry outburst hatred, but a continuous stream of resentment. It can develop to the point of hating everything associated with them, even their lineage.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
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This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
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&#039;&#039;&#039;Lu&#039;Draa - Abysschild, Voidblood&#039;&#039;&#039;&lt;br /&gt;
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Familial love is nearly the default for Skrell, especially in times where there&#039;s a shortage of children. However, there are cases of Lu&#039;Draa, which is not a hatred, but simply a complete lack of empathy or positive feelings towards a family member. Some call this a &#039;brown dwarf&#039;, named after a stage stars undergo where the planets around them do not even rotate.&lt;br /&gt;
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&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
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===Dating===&lt;br /&gt;
Being prolonged breeding amphibians, Skrell romance in their early stage was not much different. Primitive Skrell would gather in the thousands at a suitably aesthetically-pleasing, and suitably damp, location to reproduce. The most brave and romantic would lounge about on the highest places they could, advertising themselves, their skills, and their achievements to anyone whom would listen.&lt;br /&gt;
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This behavior has changed in the modern day, becoming an official Federation-sponsored holiday that occurs every year, as it used to, typically in moist environments with plenty of natural scenery. These are called &#039;&#039;&#039;Starlight Gatherings&#039;&#039;&#039;. Skrell on a given continent/world meet up at these, partaking in food, games, but primarily looking for a potential Qu&#039;Poxii. Existing Starlovers and their Quya also come to these, whether for fun or to strengthen their bonds with each other. It is known for even the most reclusive scientists to occasionally appear at these, normally under the guise of ‘searching for suitable lab assistants.’ Some Listeners are known to appear here, whether pressured enough by their Receiver counterparts, or coming all on their own whether biological reasons or otherwise. In the end, hardly anyone refuses to show up, the intense romantic feelings rippling through the Nlom in planet-spanning proportions.&lt;br /&gt;
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Skrell sexuality is unique amongst the saptient races in that it is completely separate from their romantic lives, leading many other species to refer to Skrell as asexual. In truth, Skrell sexually reproduce externally, as amphibians.  They are driven to fertilize viable Skrell eggs by an innate desire to reproduce, but gain no pleasure from it.&lt;br /&gt;
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Romantically, physical affection is hugely important to Skrell. It is typical of Skrell families and friends to cuddle, hug, and otherwise be very affectionate without romantic intent. Coworkers will often work in extremely close proximity, which can make other species working with a large group of Skrell uncomfortable.  As affection shifts from platonic to romantic, psionic affection bolsters physical affection. Intimate moments are very emotionally stimulating for the species, particularly with other psychics; it is known for individuals in a Quya to mutually, telepathically share the sensation of warmth, comfort and safety with each other to amplify the emotional feedback from physical bonding to often overwhelming levels.&lt;br /&gt;
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The dating of other species is notoriously difficult for a Skrell to deal with. While they have no inbuilt qualms about dating outside of their species, it is comparable to singing opera to a man deaf in one ear. It is difficult for Skrell, with their highly keen emotions and psionic communication, to connect meaningfully to other races in a romantic capacity. As well, being aware of current medical technology, they would outlive three or more humans in one Skrell lifespan. However, this has not stopped many Skrell from trying to make the best of it anyway. Skrell typically do not place much importance on physical appearance, or other such biological aspects, mostly caring about emotions and personality when selecting a partner. However, it has been somewhat difficult for Listeners to find romance with Receivers, being seen as somewhat shifty.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have [[Skrell Faith|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. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#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;. &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;
&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrell&#039;s long tradition of political councils, the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; 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. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&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;
Research and travel are highly monitored and regulated by the Federation Government.  It is considered good citizenship to report any crimes of anti-Federation sentiment, which includes but is not limited to AI research.&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 &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). 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 &#039;&#039;&#039;Aliose&#039;&#039;&#039;) 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 (Qerrbalak) 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 due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the 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 logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
&lt;br /&gt;
For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
&lt;br /&gt;
This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
&lt;br /&gt;
When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=14373</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=14373"/>
		<updated>2020-03-26T01:23:24Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: Fixes a few oversights.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = 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;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&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 can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&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;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&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 multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Jargon gestures.]]&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. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  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. Typically if these gums are not used to &#039;chew&#039;, Skrell otherwise swallow their foods whole, or grind them into a softer form, some carrying around mortars and pestles. 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;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
&lt;br /&gt;
Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation 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 Federation 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;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
&lt;br /&gt;
Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
While the &amp;quot;common&amp;quot; Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing &#039;types&#039; or &#039;ethnicities&#039; of Skrell which are categorized based on both physical attributes, as well as point of origin on the homeworld. These ethnicities of Skrell have emerged much as those of humankind have, based on localized groups adapting to their native territory and intermarrying with their own to reinforce the prevalence of certain traits, traits not exclusive to either archetype.&lt;br /&gt;
&lt;br /&gt;
There are specific populations of Skrell which are considered to be of the Axiori archetype, in that they have traits which are typically associated with those who found in the more oceanic regions of the planet. Typical traits include a thinner mucus on the body, darker skin colors, more prominent webbing on the hands and feet, and generally taller builds. Not all &#039;&#039;&#039;Axiori&#039;&#039;&#039; Skrell have these traits, but it is more common to see in someone with a genetic relationship to this population. Axiori are also more prone to &#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Likewise there are also &#039;&#039;&#039;Xiialt&#039;&#039;&#039; archetype Skrell, who are known to be on the other side of this spectrum of traits. Their adaptations are more consistent with the dryer regions of their homeworld. Thicker and more gelatinous mucous, lighter colored skin, more superficial webbing on the hands and feet, and generally shorter builds, are traits that are commonly associated with Xiialt Skrell. &lt;br /&gt;
&lt;br /&gt;
The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered &amp;quot;biracial&amp;quot;. All Skrell fall somewhere on the spectrum from &amp;quot;sticky or slimy&amp;quot;, &amp;quot;light or dark&amp;quot;, &amp;quot;webbed or not&amp;quot;. Complications resulting from Glorsh&#039;s actions and the Genophage have led to even further blurring of the lines between ethnicities. However, those who have strong genetic lineages of a certain ethnicity will likely display the associated physical traits.&lt;br /&gt;
&lt;br /&gt;
===Disorders===&lt;br /&gt;
[[File:skrellburger.png|thumb|alt=|A Skrell with beakmouth consumes a delicious burger. While downsides are heavy, those with the disorder do not complain about their ability to easier chew foods.]]&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with 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 the 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 gills, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - 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. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&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 the 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 15% of the Federation&#039;s population.&lt;br /&gt;
&lt;br /&gt;
Another disorder is &#039;&#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. The plates are solid pieces which interlock, unlike human teeth which are separate structures.&lt;br /&gt;
&lt;br /&gt;
Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
&lt;br /&gt;
The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
&lt;br /&gt;
There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
&lt;br /&gt;
Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters ‘deep’ sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Dream, or Srom&#039;&#039;&#039;. Here, their thoughts connect to others on a deeper level than the Wake can allow, transmitting emotions and memories. This psychic space is much like a &#039;&#039;&#039;human lucid dream&#039;&#039;&#039;, but on a much wider scale.&lt;br /&gt;
&lt;br /&gt;
The size of any given Srom &#039;&#039;&#039;dreambubble&#039;&#039;&#039; is dependent on the amount of psychics recently occupying a location. A small number will generally keep their dreams to themselves, perhaps picking up only scarce traces from one another. Smaller dreambubbles can widely vary in appearance, generally the strongest memory or lucid concept dreamt up. Larger dreambubbles, such as on &#039;&#039;&#039;Homeworld&#039;&#039;&#039;, resemble the environment they’re built around.&lt;br /&gt;
&lt;br /&gt;
Psychic individuals can lucidly alter and adjust things in Srom based on skill, effort, and power. Typically, the most common move is to alter one&#039;s dream body; some claim the process is easier if one sleeps wearing a costume. Overuse of lucid dreaming causing various levels of unpleasant physiological and psychological effects. It takes a keen mind to perfectly replicate how a dreamed up object would realistically act. Lastly, &#039;&#039;&#039;stress&#039;&#039;&#039; can cause objects to spontaneously apparate in the Srom or change it.&lt;br /&gt;
&lt;br /&gt;
Curiously enough, the &#039;&#039;&#039;&#039;ghosts&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;memories&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;echoes&#039;&#039;&#039;&#039; of particularly psionically-attuned individuals can remain in dreambubbles after their waking body’s death - with some effort. These typically act somewhat esoterically. These thought projections are ephemeral, never lasting very long.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;difficult&#039;&#039;&#039; to &#039;&#039;&#039;keep ones lips sealed in the Dream&#039;&#039;&#039;, with inhibitions that often keep ones thoughts to themselves easily melting away. However, it is also much easier to create and &#039;&#039;&#039;brainstorm&#039;&#039;&#039; in Srom. This often extends to the waking world, the body mumbling recent excerpts from their dreamspeech. Ways to hide from the &#039;&#039;&#039;dreamclutter&#039;&#039;&#039; of a dreambubble are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that &#039;&#039;&#039;aluminum&#039;&#039;&#039; (typically headpieces, blankets, or plated walls) blocks off sections of a Dreambubble entirely. &lt;br /&gt;
&lt;br /&gt;
Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in &#039;&#039;&#039;light sleep or awake entirely&#039;&#039;&#039;. This means most who hold secrets have the telltale sign of being constantly tired, however you can train yourself to enter a &#039;&#039;&#039;meditative trance&#039;&#039;&#039;, keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with each other in private.&lt;br /&gt;
&lt;br /&gt;
Some Skrell fall into the categories of an &#039;&#039;&#039;oversleeper or an undersleeper&#039;&#039;&#039;. Some find themselves &#039;&#039;&#039;addicted&#039;&#039;&#039; to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oversleepers are seen as &#039;&#039;&#039;reclusive&#039;&#039;&#039; and sometimes lackadaisical individuals, and undersleepers are seen as holders of &#039;&#039;&#039;deep and potentially dangerous secrets.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
It is known that Skrell only need to sleep for &#039;&#039;&#039;minutes at a time&#039;&#039;&#039;, being able to lapse in and out of consciousness almost on-command. However, they are able to remain asleep for &#039;&#039;&#039;incredibly long periods&#039;&#039;&#039;, even weeks or months at a time. Many take sixty-second naps throughout their day to remain refreshed.&lt;br /&gt;
&lt;br /&gt;
Due to the sometimes &#039;&#039;&#039;chaotic nature&#039;&#039;&#039; of thousands on thousands of individuals sharing a space that more than just a few can alter, there is a dedicated division of the &#039;&#039;&#039;Federation law enforcement&#039;&#039;&#039; just for the Srom. Called &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, translating to &#039;&#039;&#039;Dream Enforcement&#039;&#039;&#039;, their roles are to ensure that major planetary dreambubbles are safe from wild lucidity. Agents are recruited from Skrell with &#039;&#039;&#039;very high psychic potential&#039;&#039;&#039;. The Dream Enforcement are also in charge of ensuring no illegal or anti-Federation activities are being dreamt, particularly the &#039;&#039;&#039;malicious use of Nlom-capable devices.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
These Nlom devices are often two-way interfaces within a dreambubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and &#039;&#039;&#039;three Skrell pilots&#039;&#039;&#039;, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means you require a large amount of training and practice to operate Nlom interfaces while in it.&lt;br /&gt;
&lt;br /&gt;
===Telepathy===&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
&lt;br /&gt;
Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
&lt;br /&gt;
Due to Humans&#039; limited audial receptors, 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 with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
&lt;br /&gt;
The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
&lt;br /&gt;
The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
&lt;br /&gt;
While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
&lt;br /&gt;
Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
&lt;br /&gt;
By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
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In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
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==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
&lt;br /&gt;
Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.&lt;br /&gt;
&lt;br /&gt;
A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
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===Work Ethic===&lt;br /&gt;
&lt;br /&gt;
Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionae&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionae to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
&lt;br /&gt;
One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
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In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
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===Pop Culture===&lt;br /&gt;
&lt;br /&gt;
It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
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===Music===&lt;br /&gt;
&lt;br /&gt;
Originally, when Skrell were in their primitive stage, their music was primarily vocalization. Water, being a convenient medium for noise, served well for long-distance singing and harmonization. These songs were typically featuring very short notes (similar to human plainchant), due to sound traveling faster. Eventually these vocalizations began to be accompanied by percussion, various seascapes around the waters of Qerrbalak offering a great range of noises to accompany this. As their songs traveled far through the water, overlapping different vocal performances became quite difficult; Skrellian choruses eventually merging together and reaching very large numbers of vocalists and percussionists, synced up quite well through a combination of pure skill and the Nlom. Many centuries later, this trend would still continue, with long songs featuring bands with tens of numbers, each member having a very specific, yet very crucial role. &lt;br /&gt;
&lt;br /&gt;
In the modern age, Skrellian music had not changed in structure much, however the process of creating it, and displaying it, had become far more complex. Members of the top contemporary Skrellian bands would train for years to have the best voices, the best moves, and the finest outfits and implants. These songs would typically preach Skrellian values, conformity, relying on ones’ social structures, but would include massive audiovisual elements. In some concerts, one receives a tab lulling them into a half-awake state where the music would be accompanied by a big, shared, psionic hallucination. Lasers, special effects, and holograms would be common sights. This would be where Idol groups would begin. Musical subcultures in typical Skrell society are very homogenous, a Skrell must stick to the styles and behaviors of their subculture, or be seen as ‘only here temporarily.’&lt;br /&gt;
&lt;br /&gt;
For every-day pop music, Skrellian artists have taken big inspiration from human trends, some artists sampling chopping and screwing human music to create catchy Sol Common hooks, others taking human genres and putting them through a Skrellian lens. Other homemade genres have sprung up, such as moisturewave, currently rocking the alternative scene. This genre is typically denoted by a low-resolution, electronic production, with a relatively fast tempo. Shorter songs are generally popular in the right-now, a combination of sound traveling faster through water and electronic music being simple to create leading to higher-tempo and higher-pitch &#039;sound bites&#039; lasting no longer than two minutes. Imagine nightcore.&lt;br /&gt;
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Skrell also possess a notable counterculture, one similar to human punk rock circles. These circles are typically out of the way of polite society, concerts generally staying in underground places. Listeners tend to enjoy these musical circles more, receivers generally not straying far from the pop. These are rife with hallucinogens being passed around, strange alien liquors splashed on fans’ gills, and heavy audience participation. These songs are typically in extremely vulgar Nral’malic, retaliating against Federation values and urging their generally young audiences to find their own voices; fans typically being listeners or listener-leaning receivers. This can lead to very &#039;unsightly&#039; outfits and even some venues demanding the audience be blindfolded Despite their ironic, often sarcastic and even humorous messages, they tend to be quite provoking. Many former idols end up in this counterculture, such as the former Idol group Nral&#039;akk Deluxe 1597, now known as ‘GLORSH YOU ASSHOLE.’&lt;br /&gt;
Fans of the music generally live in a perpetual state of anxiety owing to the existential dread of Receivers finding a band. A group a Skrell has been listening to for well over 200 years can disappear into the vast sea of &#039;ooh what’s this&#039; before they even know it, either completely changing or disappearing into nothingness. Many former Idols end up here, and many band members are accidentally made into them. It used to be the case that possession of a data crystal containing these songs alone was a crime, however the Federation government has elected to assimilate these groups and attempt to &#039;socialize&#039; as many fans as possible, knowing banning them will only fuel it. To prevent this, a few bands have sternly refused to make any public announcements about tours or gatherings, relying entirely on word of mouth and guerilla t-shirt stands. &lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the expensive imports and keep planetary environments safe.&lt;br /&gt;
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&#039;&#039;For more information, see [[Skrellian Cuisine]]&#039;&#039;&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
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Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&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;
&lt;br /&gt;
Typically a “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. 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 “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word. This can be positive or negative.&lt;br /&gt;
&lt;br /&gt;
If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&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, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. 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 Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
&lt;br /&gt;
On the other hand, Skrell also hold relationships with a negative bond, each name beginning with the root word Lu. This often means Void, Vacuum, or Abyss signaling a near-complete lack of light in the partnership.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell term for a person who is a chosen partner, friend, and mate. The romantic love Skrell feel can be rather unpredictable, comparable to the tides of the sea. Typically, the formation of Qu&#039;Poxii heavily depends on the feelings of the Skrell in question. Some Skrell can spot their Qu&#039;Poxii within a week of meeting someone, others may take several decades to fully probe every aspect of the person before calling themselves ready. Likewise, these bonds can have members temporarily or even permanently bow out depending on the &#039;tides of the heart&#039; as well, this carrying no shame at all. Those who choose to become Qu&#039;Poxii are not restricted to only two Skrell, a group of Qu&#039;Poxii being known as a romantic union, or [[Skrell_Families|Quya]] Polyamory is commonplace with those who have had strong connections with each other for years, often best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce and how close they have come to each other. Quya often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lu&#039;Poxii - Abysslover, Voidlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lu&#039;Poxii is a term for a person who is a &#039;&#039;&#039;rival, and potent arch-nemesis&#039;&#039;&#039;. This is not just any hatred, it&#039;s a special non-platonic form. A Lu&#039;Poxii thrives on rivalry, and the purpose of this relationship, when healthy, is to grow, as well as one-up each other. Admiration of the others&#039; positive aspects and abilities is required, not only annoyance at their negative qualities. Lu&#039;Poxii often fail when one partner is frequently better than the other, and gets no challenge out of it. Tormenting, taunting, and terrorizing ones&#039; Lu&#039;Poxii is fully acceptable in this dance of antagonism, but doing irreversible harm to them is unwanted, least of which because one would be much less happy without a rival to challenge them. Oddly enough to other races, Lu&#039;Poxii are just as capable of living under one roof as a Qu&#039;Poxii, the same affectionate gestures often being used. It is somewhat complicated for multiple Lu&#039;Poxii to come together in a relationship like this, but it is not unheard of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. 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;Lu&#039;Kaax - Abyssdancer, Vacuum&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a term for workplace rivalries, often more of a pact than a one-sided dislike. A Lu&#039;Kaax would be a coworker you care nothing for, only for outdoing, surpassing, or jockeying for their position. Sabotage, only if it happens to be discovered, is highly taboo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” 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 “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lu&#039;Nioh - Stardust&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This sort of relationship is an unexpected dislike. Oftentimes, a Lu&#039;Nioh is someone one expected to be fond of, perhaps even a budding Qu&#039;Nioh, but something about their life has proven abhorrent/reprehensible/disgusting enough to where reconciliation or a deeper relationship is impossible. This does not typically feature any hatred or opposition but does not have an ounce of support.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Pluux - Comet&#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 &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, 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;Lu&#039;Pluux - Singularity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This bond is also born of situational circumstances, but this is a temporary hatred. Humans would consider this much like a grudge, though in a Lu&#039;Pluux it is much deeper. While this relationship is just as temporary as its&#039; positive counterpart, the long lifespans and keen memories of Skrell can mean a Lu&#039;Pluux can last decades, if not hundreds of years. It is characterized by not angry outburst hatred, but a continuous stream of resentment. It can develop to the point of hating everything associated with them, even their lineage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lu&#039;Draa - Abysschild, Voidblood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Familial love is nearly the default for Skrell, especially in times where there&#039;s a shortage of children. However, there are cases of Lu&#039;Draa, which is not a hatred, but simply a complete lack of empathy or positive feelings towards a family member. Some call this a &#039;brown dwarf&#039;, named after a stage stars undergo where the planets around them do not even rotate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Dating===&lt;br /&gt;
Being prolonged breeding amphibians, Skrell romance in their early stage was not much different. Primitive Skrell would gather in the thousands at a suitably aesthetically-pleasing, and suitably damp, location to reproduce. The most brave and romantic would lounge about on the highest places they could, advertising themselves, their skills, and their achievements to anyone whom would listen.&lt;br /&gt;
&lt;br /&gt;
This behavior has changed in the modern day, becoming an official Federation-sponsored holiday that occurs every year, as it used to, typically in moist environments with plenty of natural scenery. These are called &#039;&#039;&#039;Starlight Gatherings&#039;&#039;&#039;. Skrell on a given continent/world meet up at these, partaking in food, games, but primarily looking for a potential Qu&#039;Poxii. Existing Starlovers and their Quya also come to these, whether for fun or to strengthen their bonds with each other. It is known for even the most reclusive scientists to occasionally appear at these, normally under the guise of ‘searching for suitable lab assistants.’ Some Listeners are known to appear here, whether pressured enough by their Receiver counterparts, or coming all on their own whether biological reasons or otherwise. In the end, hardly anyone refuses to show up, the intense romantic feelings rippling through the Nlom in planet-spanning proportions.&lt;br /&gt;
&lt;br /&gt;
Skrell sexuality is unique amongst the saptient races in that it is completely separate from their romantic lives, leading many other species to refer to Skrell as asexual. In truth, Skrell sexually reproduce externally, as amphibians.  They are driven to fertilize viable Skrell eggs by an innate desire to reproduce, but gain no pleasure from it.&lt;br /&gt;
&lt;br /&gt;
Romantically, physical affection is hugely important to Skrell. It is typical of Skrell families and friends to cuddle, hug, and otherwise be very affectionate without romantic intent. Coworkers will often work in extremely close proximity, which can make other species working with a large group of Skrell uncomfortable.  As affection shifts from platonic to romantic, psionic affection bolsters physical affection. Intimate moments, romantic ones particularly, are very emotionally stimulating for the species, particularly with other psychics; it is known for individuals in a Quya to mutually, telepathically share the sensation of warmth, comfort and safety with each other to amplify the emotional feedback from physical bonding to often overwhelming levels.&lt;br /&gt;
&lt;br /&gt;
The dating of other species is notoriously difficult for a Skrell to deal with. While they have no inbuilt qualms about dating outside of their species, it is comparable to singing opera to a man deaf in one ear. It is difficult for Skrell, with their highly keen emotions and psionic communication, to connect meaningfully to other races in a romantic capacity. As well, being aware of current medical technology, they would outlive three or more humans in one Skrell lifespan. However, this has not stopped many Skrell from trying to make the best of it anyway. Skrell typically do not place much importance on physical appearance, or other such biological aspects, mostly caring about emotions and personality when selecting a partner. However, it has been somewhat difficult for Listeners to find romance with Receivers, being seen as somewhat shifty.&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 [[Skrell Faith|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. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#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;. &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 &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; 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. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&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;
Research and travel are highly monitored and regulated by the Federation Government.  It is considered good citizenship to report any crimes of anti-Federation sentiment, which includes but is not limited to AI research.&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 &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). 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 &#039;&#039;&#039;Aliose&#039;&#039;&#039;) 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 (Qerrbalak) 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 due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the 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 logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
&lt;br /&gt;
For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
&lt;br /&gt;
This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
&lt;br /&gt;
When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=14372</id>
		<title>Skrell</title>
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		<summary type="html">&lt;p&gt;ParadoxSpace: Frog sex lore.&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;
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An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
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Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
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Skrell can be the following heads of staff:&lt;br /&gt;
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* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
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== Mechanics ==&lt;br /&gt;
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*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&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 can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&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;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&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 multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&lt;br /&gt;
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== Biology ==&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Jargon gestures.]]&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. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  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. Typically if these gums are not used to &#039;chew&#039;, Skrell otherwise swallow their foods whole, or grind them into a softer form, some carrying around mortars and pestles. 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;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system.&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’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
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Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation 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 Federation 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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===Physical Appearance===&lt;br /&gt;
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Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
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Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
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Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
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===Ethnicities===&lt;br /&gt;
While the &amp;quot;common&amp;quot; Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing &#039;types&#039; or &#039;ethnicities&#039; of Skrell which are categorized based on both physical attributes, as well as point of origin on the homeworld. These ethnicities of Skrell have emerged much as those of humankind have, based on localized groups adapting to their native territory and intermarrying with their own to reinforce the prevalence of certain traits, traits not exclusive to either archetype.&lt;br /&gt;
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There are specific populations of Skrell which are considered to be of the Axiori archetype, in that they have traits which are typically associated with those who found in the more oceanic regions of the planet. Typical traits include a thinner mucus on the body, darker skin colors, more prominent webbing on the hands and feet, and generally taller builds. Not all &#039;&#039;&#039;Axiori&#039;&#039;&#039; Skrell have these traits, but it is more common to see in someone with a genetic relationship to this population. Axiori are also more prone to &#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;.&lt;br /&gt;
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Likewise there are also &#039;&#039;&#039;Xiialt&#039;&#039;&#039; archetype Skrell, who are known to be on the other side of this spectrum of traits. Their adaptations are more consistent with the dryer regions of their homeworld. Thicker and more gelatinous mucous, lighter colored skin, more superficial webbing on the hands and feet, and generally shorter builds, are traits that are commonly associated with Xiialt Skrell. &lt;br /&gt;
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The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered &amp;quot;biracial&amp;quot;. All Skrell fall somewhere on the spectrum from &amp;quot;sticky or slimy&amp;quot;, &amp;quot;light or dark&amp;quot;, &amp;quot;webbed or not&amp;quot;. Complications resulting from Glorsh&#039;s actions and the Genophage have led to even further blurring of the lines between ethnicities. However, those who have strong genetic lineages of a certain ethnicity will likely display the associated physical traits.&lt;br /&gt;
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===Disorders===&lt;br /&gt;
[[File:skrellburger.png|thumb|alt=|A Skrell with beakmouth consumes a delicious burger. While downsides are heavy, those with the disorder do not complain about their ability to easier chew foods.]]&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with 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 the 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 gills, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - 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. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&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 the 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 15% of the Federation&#039;s population.&lt;br /&gt;
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Another disorder is &#039;&#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. The plates are solid pieces which interlock, unlike human teeth which are separate structures.&lt;br /&gt;
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Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
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The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
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==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
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There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
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Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters ‘deep’ sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Dream, or Srom&#039;&#039;&#039;. Here, their thoughts connect to others on a deeper level than the Wake can allow, transmitting emotions and memories. This psychic space is much like a &#039;&#039;&#039;human lucid dream&#039;&#039;&#039;, but on a much wider scale.&lt;br /&gt;
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The size of any given Srom &#039;&#039;&#039;dreambubble&#039;&#039;&#039; is dependent on the amount of psychics recently occupying a location. A small number will generally keep their dreams to themselves, perhaps picking up only scarce traces from one another. Smaller dreambubbles can widely vary in appearance, generally the strongest memory or lucid concept dreamt up. Larger dreambubbles, such as on &#039;&#039;&#039;Homeworld&#039;&#039;&#039;, resemble the environment they’re built around.&lt;br /&gt;
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Psychic individuals can lucidly alter and adjust things in Srom based on skill, effort, and power. Typically, the most common move is to alter one&#039;s dream body; some claim the process is easier if one sleeps wearing a costume. Overuse of lucid dreaming causing various levels of unpleasant physiological and psychological effects. It takes a keen mind to perfectly replicate how a dreamed up object would realistically act. Lastly, &#039;&#039;&#039;stress&#039;&#039;&#039; can cause objects to spontaneously apparate in the Srom or change it.&lt;br /&gt;
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Curiously enough, the &#039;&#039;&#039;&#039;ghosts&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;memories&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;echoes&#039;&#039;&#039;&#039; of particularly psionically-attuned individuals can remain in dreambubbles after their waking body’s death - with some effort. These typically act somewhat esoterically. These thought projections are ephemeral, never lasting very long.&lt;br /&gt;
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It is &#039;&#039;&#039;difficult&#039;&#039;&#039; to &#039;&#039;&#039;keep ones lips sealed in the Dream&#039;&#039;&#039;, with inhibitions that often keep ones thoughts to themselves easily melting away. However, it is also much easier to create and &#039;&#039;&#039;brainstorm&#039;&#039;&#039; in Srom. This often extends to the waking world, the body mumbling recent excerpts from their dreamspeech. Ways to hide from the &#039;&#039;&#039;dreamclutter&#039;&#039;&#039; of a dreambubble are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that &#039;&#039;&#039;aluminum&#039;&#039;&#039; (typically headpieces, blankets, or plated walls) blocks off sections of a Dreambubble entirely. &lt;br /&gt;
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Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in &#039;&#039;&#039;light sleep or awake entirely&#039;&#039;&#039;. This means most who hold secrets have the telltale sign of being constantly tired, however you can train yourself to enter a &#039;&#039;&#039;meditative trance&#039;&#039;&#039;, keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with each other in private.&lt;br /&gt;
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Some Skrell fall into the categories of an &#039;&#039;&#039;oversleeper or an undersleeper&#039;&#039;&#039;. Some find themselves &#039;&#039;&#039;addicted&#039;&#039;&#039; to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oversleepers are seen as &#039;&#039;&#039;reclusive&#039;&#039;&#039; and sometimes lackadaisical individuals, and undersleepers are seen as holders of &#039;&#039;&#039;deep and potentially dangerous secrets.&#039;&#039;&#039; &lt;br /&gt;
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It is known that Skrell only need to sleep for &#039;&#039;&#039;minutes at a time&#039;&#039;&#039;, being able to lapse in and out of consciousness almost on-command. However, they are able to remain asleep for &#039;&#039;&#039;incredibly long periods&#039;&#039;&#039;, even weeks or months at a time. Many take sixty-second naps throughout their day to remain refreshed.&lt;br /&gt;
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Due to the sometimes &#039;&#039;&#039;chaotic nature&#039;&#039;&#039; of thousands on thousands of individuals sharing a space that more than just a few can alter, there is a dedicated division of the &#039;&#039;&#039;Federation law enforcement&#039;&#039;&#039; just for the Srom. Called &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, translating to &#039;&#039;&#039;Dream Enforcement&#039;&#039;&#039;, their roles are to ensure that major planetary dreambubbles are safe from wild lucidity. Agents are recruited from Skrell with &#039;&#039;&#039;very high psychic potential&#039;&#039;&#039;. The Dream Enforcement are also in charge of ensuring no illegal or anti-Federation activities are being dreamt, particularly the &#039;&#039;&#039;malicious use of Nlom-capable devices.&#039;&#039;&#039; &lt;br /&gt;
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These Nlom devices are often two-way interfaces within a dreambubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and &#039;&#039;&#039;three Skrell pilots&#039;&#039;&#039;, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means you require a large amount of training and practice to operate Nlom interfaces while in it.&lt;br /&gt;
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===Telepathy===&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
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Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
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===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
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Due to Humans&#039; limited audial receptors, 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 with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
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The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
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===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
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The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
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While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
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Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
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===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
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The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
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== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
&lt;br /&gt;
By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
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In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
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By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
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In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
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==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
&lt;br /&gt;
Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.&lt;br /&gt;
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A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
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===Work Ethic===&lt;br /&gt;
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Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionae&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionae to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
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One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
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In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
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===Pop Culture===&lt;br /&gt;
&lt;br /&gt;
It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
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===Music===&lt;br /&gt;
&lt;br /&gt;
Originally, when Skrell were in their primitive stage, their music was primarily vocalization. Water, being a convenient medium for noise, served well for long-distance singing and harmonization. These songs were typically featuring very short notes (similar to human plainchant), due to sound traveling faster. Eventually these vocalizations began to be accompanied by percussion, various seascapes around the waters of Qerrbalak offering a great range of noises to accompany this. As their songs traveled far through the water, overlapping different vocal performances became quite difficult; Skrellian choruses eventually merging together and reaching very large numbers of vocalists and percussionists, synced up quite well through a combination of pure skill and the Nlom. Many centuries later, this trend would still continue, with long songs featuring bands with tens of numbers, each member having a very specific, yet very crucial role. &lt;br /&gt;
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In the modern age, Skrellian music had not changed in structure much, however the process of creating it, and displaying it, had become far more complex. Members of the top contemporary Skrellian bands would train for years to have the best voices, the best moves, and the finest outfits and implants. These songs would typically preach Skrellian values, conformity, relying on ones’ social structures, but would include massive audiovisual elements. In some concerts, one receives a tab lulling them into a half-awake state where the music would be accompanied by a big, shared, psionic hallucination. Lasers, special effects, and holograms would be common sights. This would be where Idol groups would begin. Musical subcultures in typical Skrell society are very homogenous, a Skrell must stick to the styles and behaviors of their subculture, or be seen as ‘only here temporarily.’&lt;br /&gt;
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For every-day pop music, Skrellian artists have taken big inspiration from human trends, some artists sampling chopping and screwing human music to create catchy Sol Common hooks, others taking human genres and putting them through a Skrellian lens. Other homemade genres have sprung up, such as moisturewave, currently rocking the alternative scene. This genre is typically denoted by a low-resolution, electronic production, with a relatively fast tempo. Shorter songs are generally popular in the right-now, a combination of sound traveling faster through water and electronic music being simple to create leading to higher-tempo and higher-pitch &#039;sound bites&#039; lasting no longer than two minutes. Imagine nightcore.&lt;br /&gt;
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Skrell also possess a notable counterculture, one similar to human punk rock circles. These circles are typically out of the way of polite society, concerts generally staying in underground places. Listeners tend to enjoy these musical circles more, receivers generally not straying far from the pop. These are rife with hallucinogens being passed around, strange alien liquors splashed on fans’ gills, and heavy audience participation. These songs are typically in extremely vulgar Nral’malic, retaliating against Federation values and urging their generally young audiences to find their own voices; fans typically being listeners or listener-leaning receivers. This can lead to very &#039;unsightly&#039; outfits and even some venues demanding the audience be blindfolded Despite their ironic, often sarcastic and even humorous messages, they tend to be quite provoking. Many former idols end up in this counterculture, such as the former Idol group Nral&#039;akk Deluxe 1597, now known as ‘GLORSH YOU ASSHOLE.’&lt;br /&gt;
Fans of the music generally live in a perpetual state of anxiety owing to the existential dread of Receivers finding a band. A group a Skrell has been listening to for well over 200 years can disappear into the vast sea of &#039;ooh what’s this&#039; before they even know it, either completely changing or disappearing into nothingness. Many former Idols end up here, and many band members are accidentally made into them. It used to be the case that possession of a data crystal containing these songs alone was a crime, however the Federation government has elected to assimilate these groups and attempt to &#039;socialize&#039; as many fans as possible, knowing banning them will only fuel it. To prevent this, a few bands have sternly refused to make any public announcements about tours or gatherings, relying entirely on word of mouth and guerilla t-shirt stands. &lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the expensive imports and keep planetary environments safe.&lt;br /&gt;
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&#039;&#039;For more information, see [[Skrellian Cuisine]]&#039;&#039;&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
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Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&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 “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. 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 “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word. This can be positive or negative.&lt;br /&gt;
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If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&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, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. 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 Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
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On the other hand, Skrell also hold relationships with a negative bond, each name beginning with the root word Lu. This often means Void, Vacuum, or Abyss signaling a near-complete lack of light in the partnership.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell term for a person who is a chosen partner, friend, and mate. The romantic love Skrell feel can be rather unpredictable, comparable to the tides of the sea. Typically, the formation of Qu&#039;Poxii heavily depends on the feelings of the Skrell in question. Some Skrell can spot their Qu&#039;Poxii within a week of meeting someone, others may take several decades to fully probe every aspect of the person before calling themselves ready. Likewise, these bonds can have members temporarily or even permanently bow out depending on the &#039;tides of the heart&#039; as well, this carrying no shame at all. Those who choose to become Qu&#039;Poxii are not restricted to only two Skrell, a group of Qu&#039;Poxii being known as a romantic union, or [[Skrell_Families|Quya]] Polyamory is commonplace with those who have had strong connections with each other for years, often best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce and how close they have come to each other. Quya often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school.&lt;br /&gt;
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&#039;&#039;&#039;Lu&#039;Poxii - Abysslover, Voidlight&#039;&#039;&#039;&lt;br /&gt;
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Lu&#039;Poxii is a term for a person who is a &#039;&#039;&#039;rival, and potent arch-nemesis&#039;&#039;&#039;. This is not just any hatred, it&#039;s a special non-platonic form. A Lu&#039;Poxii thrives on rivalry, and the purpose of this relationship, when healthy, is to grow, as well as one-up each other. Admiration of the others&#039; positive aspects and abilities is required, not only annoyance at their negative qualities. Lu&#039;Poxii often fail when one partner is frequently better than the other, and gets no challenge out of it. Tormenting, taunting, and terrorizing ones&#039; Lu&#039;Poxii is fully acceptable in this dance of antagonism, but doing irreversible harm to them is unwanted, least of which because one would be much less happy without a rival to challenge them. Oddly enough to other races, Lu&#039;Poxii are just as capable of living under one roof as a Qu&#039;Poxii, the same affectionate gestures often being used. It is somewhat complicated for multiple Lu&#039;Poxii to come together in a relationship like this, but it is not unheard of.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
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The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. 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;Lu&#039;Kaax - Abyssdancer, Vacuum&#039;&#039;&#039;&lt;br /&gt;
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This is a term for workplace rivalries, often more of a pact than a one-sided dislike. A Lu&#039;Kaax would be a coworker you care nothing for, only for outdoing, surpassing, or jockeying for their position. Sabotage, only if it happens to be discovered, is highly taboo.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
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This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” 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 “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
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&#039;&#039;&#039;Lu&#039;Nioh - Stardust&#039;&#039;&#039;&lt;br /&gt;
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This sort of relationship is an unexpected dislike. Oftentimes, a Lu&#039;Nioh is someone one expected to be fond of, perhaps even a budding Qu&#039;Nioh, but something about their life has proven abhorrent/reprehensible/disgusting enough to where reconciliation or a deeper relationship is impossible. This does not typically feature any hatred or opposition but does not have an ounce of support.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Pluux - Comet&#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 &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, 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;Lu&#039;Pluux - Singularity&#039;&#039;&#039;&lt;br /&gt;
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This bond is also born of situational circumstances, but this is a temporary hatred. Humans would consider this much like a grudge, though in a Lu&#039;Pluux it is much deeper. While this relationship is just as temporary as its&#039; positive counterpart, the long lifespans and keen memories of Skrell can mean a Lu&#039;Pluux can last decades, if not hundreds of years. It is characterized by not angry outburst hatred, but a continuous stream of resentment. It can develop to the point of hating everything associated with them, even their lineage.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
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This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
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&#039;&#039;&#039;Lu&#039;Draa - Abysschild, Voidblood&#039;&#039;&#039;&lt;br /&gt;
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Familial love is nearly the default for Skrell, especially in times where there&#039;s a shortage of children. However, there are cases of Lu&#039;Draa, which is not a hatred, but simply a complete lack of empathy or positive feelings towards a family member. Some call this a &#039;brown dwarf&#039;, named after a stage stars undergo where the planets around them do not even rotate.&lt;br /&gt;
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&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
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===Dating===&lt;br /&gt;
Being prolonged breeding amphibians, Skrell romance in their early stage was not much different. Primitive Skrell would gather in the thousands at a suitably aesthetically-pleasing, and suitably damp, location to reproduce. The most brave and romantic would lounge about on the highest places they could, advertising themselves, their skills, and their achievements to anyone whom would listen.&lt;br /&gt;
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This behavior has changed in the modern day, becoming an official Federation-sponsored holiday that occurs every year, as it used to, typically in moist environments with plenty of natural scenery. These are called &#039;&#039;&#039;Starlight Gatherings&#039;&#039;&#039;. Skrell on a given continent/world meet up at these, partaking in food, games, but primarily looking for a potential Qu&#039;Poxii. Existing Starlovers and their Quya also come to these, whether for fun or to strengthen their bonds with each other. It is known for even the most reclusive scientists to occasionally appear at these, normally under the guise of ‘searching for suitable lab assistants.’ Some Listeners are known to appear here, whether pressured enough by their Receiver counterparts, or coming all on their own whether biological reasons or otherwise. In the end, hardly anyone refuses to show up, the intense romantic feelings rippling through the Nlom in planet-spanning proportions.&lt;br /&gt;
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Skrell sexuality is unique amongst the saptient races in that it is completely separate from their romantic lives, leading many other species to refer to Skrell as asexual. In truth, Skrell sexually reproduce externally, as amphibians.  They are driven to fertilize viable Skrell eggs by an innate desire to reproduce, but gain no pleasure from it.&lt;br /&gt;
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Romantically, physical affection is hugely important to Skrell.  It is typical of Skrell families and friends to cuddle, hug, and otherwise be very affectionate without romantic intent.  Coworkers will often work in extremely close proximity, which can make other species working with a large group of Skrell uncomfortable.  As affection shifts from platonic to romantic, psionic affection bolsters physical affection.  ntimate moments, romantic ones particularly, are very emotionally stimulating for the species, particularly with other psychics; it is known for individuals in a Quya to mutually, telepathically share the sensation of warmth, comfort and safety with each other to amplify the emotional feedback to often overwhelming levels.&lt;br /&gt;
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The dating of other species is notoriously difficult for a Skrell to deal with. While they have no inbuilt qualms about dating outside of their species, it is comparable to singing opera to a man deaf in one ear. It is difficult for Skrell, with their highly keen emotions and psionic communication, to connect meaningfully to other races in a romantic capacity. As well, being aware of current medical technology, they would outlive three or more humans in one Skrell lifespan. However, this has not stopped many Skrell from trying to make the best of it anyway. Skrell typically do not place much importance on physical appearance, or other such biological aspects, mostly caring about emotions and personality when selecting a partner. However, it has been somewhat difficult for Listeners to find romance with Receivers, being seen as somewhat shifty.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have [[Skrell Faith|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. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#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;. &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 &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; 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. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&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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Research and travel are highly monitored and regulated by the Federation Government.  It is considered good citizenship to report any crimes of anti-Federation sentiment, which includes but is not limited to AI research.&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 &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
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The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). 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 &#039;&#039;&#039;Aliose&#039;&#039;&#039;) 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 (Qerrbalak) 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 due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the 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 logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
&lt;br /&gt;
For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
&lt;br /&gt;
This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
&lt;br /&gt;
When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Lore&amp;diff=14357</id>
		<title>Template:Navbox Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Lore&amp;diff=14357"/>
		<updated>2020-03-22T17:38:13Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: Adds Ships and Stations to the navbox.&lt;/p&gt;
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!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 100%; background-color:#000080&amp;quot; | [[:Category:Lore|&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Quick Navigation&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Background_summary#Main_Spacefaring_Races|Races]] &lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Background_summary#Humanity|Humanity]] · [[Skrell|Skrell]] · [[Tajara]] · [[Unathi]] · [[Dionae]] · [[Vaurca]] · [[Vox]] · [[IPC]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Corporations|Corporations]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Nanotrasen Corporation]] · [[Hephaestus Industries]] · [[Idris Incorporated]] · [[Zeng-Hu Pharmaceuticals]] · [[Einstein Engines]] · [[Necropolis Industries]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Factions|Factions]]&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; |[[Sol Alliance]] · [[Republic of Biesel]] · [[Skrell|Jargon Federation]] · [[Unathi|Izweski Nation]] · [[People&#039;s Republic of Adhomai]] · [[ Democratic People&#039;s Republic of Adhomai]] · [[New Kingdom of Adhomai]] · [[Eridani_Federation|Eridani Corporate Federation]] · [[Coalition of Colonies]] · [[Republic_of_Elyra|Republic of Elyra]] · [[Empire_of_Dominia|Empire of Dominia]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Planets and Systems|Planets and Systems]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[The Orion Spur]] · [[Sol]] · [[Tau Ceti]] · [[Uueoa-Esa]] · [[Sedantis I]] · [[Adhomai]] · [[S&#039;rand&#039;marr]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Lore|General]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Timeline]] · [[Economy]] · [[Languages]] · [[Bluespace]] · [[Template:Aurora Starmap|Starmap]] · [[Deep Space]] · [[Education]] · [[Guide to Law]] · [[Guide to Citizenship]] · [[Ships and Stations]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DO NOT EDIT THIS PAGE WITHOUT TESTING FIRST!!!!&#039;&#039;&#039;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=14191</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=14191"/>
		<updated>2020-02-26T04:08:50Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: Correction to Qu&amp;#039;Poxii to match Quya. Some small bugfixes, and Lu&amp;#039;Poxii can be multiple too.&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;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
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;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&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 can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&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;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&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 multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Jargon gestures.]]&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. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  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. Typically if these gums are not used to &#039;chew&#039;, Skrell otherwise swallow their foods whole, or grind them into a softer form, some carrying around mortars and pestles. 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;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
&lt;br /&gt;
Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation 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 Federation 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;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
&lt;br /&gt;
Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
While the &amp;quot;common&amp;quot; Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing &#039;types&#039; or &#039;ethnicities&#039; of Skrell which are categorized based on both physical attributes, as well as point of origin on the homeworld. These ethnicities of Skrell have emerged much as those of humankind have, based on localized groups adapting to their native territory and intermarrying with their own to reinforce the prevalence of certain traits, traits not exclusive to either archetype.&lt;br /&gt;
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There are specific populations of Skrell which are considered to be of the Axiori archetype, in that they have traits which are typically associated with those who found in the more oceanic regions of the planet. Typical traits include a thinner mucus on the body, darker skin colors, more prominent webbing on the hands and feet, and generally taller builds. Not all &#039;&#039;&#039;Axiori&#039;&#039;&#039; Skrell have these traits, but it is more common to see in someone with a genetic relationship to this population. Axiori are also more prone to &#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;.&lt;br /&gt;
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Likewise there are also &#039;&#039;&#039;Xiialt&#039;&#039;&#039; archetype Skrell, who are known to be on the other side of this spectrum of traits. Their adaptations are more consistent with the dryer regions of their homeworld. Thicker and more gelatinous mucous, lighter colored skin, more superficial webbing on the hands and feet, and generally shorter builds, are traits that are commonly associated with Xiialt Skrell. &lt;br /&gt;
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The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered &amp;quot;biracial&amp;quot;. All Skrell fall somewhere on the spectrum from &amp;quot;sticky or slimy&amp;quot;, &amp;quot;light or dark&amp;quot;, &amp;quot;webbed or not&amp;quot;. Complications resulting from Glorsh&#039;s actions and the Genophage have led to even further blurring of the lines between ethnicities. However, those who have strong genetic lineages of a certain ethnicity will likely display the associated physical traits.&lt;br /&gt;
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===Disorders===&lt;br /&gt;
[[File:skrellburger.png|thumb|alt=|A Skrell with beakmouth consumes a delicious burger. While downsides are heavy, those with the disorder do not complain about their ability to easier chew foods.]]&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with 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 the 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 gills, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - 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. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&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 the 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 15% of the Federation&#039;s population.&lt;br /&gt;
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Another disorder is &#039;&#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. The plates are solid pieces which interlock, unlike human teeth which are separate structures.&lt;br /&gt;
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Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
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The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
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==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
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There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
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Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters ‘deep’ sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Dream, or Srom&#039;&#039;&#039;. Here, their thoughts connect to others on a deeper level than the Wake can allow, transmitting emotions and memories. This psychic space is much like a &#039;&#039;&#039;human lucid dream&#039;&#039;&#039;, but on a much wider scale.&lt;br /&gt;
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The size of any given Srom &#039;&#039;&#039;dreambubble&#039;&#039;&#039; is dependent on the amount of psychics recently occupying a location. A small number will generally keep their dreams to themselves, perhaps picking up only scarce traces from one another. Smaller dreambubbles can widely vary in appearance, generally the strongest memory or lucid concept dreamt up. Larger dreambubbles, such as on &#039;&#039;&#039;Homeworld&#039;&#039;&#039;, resemble the environment they’re built around.&lt;br /&gt;
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Psychic individuals can lucidly alter and adjust things in Srom based on skill, effort, and power. Typically, the most common move is to alter one&#039;s dream body; some claim the process is easier if one sleeps wearing a costume. Overuse of lucid dreaming causing various levels of unpleasant physiological and psychological effects. It takes a keen mind to perfectly replicate how a dreamed up object would realistically act. Lastly, &#039;&#039;&#039;stress&#039;&#039;&#039; can cause objects to spontaneously apparate in the Srom or change it.&lt;br /&gt;
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Curiously enough, the &#039;&#039;&#039;&#039;ghosts&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;memories&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;echoes&#039;&#039;&#039;&#039; of particularly psionically-attuned individuals can remain in dreambubbles after their waking body’s death - with some effort. These typically act somewhat esoterically. These thought projections are ephemeral, never lasting very long.&lt;br /&gt;
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It is &#039;&#039;&#039;difficult&#039;&#039;&#039; to &#039;&#039;&#039;keep ones lips sealed in the Dream&#039;&#039;&#039;, with inhibitions that often keep ones thoughts to themselves easily melting away. However, it is also much easier to create and &#039;&#039;&#039;brainstorm&#039;&#039;&#039; in Srom. This often extends to the waking world, the body mumbling recent excerpts from their dreamspeech. Ways to hide from the &#039;&#039;&#039;dreamclutter&#039;&#039;&#039; of a dreambubble are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that &#039;&#039;&#039;aluminum&#039;&#039;&#039; (typically headpieces, blankets, or plated walls) blocks off sections of a Dreambubble entirely. &lt;br /&gt;
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Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in &#039;&#039;&#039;light sleep or awake entirely&#039;&#039;&#039;. This means most who hold secrets have the telltale sign of being constantly tired, however you can train yourself to enter a &#039;&#039;&#039;meditative trance&#039;&#039;&#039;, keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with each other in private.&lt;br /&gt;
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Some Skrell fall into the categories of an &#039;&#039;&#039;oversleeper or an undersleeper&#039;&#039;&#039;. Some find themselves &#039;&#039;&#039;addicted&#039;&#039;&#039; to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oversleepers are seen as &#039;&#039;&#039;reclusive&#039;&#039;&#039; and sometimes lackadaisical individuals, and undersleepers are seen as holders of &#039;&#039;&#039;deep and potentially dangerous secrets.&#039;&#039;&#039; &lt;br /&gt;
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It is known that Skrell only need to sleep for &#039;&#039;&#039;minutes at a time&#039;&#039;&#039;, being able to lapse in and out of consciousness almost on-command. However, they are able to remain asleep for &#039;&#039;&#039;incredibly long periods&#039;&#039;&#039;, even weeks or months at a time. Many take sixty-second naps throughout their day to remain refreshed.&lt;br /&gt;
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Due to the sometimes &#039;&#039;&#039;chaotic nature&#039;&#039;&#039; of thousands on thousands of individuals sharing a space that more than just a few can alter, there is a dedicated division of the &#039;&#039;&#039;Federation law enforcement&#039;&#039;&#039; just for the Srom. Called &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, translating to &#039;&#039;&#039;Dream Enforcement&#039;&#039;&#039;, their roles are to ensure that major planetary dreambubbles are safe from wild lucidity. Agents are recruited from Skrell with &#039;&#039;&#039;very high psychic potential&#039;&#039;&#039;. The Dream Enforcement are also in charge of ensuring no illegal or anti-Federation activities are being dreamt, particularly the &#039;&#039;&#039;malicious use of Nlom-capable devices.&#039;&#039;&#039; &lt;br /&gt;
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These Nlom devices are often two-way interfaces within a dreambubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and &#039;&#039;&#039;three Skrell pilots&#039;&#039;&#039;, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means you require a large amount of training and practice to operate Nlom interfaces while in it.&lt;br /&gt;
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===Telepathy===&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
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Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
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===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
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Due to Humans&#039; limited audial receptors, 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 with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
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The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
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===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
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The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
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While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
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Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
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===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
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The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
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== History ==&lt;br /&gt;
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Main page: [[Skrell History]]&lt;br /&gt;
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The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
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In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
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By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
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In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
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By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
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In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
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==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
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Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.&lt;br /&gt;
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A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
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===Work Ethic===&lt;br /&gt;
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Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionae&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionae to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
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One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
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In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
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===Pop Culture===&lt;br /&gt;
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It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
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===Music===&lt;br /&gt;
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Originally, when Skrell were in their primitive stage, their music was primarily vocalization. Water, being a convenient medium for noise, served well for long-distance singing and harmonization. These songs were typically featuring very short notes (similar to human plainchant), due to sound traveling faster. Eventually these vocalizations began to be accompanied by percussion, various seascapes around the waters of Qerrbalak offering a great range of noises to accompany this. As their songs traveled far through the water, overlapping different vocal performances became quite difficult; Skrellian choruses eventually merging together and reaching very large numbers of vocalists and percussionists, synced up quite well through a combination of pure skill and the Nlom. Many centuries later, this trend would still continue, with long songs featuring bands with tens of numbers, each member having a very specific, yet very crucial role. &lt;br /&gt;
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In the modern age, Skrellian music had not changed in structure much, however the process of creating it, and displaying it, had become far more complex. Members of the top contemporary Skrellian bands would train for years to have the best voices, the best moves, and the finest outfits and implants. These songs would typically preach Skrellian values, conformity, relying on ones’ social structures, but would include massive audiovisual elements. In some concerts, one receives a tab lulling them into a half-awake state where the music would be accompanied by a big, shared, psionic hallucination. Lasers, special effects, and holograms would be common sights. This would be where Idol groups would begin. Musical subcultures in typical Skrell society are very homogenous, a Skrell must stick to the styles and behaviors of their subculture, or be seen as ‘only here temporarily.’&lt;br /&gt;
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For every-day pop music, Skrellian artists have taken big inspiration from human trends, some artists sampling chopping and screwing human music to create catchy Sol Common hooks, others taking human genres and putting them through a Skrellian lens. Other homemade genres have sprung up, such as moisturewave, currently rocking the alternative scene. This genre is typically denoted by a low-resolution, electronic production, with a relatively fast tempo. Shorter songs are generally popular in the right-now, a combination of sound traveling faster through water and electronic music being simple to create leading to higher-tempo and higher-pitch &#039;sound bites&#039; lasting no longer than two minutes. Imagine nightcore.&lt;br /&gt;
&lt;br /&gt;
Skrell also possess a notable counterculture, one similar to human punk rock circles. These circles are typically out of the way of polite society, concerts generally staying in underground places. Listeners tend to enjoy these musical circles more, receivers generally not straying far from the pop. These are rife with hallucinogens being passed around, strange alien liquors splashed on fans’ gills, and heavy audience participation. These songs are typically in extremely vulgar Nral’malic, retaliating against Federation values and urging their generally young audiences to find their own voices; fans typically being listeners or listener-leaning receivers. This can lead to very &#039;unsightly&#039; outfits and even some venues demanding the audience be blindfolded Despite their ironic, often sarcastic and even humorous messages, they tend to be quite provoking. Many former idols end up in this counterculture, such as the former Idol group Nral&#039;akk Deluxe 1597, now known as ‘GLORSH YOU ASSHOLE.’&lt;br /&gt;
Fans of the music generally live in a perpetual state of anxiety owing to the existential dread of Receivers finding a band. A group a Skrell has been listening to for well over 200 years can disappear into the vast sea of &#039;ooh what’s this&#039; before they even know it, either completely changing or disappearing into nothingness. Many former Idols end up here, and many band members are accidentally made into them. It used to be the case that possession of a data crystal containing these songs alone was a crime, however the Federation government has elected to assimilate these groups and attempt to &#039;socialize&#039; as many fans as possible, knowing banning them will only fuel it. To prevent this, a few bands have sternly refused to make any public announcements about tours or gatherings, relying entirely on word of mouth and guerilla t-shirt stands. &lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the 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;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
&lt;br /&gt;
Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&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 “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. 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 “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word. This can be positive or negative.&lt;br /&gt;
&lt;br /&gt;
If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&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, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. 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 Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
&lt;br /&gt;
On the other hand, Skrell also hold relationships with a negative bond, each name beginning with the root word Lu. This often means Void, Vacuum, or Abyss signaling a near-complete lack of light in the partnership.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell term for a person who is a chosen partner, friend, and mate. The romantic love Skrell feel can be rather unpredictable, comparable to the tides of the sea. Typically, the formation of Qu&#039;Poxii heavily depends on the feelings of the Skrell in question. Some Skrell can spot their Qu&#039;Poxii within a week of meeting someone, others may take several decades to fully probe every aspect of the person before calling themselves ready. Likewise, these bonds can have members temporarily or even permanently bow out depending on the &#039;tides of the heart&#039; as well, this carrying no shame at all. Those who choose to become Qu&#039;Poxii are not restricted to only two Skrell, a group of Qu&#039;Poxii being known as a romantic union, or [[Skrell_Families|Quya]] Polyamory is commonplace with those who have had strong connections with each other for years, often best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce and how close they have come to each other. Quya often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lu&#039;Poxii - Abysslover, Voidlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lu&#039;Poxii is a term for a person who is a &#039;&#039;&#039;rival, and potent arch-nemesis&#039;&#039;&#039;. This is not just any hatred, it&#039;s a special non-platonic form. A Lu&#039;Poxii thrives on rivalry, and the purpose of this relationship, when healthy, is to grow, as well as one-up each other. Admiration of the others&#039; positive aspects and abilities is required, not only annoyance at their negative qualities. Lu&#039;Poxii often fail when one partner is frequently better than the other, and gets no challenge out of it. Tormenting, taunting, and terrorizing ones&#039; Lu&#039;Poxii is fully acceptable in this dance of antagonism, but doing irreversible harm to them is unwanted, least of which because one would be much less happy without a rival to challenge them. Oddly enough to other races, Lu&#039;Poxii are just as capable of living under one roof as a Qu&#039;Poxii, the same affectionate gestures often being used. It is somewhat complicated for multiple Lu&#039;Poxii to come together in a relationship like this, but it is not unheard of.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. 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;Lu&#039;Kaax - Abyssdancer, Vacuum&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a term for workplace rivalries, often more of a pact than a one-sided dislike. A Lu&#039;Kaax would be a coworker you care nothing for, only for outdoing, surpassing, or jockeying for their position. Sabotage, only if it happens to be discovered, is highly taboo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” 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 “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lu&#039;Nioh - Stardust&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This sort of relationship is an unexpected dislike. Oftentimes, a Lu&#039;Nioh is someone one expected to be fond of, perhaps even a budding Qu&#039;Nioh, but something about their life has proven abhorrent/reprehensible/disgusting enough to where reconciliation or a deeper relationship is impossible. This does not typically feature any hatred or opposition but does not have an ounce of support.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Pluux - Comet&#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 &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, 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;Lu&#039;Pluux - Singularity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This bond is also born of situational circumstances, but this is a temporary hatred. Humans would consider this much like a grudge, though in a Lu&#039;Pluux it is much deeper. While this relationship is just as temporary as its&#039; positive counterpart, the long lifespans and keen memories of Skrell can mean a Lu&#039;Pluux can last decades, if not hundreds of years. It is characterized by not angry outburst hatred, but a continuous stream of resentment. It can develop to the point of hating everything associated with them, even their lineage.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lu&#039;Draa - Abysschild, Voidblood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Familial love is nearly the default for Skrell, especially in times where there&#039;s a shortage of children. However, there are cases of Lu&#039;Draa, which is not a hatred, but simply a complete lack of empathy or positive feelings towards a family member. Some call this a &#039;brown dwarf&#039;, named after a stage stars undergo where the planets around them do not even rotate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Dating===&lt;br /&gt;
Being prolonged breeding amphibians, Skrell romance in their early stage was not much different. Primitive Skrell would gather in the thousands at a suitably aesthetically-pleasing, and suitably damp, location to reproduce. The most brave and romantic would lounge about on the highest places they could, advertising themselves, their skills, and their achievements to anyone whom would listen.&lt;br /&gt;
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This behavior has changed in the modern day, becoming an official Federation-sponsored holiday that occurs every year, as it used to, typically in moist environments with plenty of natural scenery. These are called &#039;&#039;&#039;Starlight Gatherings&#039;&#039;&#039;. Skrell on a given continent/world meet up at these, partaking in food, games, but primarily looking for a potential Qu&#039;Poxii. Existing Starlovers and their Quya also come to these, whether for fun or to strengthen their bonds with each other. It is known for even the most reclusive scientists to occasionally appear at these, normally under the guise of ‘searching for suitable lab assistants.’ Some Listeners are known to appear here, whether pressured enough by their Receiver counterparts, or coming all on their own whether biological reasons or otherwise. In the end, hardly anyone refuses to show up, the intense romantic feelings rippling through the Nlom in planet-spanning proportions.&lt;br /&gt;
&lt;br /&gt;
The dating of other species is notoriously difficult for a Skrell to deal with. While they have no inbuilt qualms about dating outside of their species, it is comparable to singing opera to a man deaf in one ear. It is difficult for Skrell, with their highly keen emotions and psionic communication, to connect meaningfully to other races in a romantic capacity. As well, being aware of current medical technology, they would outlive three or more humans in one Skrell lifespan. However, this has not stopped many Skrell from trying to make the best of it anyway. Skrell typically do not place much importance on physical appearance, or other such biological aspects, mostly caring about emotions and personality when selecting a partner. However, it has been somewhat difficult for Listeners to find romance with Receivers, being seen as somewhat shifty.&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 [[Skrell Faith|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. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#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;. &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 &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; 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. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&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;
Research and travel are highly monitored and regulated by the Federation Government.  It is considered good citizenship to report any crimes of anti-Federation sentiment, which includes but is not limited to AI research.&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 &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). 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 &#039;&#039;&#039;Aliose&#039;&#039;&#039;) 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 (Qerrbalak) 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 due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
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Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
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===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the 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 logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
&lt;br /&gt;
For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
&lt;br /&gt;
This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
&lt;br /&gt;
When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
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&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=14080</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=14080"/>
		<updated>2020-02-13T07:26:19Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: sleeping lore&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;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
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;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&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 can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&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;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&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 multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Jargon gestures.]]&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. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  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. Typically if these gums are not used to &#039;chew&#039;, Skrell otherwise swallow their foods whole, or grind them into a softer form, some carrying around mortars and pestles. 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;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
&lt;br /&gt;
Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation 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 Federation 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;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
&lt;br /&gt;
Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
While the &amp;quot;common&amp;quot; Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing &#039;types&#039; or &#039;ethnicities&#039; of Skrell which are categorized based on both physical attributes, as well as point of origin on the homeworld. These ethnicities of Skrell have emerged much as those of humankind have, based on localized groups adapting to their native territory and intermarrying with their own to reinforce the prevalence of certain traits, traits not exclusive to either archetype.&lt;br /&gt;
&lt;br /&gt;
There are specific populations of Skrell which are considered to be of the Axiori archetype, in that they have traits which are typically associated with those who found in the more oceanic regions of the planet. Typical traits include a thinner mucus on the body, darker skin colors, more prominent webbing on the hands and feet, and generally taller builds. Not all &#039;&#039;&#039;Axiori&#039;&#039;&#039; Skrell have these traits, but it is more common to see in someone with a genetic relationship to this population. Axiori are also more prone to &#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Likewise there are also &#039;&#039;&#039;Xiialt&#039;&#039;&#039; archetype Skrell, who are known to be on the other side of this spectrum of traits. Their adaptations are more consistent with the dryer regions of their homeworld. Thicker and more gelatinous mucous, lighter colored skin, more superficial webbing on the hands and feet, and generally shorter builds, are traits that are commonly associated with Xiialt Skrell. &lt;br /&gt;
&lt;br /&gt;
The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered &amp;quot;biracial&amp;quot;. All Skrell fall somewhere on the spectrum from &amp;quot;sticky or slimy&amp;quot;, &amp;quot;light or dark&amp;quot;, &amp;quot;webbed or not&amp;quot;. Complications resulting from Glorsh&#039;s actions and the Genophage have led to even further blurring of the lines between ethnicities. However, those who have strong genetic lineages of a certain ethnicity will likely display the associated physical traits.&lt;br /&gt;
&lt;br /&gt;
===Disorders===&lt;br /&gt;
[[File:skrellburger.png|thumb|alt=|A Skrell with beakmouth consumes a delicious burger. While downsides are heavy, those with the disorder do not complain about their ability to easier chew foods.]]&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with 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 the 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 gills, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - 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. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&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 the 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 15% of the Federation&#039;s population.&lt;br /&gt;
&lt;br /&gt;
Another disorder is &#039;&#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. The plates are solid pieces which interlock, unlike human teeth which are separate structures.&lt;br /&gt;
&lt;br /&gt;
Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
&lt;br /&gt;
The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
&lt;br /&gt;
There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
&lt;br /&gt;
Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters ‘deep’ sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Dream, or Srom&#039;&#039;&#039;. Here, their thoughts connect to others on a deeper level than the Wake can allow, transmitting emotions and memories. This psychic space is much like a &#039;&#039;&#039;human lucid dream&#039;&#039;&#039;, but on a much wider scale.&lt;br /&gt;
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The size of any given Srom &#039;&#039;&#039;dreambubble&#039;&#039;&#039; is dependent on the amount of psychics recently occupying a location. A small number will generally keep their dreams to themselves, perhaps picking up only scarce traces from one another. Smaller dreambubbles can widely vary in appearance, generally the strongest memory or lucid concept dreamt up. Larger dreambubbles, such as on &#039;&#039;&#039;Homeworld&#039;&#039;&#039;, resemble the environment they’re built around.&lt;br /&gt;
&lt;br /&gt;
Psychic individuals can lucidly alter and adjust things in Srom based on skill, effort, and power. Typically, the most common move is to alter one&#039;s dream body; some claim the process is easier if one sleeps wearing a costume. Overuse of lucid dreaming causing various levels of unpleasant physiological and psychological effects. It takes a keen mind to perfectly replicate how a dreamed up object would realistically act. Lastly, &#039;&#039;&#039;stress&#039;&#039;&#039; can cause objects to spontaneously apparate in the Srom or change it.&lt;br /&gt;
&lt;br /&gt;
Curiously enough, the &#039;&#039;&#039;&#039;ghosts&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;memories&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;echoes&#039;&#039;&#039;&#039; of particularly psionically-attuned individuals can remain in dreambubbles after their waking body’s death - with some effort. These typically act somewhat esoterically. These thought projections are ephemeral, never lasting very long.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;difficult&#039;&#039;&#039; to &#039;&#039;&#039;keep ones lips sealed in the Dream&#039;&#039;&#039;, with inhibitions that often keep ones thoughts to themselves easily melting away. However, it is also much easier to create and &#039;&#039;&#039;brainstorm&#039;&#039;&#039; in Srom. This often extends to the waking world, the body mumbling recent excerpts from their dreamspeech. Ways to hide from the &#039;&#039;&#039;dreamclutter&#039;&#039;&#039; of a dreambubble are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that &#039;&#039;&#039;aluminum&#039;&#039;&#039; (typically headpieces, blankets, or plated walls) blocks off sections of a Dreambubble entirely. &lt;br /&gt;
&lt;br /&gt;
Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in &#039;&#039;&#039;light sleep or awake entirely&#039;&#039;&#039;. This means most who hold secrets have the telltale sign of being constantly tired, however you can train yourself to enter a &#039;&#039;&#039;meditative trance&#039;&#039;&#039;, keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with each other in private.&lt;br /&gt;
&lt;br /&gt;
Some Skrell fall into the categories of an &#039;&#039;&#039;oversleeper or an undersleeper&#039;&#039;&#039;. Some find themselves &#039;&#039;&#039;addicted&#039;&#039;&#039; to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oversleepers are seen as &#039;&#039;&#039;reclusive&#039;&#039;&#039; and sometimes lackadaisical individuals, and undersleepers are seen as holders of &#039;&#039;&#039;deep and potentially dangerous secrets.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
It is known that Skrell only need to sleep for &#039;&#039;&#039;minutes at a time&#039;&#039;&#039;, being able to lapse in and out of consciousness almost on-command. However, they are able to remain asleep for &#039;&#039;&#039;incredibly long periods&#039;&#039;&#039;, even weeks or months at a time. Many take sixty-second naps throughout their day to remain refreshed.&lt;br /&gt;
&lt;br /&gt;
Due to the sometimes &#039;&#039;&#039;chaotic nature&#039;&#039;&#039; of thousands on thousands of individuals sharing a space that more than just a few can alter, there is a dedicated division of the &#039;&#039;&#039;Federation law enforcement&#039;&#039;&#039; just for the Srom. Called &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, translating to &#039;&#039;&#039;Dream Enforcement&#039;&#039;&#039;, their roles are to ensure that major planetary dreambubbles are safe from wild lucidity. Agents are recruited from Skrell with &#039;&#039;&#039;very high psychic potential&#039;&#039;&#039;. The Dream Enforcement are also in charge of ensuring no illegal or anti-Federation activities are being dreamt, particularly the &#039;&#039;&#039;malicious use of Nlom-capable devices.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
These Nlom devices are often two-way interfaces within a dreambubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and &#039;&#039;&#039;three Skrell pilots&#039;&#039;&#039;, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means you require a large amount of training and practice to operate Nlom interfaces while in it.&lt;br /&gt;
&lt;br /&gt;
===Telepathy===&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
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Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
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===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
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Due to Humans&#039; limited audial receptors, 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 with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
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The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
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===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
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The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
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While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
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Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
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===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
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The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
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== History ==&lt;br /&gt;
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Main page: [[Skrell History]]&lt;br /&gt;
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The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
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In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
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By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
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In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
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By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
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In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
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==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
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Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.&lt;br /&gt;
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A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
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===Work Ethic===&lt;br /&gt;
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Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionae&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionae to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
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One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
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In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
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===Pop Culture===&lt;br /&gt;
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It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
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===Music===&lt;br /&gt;
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Originally, when Skrell were in their primitive stage, their music was primarily vocalization. Water, being a convenient medium for noise, served well for long-distance singing and harmonization. These songs were typically featuring very short notes (similar to human plainchant), due to sound traveling faster. Eventually these vocalizations began to be accompanied by percussion, various seascapes around the waters of Qerrbalak offering a great range of noises to accompany this. As their songs traveled far through the water, overlapping different vocal performances became quite difficult; Skrellian choruses eventually merging together and reaching very large numbers of vocalists and percussionists, synced up quite well through a combination of pure skill and the Nlom. Many centuries later, this trend would still continue, with long songs featuring bands with tens of numbers, each member having a very specific, yet very crucial role. &lt;br /&gt;
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In the modern age, Skrellian music had not changed in structure much, however the process of creating it, and displaying it, had become far more complex. Members of the top contemporary Skrellian bands would train for years to have the best voices, the best moves, and the finest outfits and implants. These songs would typically preach Skrellian values, conformity, relying on ones’ social structures, but would include massive audiovisual elements. In some concerts, one receives a tab lulling them into a half-awake state where the music would be accompanied by a big, shared, psionic hallucination. Lasers, special effects, and holograms would be common sights. This would be where Idol groups would begin. Musical subcultures in typical Skrell society are very homogenous, a Skrell must stick to the styles and behaviors of their subculture, or be seen as ‘only here temporarily.’&lt;br /&gt;
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For every-day pop music, Skrellian artists have taken big inspiration from human trends, some artists sampling chopping and screwing human music to create catchy Sol Common hooks, others taking human genres and putting them through a Skrellian lens. Other homemade genres have sprung up, such as moisturewave, currently rocking the alternative scene. This genre is typically denoted by a low-resolution, electronic production, with a relatively fast tempo. Shorter songs are generally popular in the right-now, a combination of sound traveling faster through water and electronic music being simple to create leading to higher-tempo and higher-pitch &#039;sound bites&#039; lasting no longer than two minutes. Imagine nightcore.&lt;br /&gt;
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Skrell also possess a notable counterculture, one similar to human punk rock circles. These circles are typically out of the way of polite society, concerts generally staying in underground places. Listeners tend to enjoy these musical circles more, receivers generally not straying far from the pop. These are rife with hallucinogens being passed around, strange alien liquors splashed on fans’ gills, and heavy audience participation. These songs are typically in extremely vulgar Nral’malic, retaliating against Federation values and urging their generally young audiences to find their own voices; fans typically being listeners or listener-leaning receivers. This can lead to very &#039;unsightly&#039; outfits and even some venues demanding the audience be blindfolded Despite their ironic, often sarcastic and even humorous messages, they tend to be quite provoking. Many former idols end up in this counterculture, such as the former Idol group Nral&#039;akk Deluxe 1597, now known as ‘GLORSH YOU ASSHOLE.’&lt;br /&gt;
Fans of the music generally live in a perpetual state of anxiety owing to the existential dread of Receivers finding a band. A group a Skrell has been listening to for well over 200 years can disappear into the vast sea of &#039;ooh what’s this&#039; before they even know it, either completely changing or disappearing into nothingness. Many former Idols end up here, and many band members are accidentally made into them. It used to be the case that possession of a data crystal containing these songs alone was a crime, however the Federation government has elected to assimilate these groups and attempt to &#039;socialize&#039; as many fans as possible, knowing banning them will only fuel it. To prevent this, a few bands have sternly refused to make any public announcements about tours or gatherings, relying entirely on word of mouth and guerilla t-shirt stands. &lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the expensive imports and keep planetary environments safe.&lt;br /&gt;
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&#039;&#039;For more information, see [[Skrellian Cuisine]]&#039;&#039;&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
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Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&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 “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. 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 “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word. This can be positive or negative.&lt;br /&gt;
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If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&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, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. 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 Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
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On the other hand, Skrell also hold relationships with a negative bond, each name beginning with the root word Lu. This often means Void, Vacuum, or Abyss signaling a near-complete lack of light in the partnership.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
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The Skrell term for a person who is a chosen &#039;&#039;&#039;partner, friend, and mate&#039;&#039;&#039;. Those who choose to become Qu&#039;Poxii are mutually deciding that they are lifelong partners, and this relationship is not restricted to only two Skrell. Polyamory is commonplace with those who have had strong connections with each other for years, meaning best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce. Qu&#039;Poxii relationships often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school.&lt;br /&gt;
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&#039;&#039;&#039;Lu&#039;Poxii - Abysslover, Voidlight&#039;&#039;&#039;&lt;br /&gt;
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Lu&#039;Poxii is a term for a person who is a &#039;&#039;&#039;rival, and potent arch-nemesis&#039;&#039;&#039;. This is not just any hatred, it&#039;s a special non-platonic form. A Lu&#039;Poxii thrives on rivalry, and the purpose of this relationship, when healthy, is to grow, as well as one-up each other. Admiration of the others&#039; positive aspects and abilities is required, not only annoyance at their negative qualities. Lu&#039;Poxii often fail when one partner is frequently better than the other, and gets no challenge out of it. Tormenting, taunting, and terrorizing ones&#039; Lu&#039;Poxii is fully acceptable in this dance of antagonism, but doing irreversible harm to them is unwanted, least of which because one would be much less happy without a rival to challenge them. Oddly enough to other races, Lu&#039;Poxii are just as capable of living under one roof as a Qu&#039;Poxii, the same affectionate gestures often being used.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
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The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. 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;Lu&#039;Kaax - Abyssdancer, Vacuum&#039;&#039;&#039;&lt;br /&gt;
This is a term for workplace rivalries, often more of a pact than a one-sided dislike. A Lu&#039;Kaax would be a coworker you care nothing for, only for outdoing, surpassing, or jockeying for their position. Sabotage, only if it happens to be discovered, is highly taboo.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
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This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” 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 “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
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&#039;&#039;&#039;Lu&#039;Nioh - Stardust&#039;&#039;&#039;&lt;br /&gt;
This sort of relationship is an unexpected dislike. Oftentimes, a Lu&#039;Nioh is someone one expected to be fond of, perhaps even a budding Qu&#039;Nioh, but something about their life has proven abhorrent/reprehensible/disgusting enough to where reconciliation or a deeper relationship is impossible. This does not typically feature any hatred or opposition but does not have an ounce of support.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Pluux - Comet&#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 &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, 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;Lu&#039;Pluux - Singularity&#039;&#039;&#039;&lt;br /&gt;
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This bond is also born of situational circumstances, but this is a temporary hatred. Humans would consider this much like a grudge, though in a Lu&#039;Pluux it is much deeper. While this relationship is just as temporary as its&#039; positive counterpart, the long lifespans and keen memories of Skrell can mean a Lu&#039;Pluux can last decades, if not hundreds of years. It is characterized by not angry outburst hatred, but a continuous stream of resentment. It can develop to the point of hating everything associated with them, even their lineage.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
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This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
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&#039;&#039;&#039;Lu&#039;Draa - Abysschild, Voidblood&#039;&#039;&#039;&lt;br /&gt;
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Familial love is nearly the default for Skrell, especially in times where there&#039;s a shortage of children. However, there are cases of Lu&#039;Draa, which is not a hatred, but simply a complete lack of empathy or positive feelings towards a family member. Some call this a &#039;brown dwarf&#039;, named after a stage stars undergo where the planets around them do not even rotate.&lt;br /&gt;
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&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
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===Dating===&lt;br /&gt;
Being prolonged breeding amphibians, Skrell romance in their early stage was not much different. Primitive Skrell would gather in the thousands at a suitably aesthetically-pleasing, and suitably damp, location to reproduce. The most brave and romantic would lounge about on the highest places they could, advertising themselves, their skills, and their achievements to anyone whom would listen.&lt;br /&gt;
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This behavior has changed in the modern day, becoming an official Federation-sponsored holiday that occurs every year, as it used to, typically in moist environments with plenty of natural scenery. These are called &#039;&#039;&#039;Starlight Gatherings&#039;&#039;&#039;. Skrell on a given continent/world meet up at these, partaking in food, games, but primarily looking for a potential Qu&#039;Poxii. Existing Starlovers and their Quya also come to these, whether for fun or to strengthen their bonds with each other. It is known for even the most reclusive scientists to occasionally appear at these, normally under the guise of ‘searching for suitable lab assistants.’ Some Listeners are known to appear here, whether pressured enough by their Receiver counterparts, or coming all on their own whether biological reasons or otherwise. In the end, hardly anyone refuses to show up, the intense romantic feelings rippling through the Nlom in planet-spanning proportions.&lt;br /&gt;
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The dating of other species is notoriously difficult for a Skrell to deal with. While they have no inbuilt qualms about dating outside of their species, it is comparable to singing opera to a man deaf in one ear. It is difficult for Skrell, with their highly keen emotions and psionic communication, to connect meaningfully to other races in a romantic capacity. As well, being aware of current medical technology, they would outlive three or more humans in one Skrell lifespan. However, this has not stopped many Skrell from trying to make the best of it anyway. Skrell typically do not place much importance on physical appearance, or other such biological aspects, mostly caring about emotions and personality when selecting a partner. However, it has been somewhat difficult for Listeners to find romance with Receivers, being seen as somewhat shifty.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have [[Skrell Faith|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. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#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;. &lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
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===Political Structure===&lt;br /&gt;
Following the Skrell&#039;s long tradition of political councils, the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; 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. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
&lt;br /&gt;
Members of the Federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
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Research and travel are highly monitored and regulated by the Federation Government.  It is considered good citizenship to report any crimes of anti-Federation sentiment, which includes but is not limited to AI research.&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 &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). 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 &#039;&#039;&#039;Aliose&#039;&#039;&#039;) 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 (Qerrbalak) 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 due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
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Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
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&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the 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 logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
&lt;br /&gt;
For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
&lt;br /&gt;
This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
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When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
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&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
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&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
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&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
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&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
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===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
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Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
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===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13778</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13778"/>
		<updated>2019-12-19T17:49:27Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: Polyamory is now soft recognized.&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;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
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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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Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
&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;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&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 can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&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;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&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 multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Jargon gestures.]]&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. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  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. Typically if these gums are not used to &#039;chew&#039;, Skrell otherwise swallow their foods whole, or grind them into a softer form, some carrying around mortars and pestles. 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;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
&lt;br /&gt;
Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation 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 Federation 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;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
&lt;br /&gt;
Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
While the &amp;quot;common&amp;quot; Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing &#039;types&#039; or &#039;ethnicities&#039; of Skrell which are categorized based on both physical attributes, as well as point of origin on the homeworld. These ethnicities of Skrell have emerged much as those of humankind have, based on localized groups adapting to their native territory and intermarrying with their own to reinforce the prevalence of certain traits, traits not exclusive to either archetype.&lt;br /&gt;
&lt;br /&gt;
There are specific populations of Skrell which are considered to be of the Axiori archetype, in that they have traits which are typically associated with those who found in the more oceanic regions of the planet. Typical traits include a thinner mucus on the body, darker skin colors, more prominent webbing on the hands and feet, and generally taller builds. Not all &#039;&#039;&#039;Axiori&#039;&#039;&#039; Skrell have these traits, but it is more common to see in someone with a genetic relationship to this population. Axiori are also more prone to &#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Likewise there are also &#039;&#039;&#039;Xiialt&#039;&#039;&#039; archetype Skrell, who are known to be on the other side of this spectrum of traits. Their adaptations are more consistent with the dryer regions of their homeworld. Thicker and more gelatinous mucous, lighter colored skin, more superficial webbing on the hands and feet, and generally shorter builds, are traits that are commonly associated with Xiialt Skrell. &lt;br /&gt;
&lt;br /&gt;
The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered &amp;quot;biracial&amp;quot;. All Skrell fall somewhere on the spectrum from &amp;quot;sticky or slimy&amp;quot;, &amp;quot;light or dark&amp;quot;, &amp;quot;webbed or not&amp;quot;. Complications resulting from Glorsh&#039;s actions and the Genophage have led to even further blurring of the lines between ethnicities. However, those who have strong genetic lineages of a certain ethnicity will likely display the associated physical traits.&lt;br /&gt;
&lt;br /&gt;
===Disorders===&lt;br /&gt;
[[File:skrellburger.png|thumb|alt=|A Skrell with beakmouth consumes a delicious burger. While downsides are heavy, those with the disorder do not complain about their ability to easier chew foods.]]&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with 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 the 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 gills, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - 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. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&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 the 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 15% of the Federation&#039;s population.&lt;br /&gt;
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Another disorder is &#039;&#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. The plates are solid pieces which interlock, unlike human teeth which are separate structures.&lt;br /&gt;
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Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
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The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
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==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
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There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
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Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters ‘deep’ sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Dream, or Srom&#039;&#039;&#039;. Here, their thoughts connect to others on a deeper level than the Wake can allow, transmitting emotions and memories. This psychic space is much like a &#039;&#039;&#039;human lucid dream&#039;&#039;&#039;, but on a much wider scale.&lt;br /&gt;
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The size of any given Srom &#039;&#039;&#039;dreambubble&#039;&#039;&#039; is dependent on the amount of psychics recently occupying a location. A small number will generally keep their dreams to themselves, perhaps picking up only scarce traces from one another. Smaller dreambubbles can widely vary in appearance, generally the strongest memory or lucid concept dreamt up. Larger dreambubbles, such as on &#039;&#039;&#039;Homeworld&#039;&#039;&#039;, resemble the environment they’re built around.&lt;br /&gt;
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Psychic individuals can lucidly alter and adjust things in Srom based on skill, effort, and power. Typically, the most common move is to alter one&#039;s dream body; some claim the process is easier if one sleeps wearing a costume. Overuse of lucid dreaming causing various levels of unpleasant physiological and psychological effects. It takes a keen mind to perfectly replicate how a dreamed up object would realistically act. Lastly, &#039;&#039;&#039;stress&#039;&#039;&#039; can cause objects to spontaneously apparate in the Srom or change it.&lt;br /&gt;
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Curiously enough, the &#039;&#039;&#039;&#039;ghosts&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;memories&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;echoes&#039;&#039;&#039;&#039; of particularly psionically-attuned individuals can remain in dreambubbles after their waking body’s death - with some effort. These typically act somewhat esoterically. These thought projections are ephemeral, never lasting very long.&lt;br /&gt;
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It is &#039;&#039;&#039;difficult&#039;&#039;&#039; to &#039;&#039;&#039;keep ones lips sealed in the Dream&#039;&#039;&#039;, with inhibitions that often keep ones thoughts to themselves easily melting away. However, it is also much easier to create and &#039;&#039;&#039;brainstorm&#039;&#039;&#039; in Srom. This often extends to the waking world, the body mumbling recent excerpts from their dreamspeech. Ways to hide from the &#039;&#039;&#039;dreamclutter&#039;&#039;&#039; of a dreambubble are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that &#039;&#039;&#039;aluminum&#039;&#039;&#039; (typically headpieces, blankets, or plated walls) blocks off sections of a Dreambubble entirely. &lt;br /&gt;
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Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in &#039;&#039;&#039;light sleep or awake entirely&#039;&#039;&#039;. This means most who hold secrets have the telltale sign of being constantly tired, however you can train yourself to enter a &#039;&#039;&#039;meditative trance&#039;&#039;&#039;, keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with each other in private.&lt;br /&gt;
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Some Skrell fall into the categories of an &#039;&#039;&#039;oversleeper or an undersleeper&#039;&#039;&#039;. Some find themselves &#039;&#039;&#039;addicted&#039;&#039;&#039; to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oversleepers are seen as &#039;&#039;&#039;reclusive&#039;&#039;&#039; and sometimes lackadaisical individuals, and undersleepers are seen as holders of &#039;&#039;&#039;deep and potentially dangerous secrets.&#039;&#039;&#039;&lt;br /&gt;
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Due to the sometimes &#039;&#039;&#039;chaotic nature&#039;&#039;&#039; of thousands on thousands of individuals sharing a space that more than just a few can alter, there is a dedicated division of the &#039;&#039;&#039;Federation law enforcement&#039;&#039;&#039; just for the Srom. Called &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, translating to &#039;&#039;&#039;Dream Enforcement&#039;&#039;&#039;, their roles are to ensure that major planetary dreambubbles are safe from wild lucidity. Agents are recruited from Skrell with &#039;&#039;&#039;very high psychic potential&#039;&#039;&#039;. The Dream Enforcement are also in charge of ensuring no illegal or anti-Federation activities are being dreamt, particularly the &#039;&#039;&#039;malicious use of Nlom-capable devices.&#039;&#039;&#039; &lt;br /&gt;
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These Nlom devices are often two-way interfaces within a dreambubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and &#039;&#039;&#039;three Skrell pilots&#039;&#039;&#039;, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means you require a large amount of training and practice to operate Nlom interfaces while in it.&lt;br /&gt;
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===Telepathy===&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
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Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
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===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
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Due to Humans&#039; limited audial receptors, 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 with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
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The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
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===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
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The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
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While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
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Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
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===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
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The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
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== History ==&lt;br /&gt;
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Main page: [[Skrell History]]&lt;br /&gt;
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The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
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In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
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By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
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In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
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By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
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In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
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==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
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Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.&lt;br /&gt;
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A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
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===Work Ethic===&lt;br /&gt;
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Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionae&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionae to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
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One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
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In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
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===Pop Culture===&lt;br /&gt;
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It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
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===Music===&lt;br /&gt;
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Originally, when Skrell were in their primitive stage, their music was primarily vocalization. Water, being a convenient medium for noise, served well for long-distance singing and harmonization. These songs were typically featuring very short notes (similar to human plainchant), due to sound traveling faster. Eventually these vocalizations began to be accompanied by percussion, various seascapes around the waters of Qerrbalak offering a great range of noises to accompany this. As their songs traveled far through the water, overlapping different vocal performances became quite difficult; Skrellian choruses eventually merging together and reaching very large numbers of vocalists and percussionists, synced up quite well through a combination of pure skill and the Nlom. Many centuries later, this trend would still continue, with long songs featuring bands with tens of numbers, each member having a very specific, yet very crucial role. &lt;br /&gt;
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In the modern age, Skrellian music had not changed in structure much, however the process of creating it, and displaying it, had become far more complex. Members of the top contemporary Skrellian bands would train for years to have the best voices, the best moves, and the finest outfits and implants. These songs would typically preach Skrellian values, conformity, relying on ones’ social structures, but would include massive audiovisual elements. In some concerts, one receives a tab lulling them into a half-awake state where the music would be accompanied by a big, shared, psionic hallucination. Lasers, special effects, and holograms would be common sights. This would be where Idol groups would begin. Musical subcultures in typical Skrell society are very homogenous, a Skrell must stick to the styles and behaviors of their subculture, or be seen as ‘only here temporarily.’&lt;br /&gt;
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For every-day pop music, Skrellian artists have taken big inspiration from human trends, some artists sampling chopping and screwing human music to create catchy Sol Common hooks, others taking human genres and putting them through a Skrellian lens. Other homemade genres have sprung up, such as moisturewave, currently rocking the alternative scene. This genre is typically denoted by a low-resolution, electronic production, with a relatively fast tempo. Shorter songs are generally popular in the right-now, a combination of sound traveling faster through water and electronic music being simple to create leading to higher-tempo and higher-pitch &#039;sound bites&#039; lasting no longer than two minutes. Imagine nightcore.&lt;br /&gt;
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Skrell also possess a notable counterculture, one similar to human punk rock circles. These circles are typically out of the way of polite society, concerts generally staying in underground places. Listeners tend to enjoy these musical circles more, receivers generally not straying far from the pop. These are rife with hallucinogens being passed around, strange alien liquors splashed on fans’ gills, and heavy audience participation. These songs are typically in extremely vulgar Nral’malic, retaliating against Federation values and urging their generally young audiences to find their own voices; fans typically being listeners or listener-leaning receivers. This can lead to very &#039;unsightly&#039; outfits and even some venues demanding the audience be blindfolded Despite their ironic, often sarcastic and even humorous messages, they tend to be quite provoking. Many former idols end up in this counterculture, such as the former Idol group Nral&#039;akk Deluxe 1597, now known as ‘GLORSH YOU ASSHOLE.’&lt;br /&gt;
Fans of the music generally live in a perpetual state of anxiety owing to the existential dread of Receivers finding a band. A group a Skrell has been listening to for well over 200 years can disappear into the vast sea of &#039;ooh what’s this&#039; before they even know it, either completely changing or disappearing into nothingness. Many former Idols end up here, and many band members are accidentally made into them. It used to be the case that possession of a data crystal containing these songs alone was a crime, however the Federation government has elected to assimilate these groups and attempt to &#039;socialize&#039; as many fans as possible, knowing banning them will only fuel it. To prevent this, a few bands have sternly refused to make any public announcements about tours or gatherings, relying entirely on word of mouth and guerilla t-shirt stands. &lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the expensive imports and keep planetary environments safe.&lt;br /&gt;
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&#039;&#039;For more information, see [[Skrellian Cuisine]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Naming System ===&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
&lt;br /&gt;
Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&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 “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. 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 “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word. This can be positive or negative.&lt;br /&gt;
&lt;br /&gt;
If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&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, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. 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 Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
&lt;br /&gt;
On the other hand, Skrell also hold relationships with a negative bond, each name beginning with the root word Lu. This often means Void, Vacuum, or Abyss signaling a near-complete lack of light in the partnership.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell term for a person who is a chosen &#039;&#039;&#039;partner, friend, and mate&#039;&#039;&#039;. Those who choose to become Qu&#039;Poxii are mutually deciding that they are lifelong partners, and this relationship is not restricted to only two Skrell. Polyamory is commonplace with those who have had strong connections with each other for years, meaning best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce. Qu&#039;Poxii relationships often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lu&#039;Poxii - Abysslover, Voidlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lu&#039;Poxii is a term for a person who is a &#039;&#039;&#039;rival, and potent arch-nemesis&#039;&#039;&#039;. This is not just any hatred, it&#039;s a special non-platonic form. A Lu&#039;Poxii thrives on rivalry, and the purpose of this relationship, when healthy, is to grow, as well as one-up each other. Admiration of the others&#039; positive aspects and abilities is required, not only annoyance at their negative qualities. Lu&#039;Poxii often fail when one partner is frequently better than the other, and gets no challenge out of it. Tormenting, taunting, and terrorizing ones&#039; Lu&#039;Poxii is fully acceptable in this dance of antagonism, but doing irreversible harm to them is unwanted, least of which because one would be much less happy without a rival to challenge them. Oddly enough to other races, Lu&#039;Poxii are just as capable of living under one roof as a Qu&#039;Poxii, the same affectionate gestures often being used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. 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;Lu&#039;Kaax - Abyssdancer, Vacuum&#039;&#039;&#039;&lt;br /&gt;
This is a term for workplace rivalries, often more of a pact than a one-sided dislike. A Lu&#039;Kaax would be a coworker you care nothing for, only for outdoing, surpassing, or jockeying for their position. Sabotage, only if it happens to be discovered, is highly taboo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” 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 “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lu&#039;Nioh - Stardust&#039;&#039;&#039;&lt;br /&gt;
This sort of relationship is an unexpected dislike. Oftentimes, a Lu&#039;Nioh is someone one expected to be fond of, perhaps even a budding Qu&#039;Nioh, but something about their life has proven abhorrent/reprehensible/disgusting enough to where reconciliation or a deeper relationship is impossible. This does not typically feature any hatred or opposition but does not have an ounce of support.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Pluux - Comet&#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 &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, 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;Lu&#039;Pluux - Singularity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This bond is also born of situational circumstances, but this is a temporary hatred. Humans would consider this much like a grudge, though in a Lu&#039;Pluux it is much deeper. While this relationship is just as temporary as its&#039; positive counterpart, the long lifespans and keen memories of Skrell can mean a Lu&#039;Pluux can last decades, if not hundreds of years. It is characterized by not angry outburst hatred, but a continuous stream of resentment. It can develop to the point of hating everything associated with them, even their lineage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lu&#039;Draa - Abysschild, Voidblood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Familial love is nearly the default for Skrell, especially in times where there&#039;s a shortage of children. However, there are cases of Lu&#039;Draa, which is not a hatred, but simply a complete lack of empathy or positive feelings towards a family member. Some call this a &#039;brown dwarf&#039;, named after a stage stars undergo where the planets around them do not even rotate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Dating===&lt;br /&gt;
Being prolonged breeding amphibians, Skrell romance in their early stage was not much different. Primitive Skrell would gather in the thousands at a suitably aesthetically-pleasing, and suitably damp, location to reproduce. The most brave and romantic would lounge about on the highest places they could, advertising themselves, their skills, and their achievements to anyone whom would listen.&lt;br /&gt;
&lt;br /&gt;
This behavior has changed in the modern day, becoming an official Federation-sponsored holiday that occurs every year, as it used to, typically in moist environments with plenty of natural scenery. These are called &#039;&#039;&#039;Starlight Gatherings&#039;&#039;&#039;. Skrell on a given continent/world meet up at these, partaking in food, games, but primarily looking for a potential Qu&#039;Poxii. Existing Starlovers and their Quya also come to these, whether for fun or to strengthen their bonds with each other. It is known for even the most reclusive scientists to occasionally appear at these, normally under the guise of ‘searching for suitable lab assistants.’ Some Listeners are known to appear here, whether pressured enough by their Receiver counterparts, or coming all on their own whether biological reasons or otherwise. In the end, hardly anyone refuses to show up, the intense romantic feelings rippling through the Nlom in planet-spanning proportions.&lt;br /&gt;
&lt;br /&gt;
The dating of other species is notoriously difficult for a Skrell to deal with. While they have no inbuilt qualms about dating outside of their species, it is comparable to singing opera to a man deaf in one ear. It is difficult for Skrell, with their highly keen emotions and psionic communication, to connect meaningfully to other races in a romantic capacity. As well, being aware of current medical technology, they would outlive three or more humans in one Skrell lifespan. However, this has not stopped many Skrell from trying to make the best of it anyway. Skrell typically do not place much importance on physical appearance, or other such biological aspects, mostly caring about emotions and personality when selecting a partner. However, it has been somewhat difficult for Listeners to find romance with Receivers, being seen as somewhat shifty.&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 [[Skrell Faith|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. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#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;. &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 &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; 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. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&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;
Research and travel are highly monitored and regulated by the Federation Government.  It is considered good citizenship to report any crimes of anti-Federation sentiment, which includes but is not limited to AI research.&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 &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). 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 &#039;&#039;&#039;Aliose&#039;&#039;&#039;) 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 (Qerrbalak) 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 due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the 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 logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
&lt;br /&gt;
For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
&lt;br /&gt;
This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
&lt;br /&gt;
When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
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		<title>Skrell</title>
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		<updated>2019-12-19T02:55:34Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: bolding&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;
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An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
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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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Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
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Skrell can be the following heads of staff:&lt;br /&gt;
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* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
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== Mechanics ==&lt;br /&gt;
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*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&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 can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&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;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&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 multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&lt;br /&gt;
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== Biology ==&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Jargon gestures.]]&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. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  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. Typically if these gums are not used to &#039;chew&#039;, Skrell otherwise swallow their foods whole, or grind them into a softer form, some carrying around mortars and pestles. 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;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system.&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’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
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Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation 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 Federation 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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===Physical Appearance===&lt;br /&gt;
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Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
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Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
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Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
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===Ethnicities===&lt;br /&gt;
While the &amp;quot;common&amp;quot; Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing &#039;types&#039; or &#039;ethnicities&#039; of Skrell which are categorized based on both physical attributes, as well as point of origin on the homeworld. These ethnicities of Skrell have emerged much as those of humankind have, based on localized groups adapting to their native territory and intermarrying with their own to reinforce the prevalence of certain traits, traits not exclusive to either archetype.&lt;br /&gt;
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There are specific populations of Skrell which are considered to be of the Axiori archetype, in that they have traits which are typically associated with those who found in the more oceanic regions of the planet. Typical traits include a thinner mucus on the body, darker skin colors, more prominent webbing on the hands and feet, and generally taller builds. Not all &#039;&#039;&#039;Axiori&#039;&#039;&#039; Skrell have these traits, but it is more common to see in someone with a genetic relationship to this population. Axiori are also more prone to &#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;.&lt;br /&gt;
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Likewise there are also &#039;&#039;&#039;Xiialt&#039;&#039;&#039; archetype Skrell, who are known to be on the other side of this spectrum of traits. Their adaptations are more consistent with the dryer regions of their homeworld. Thicker and more gelatinous mucous, lighter colored skin, more superficial webbing on the hands and feet, and generally shorter builds, are traits that are commonly associated with Xiialt Skrell. &lt;br /&gt;
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The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered &amp;quot;biracial&amp;quot;. All Skrell fall somewhere on the spectrum from &amp;quot;sticky or slimy&amp;quot;, &amp;quot;light or dark&amp;quot;, &amp;quot;webbed or not&amp;quot;. Complications resulting from Glorsh&#039;s actions and the Genophage have led to even further blurring of the lines between ethnicities. However, those who have strong genetic lineages of a certain ethnicity will likely display the associated physical traits.&lt;br /&gt;
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===Disorders===&lt;br /&gt;
[[File:skrellburger.png|thumb|alt=|A Skrell with beakmouth consumes a delicious burger. While downsides are heavy, those with the disorder do not complain about their ability to easier chew foods.]]&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with 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 the 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 gills, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - 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. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&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 the 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 15% of the Federation&#039;s population.&lt;br /&gt;
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Another disorder is &#039;&#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. The plates are solid pieces which interlock, unlike human teeth which are separate structures.&lt;br /&gt;
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Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
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The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
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==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
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There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
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Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters ‘deep’ sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Psionic Dream, or Srom&#039;&#039;&#039;. Here, their thoughts connect to others on a deeper level than the Wake can allow, transmitting emotions and memories. This psychic space is much like a &#039;&#039;&#039;human lucid dream&#039;&#039;&#039;, but on a much wider scale.&lt;br /&gt;
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The size of any given Srom &#039;&#039;&#039;dreambubble&#039;&#039;&#039; is dependent on the amount of psychics recently occupying a location. A small number will generally &#039;&#039;&#039;keep their dreams to themselves&#039;&#039;&#039;, perhaps picking up only scarce traces from one another. Smaller dreambubbles can widely vary in appearance, generally the strongest memory or lucid concept dreamt up. Larger dreambubbles, such as &#039;&#039;&#039;Homeworld&#039;&#039;&#039;, resemble the environment they’re built around.&lt;br /&gt;
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Psychic individuals can &#039;&#039;&#039;lucidly alter and adjust things&#039;&#039;&#039; in Srom based on skill, effort, and power. Typically, the most common move is to &#039;&#039;&#039;alter one&#039;s dream body&#039;&#039;&#039;; some claim the process is easier if one sleeps wearing a costume. Overuse of lucid dreaming causing various levels of &#039;&#039;&#039;unpleasant physiological and psychological effects&#039;&#039;&#039;. It takes a keen mind to perfectly replicate how a dreamed up object would realistically act. Lastly, &#039;&#039;&#039;stress&#039;&#039;&#039; can cause objects to spontaneously apparate in the Srom or change it.&lt;br /&gt;
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Curiously enough, the &#039;&#039;&#039;ghosts&#039;&#039;&#039; of particularly psionically-attuned individuals can remain in dreambubbles after their waking body’s death with some effort. These typically act &#039;&#039;&#039;somewhat esoterically&#039;&#039;&#039;. These thought projections are ephemeral, never lasting very long.&lt;br /&gt;
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It is known to be easier to &#039;&#039;&#039;create and brainstorm&#039;&#039;&#039; in Srom. However, it is also difficult to &#039;&#039;&#039;keep ones lips sealed in Srom&#039;&#039;&#039;, inhibitions to keep ones thoughts to themselves easily melting away. This often extends to the waking world, the body mumbling recent excerpts from their dreamspeech. Ways to hide from the &#039;&#039;&#039;dreamclutter&#039;&#039;&#039; of a dreambubble are somewhat numerous. Distancing yourself enough is the most common tactic, but it is also known that &#039;&#039;&#039;aluminum&#039;&#039;&#039; (typically headpieces, blankets, or plated walls) blocks off sections of a Dreambubble entirely. &lt;br /&gt;
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Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in &#039;&#039;&#039;light sleep or awake entirely&#039;&#039;&#039;. This means most who hold secrets have the telltale sign of being constantly tired, however you can train yourself to enter a &#039;&#039;&#039;meditative trance&#039;&#039;&#039;, keeping the mind active while the body rests. Scientists frequently &#039;&#039;&#039;isolate themselves&#039;&#039;&#039; from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with each other in private.&lt;br /&gt;
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&#039;&#039;&#039;Nlom-capable devices&#039;&#039;&#039;, particularly two-way, are also visible within a dreambubble, and dreamers can learn to interact with them. With the right setup, a scientist can continue his work into his sleep.It’s very difficult to both concentrate and keep steady control of ones’ faculties while asleep.&lt;br /&gt;
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Some Skrell fall into the categories of an &#039;&#039;&#039;oversleeper or an undersleeper&#039;&#039;&#039;. Some find themselves &#039;&#039;&#039;addicted&#039;&#039;&#039; to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oversleepers are seen as &#039;&#039;&#039;reclusive&#039;&#039;&#039; and sometimes lackadaisical individuals, and undersleepers are seen as holders of &#039;&#039;&#039;deep and potentially dangerous secrets.&#039;&#039;&#039;&lt;br /&gt;
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Due to the sometimes &#039;&#039;&#039;chaotic nature&#039;&#039;&#039; of thousands on thousands of individuals sharing a space that more than just a few can alter, there is a dedicated division of the &#039;&#039;&#039;Federation law enforcement&#039;&#039;&#039; just for the Srom. Called &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, translating to &#039;&#039;&#039;Dream Enforcement&#039;&#039;&#039;, their roles are to ensure that major planetary dreambubbles are safe from wild lucidity. Agents are recruited from Skrell with &#039;&#039;&#039;very high psychic potential&#039;&#039;&#039;. The Dream Enforcement are also in charge of ensuring no illegal or anti-Federation activities are being dreamt, particularly the &#039;&#039;&#039;malicious use of Nlom-capable devices.&#039;&#039;&#039;&lt;br /&gt;
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===Telepathy===&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
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Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
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===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
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Due to Humans&#039; limited audial receptors, 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 with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
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The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
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===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
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The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
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While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
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Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
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===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
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The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
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== History ==&lt;br /&gt;
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Main page: [[Skrell History]]&lt;br /&gt;
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The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
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In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
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By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
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In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
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By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
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In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
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==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
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Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.&lt;br /&gt;
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A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
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===Work Ethic===&lt;br /&gt;
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Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionae&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionae to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
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One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
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In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
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===Pop Culture===&lt;br /&gt;
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It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
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===Music===&lt;br /&gt;
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Originally, when Skrell were in their primitive stage, their music was primarily vocalization. Water, being a convenient medium for noise, served well for long-distance singing and harmonization. These songs were typically featuring very short notes (similar to human plainchant), due to sound traveling faster. Eventually these vocalizations began to be accompanied by percussion, various seascapes around the waters of Qerrbalak offering a great range of noises to accompany this. As their songs traveled far through the water, overlapping different vocal performances became quite difficult; Skrellian choruses eventually merging together and reaching very large numbers of vocalists and percussionists, synced up quite well through a combination of pure skill and the Nlom. Many centuries later, this trend would still continue, with long songs featuring bands with tens of numbers, each member having a very specific, yet very crucial role. &lt;br /&gt;
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In the modern age, Skrellian music had not changed in structure much, however the process of creating it, and displaying it, had become far more complex. Members of the top contemporary Skrellian bands would train for years to have the best voices, the best moves, and the finest outfits and implants. These songs would typically preach Skrellian values, conformity, relying on ones’ social structures, but would include massive audiovisual elements. In some concerts, one receives a tab lulling them into a half-awake state where the music would be accompanied by a big, shared, psionic hallucination. Lasers, special effects, and holograms would be common sights. This would be where Idol groups would begin. Musical subcultures in typical Skrell society are very homogenous, a Skrell must stick to the styles and behaviors of their subculture, or be seen as ‘only here temporarily.’&lt;br /&gt;
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For every-day pop music, Skrellian artists have taken big inspiration from human trends, some artists sampling chopping and screwing human music to create catchy Sol Common hooks, others taking human genres and putting them through a Skrellian lens. Other homemade genres have sprung up, such as moisturewave, currently rocking the alternative scene. This genre is typically denoted by a low-resolution, electronic production, with a relatively fast tempo. Shorter songs are generally popular in the right-now, a combination of sound traveling faster through water and electronic music being simple to create leading to higher-tempo and higher-pitch &#039;sound bites&#039; lasting no longer than two minutes. Imagine nightcore.&lt;br /&gt;
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Skrell also possess a notable counterculture, one similar to human punk rock circles. These circles are typically out of the way of polite society, concerts generally staying in underground places. Listeners tend to enjoy these musical circles more, receivers generally not straying far from the pop. These are rife with hallucinogens being passed around, strange alien liquors splashed on fans’ gills, and heavy audience participation. These songs are typically in extremely vulgar Nral’malic, retaliating against Federation values and urging their generally young audiences to find their own voices; fans typically being listeners or listener-leaning receivers. This can lead to very &#039;unsightly&#039; outfits and even some venues demanding the audience be blindfolded Despite their ironic, often sarcastic and even humorous messages, they tend to be quite provoking. Many former idols end up in this counterculture, such as the former Idol group Nral&#039;akk Deluxe 1597, now known as ‘GLORSH YOU ASSHOLE.’&lt;br /&gt;
Fans of the music generally live in a perpetual state of anxiety owing to the existential dread of Receivers finding a band. A group a Skrell has been listening to for well over 200 years can disappear into the vast sea of &#039;ooh what’s this&#039; before they even know it, either completely changing or disappearing into nothingness. Many former Idols end up here, and many band members are accidentally made into them. It used to be the case that possession of a data crystal containing these songs alone was a crime, however the Federation government has elected to assimilate these groups and attempt to &#039;socialize&#039; as many fans as possible, knowing banning them will only fuel it. To prevent this, a few bands have sternly refused to make any public announcements about tours or gatherings, relying entirely on word of mouth and guerilla t-shirt stands. &lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the expensive imports and keep planetary environments safe.&lt;br /&gt;
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&#039;&#039;For more information, see [[Skrellian Cuisine]]&#039;&#039;&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
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Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&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 “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. 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 “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word. This can be positive or negative.&lt;br /&gt;
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If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&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, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. 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 Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
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On the other hand, Skrell also hold relationships with a negative bond, each name beginning with the root word Lu. This often means Void, Vacuum, or Abyss signaling a near-complete lack of light in the partnership.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
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The Skrell term for a person who is a chosen &#039;&#039;&#039;partner, friend, and mate&#039;&#039;&#039;. Those who choose to become Qu&#039;Poxii are mutually deciding that they are lifelong partners, and this relationship is not restricted to only two Skrell. Polyamory is commonplace with those who have had strong connections with each other for years, meaning best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce. Qu&#039;Poxii relationships often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school. Polyamory is not recognized in Tau Ceti, and Skrell who move there are often warned of such.&lt;br /&gt;
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&#039;&#039;&#039;Lu&#039;Poxii - Abysslover, Voidlight&#039;&#039;&#039;&lt;br /&gt;
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Lu&#039;Poxii is a term for a person who is a &#039;&#039;&#039;rival, and potent arch-nemesis&#039;&#039;&#039;. This is not just any hatred, it&#039;s a special non-platonic form. A Lu&#039;Poxii thrives on rivalry, and the purpose of this relationship, when healthy, is to grow, as well as one-up each other. Admiration of the others&#039; positive aspects and abilities is required, not only annoyance at their negative qualities. Lu&#039;Poxii often fail when one partner is frequently better than the other, and gets no challenge out of it. Tormenting, taunting, and terrorizing ones&#039; Lu&#039;Poxii is fully acceptable in this dance of antagonism, but doing irreversible harm to them is unwanted, least of which because one would be much less happy without a rival to challenge them. Oddly enough to other races, Lu&#039;Poxii are just as capable of living under one roof as a Qu&#039;Poxii, the same affectionate gestures often being used.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
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The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. 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;Lu&#039;Kaax - Abyssdancer, Vacuum&#039;&#039;&#039;&lt;br /&gt;
This is a term for workplace rivalries, often more of a pact than a one-sided dislike. A Lu&#039;Kaax would be a coworker you care nothing for, only for outdoing, surpassing, or jockeying for their position. Sabotage, only if it happens to be discovered, is highly taboo.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
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This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” 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 “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
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&#039;&#039;&#039;Lu&#039;Nioh - Stardust&#039;&#039;&#039;&lt;br /&gt;
This sort of relationship is an unexpected dislike. Oftentimes, a Lu&#039;Nioh is someone one expected to be fond of, perhaps even a budding Qu&#039;Nioh, but something about their life has proven abhorrent/reprehensible/disgusting enough to where reconciliation or a deeper relationship is impossible. This does not typically feature any hatred or opposition but does not have an ounce of support.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Pluux - Comet&#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 &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, 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;Lu&#039;Pluux - Singularity&#039;&#039;&#039;&lt;br /&gt;
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This bond is also born of situational circumstances, but this is a temporary hatred. Humans would consider this much like a grudge, though in a Lu&#039;Pluux it is much deeper. While this relationship is just as temporary as its&#039; positive counterpart, the long lifespans and keen memories of Skrell can mean a Lu&#039;Pluux can last decades, if not hundreds of years. It is characterized by not angry outburst hatred, but a continuous stream of resentment. It can develop to the point of hating everything associated with them, even their lineage.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
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This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
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&#039;&#039;&#039;Lu&#039;Draa - Abysschild, Voidblood&#039;&#039;&#039;&lt;br /&gt;
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Familial love is nearly the default for Skrell, especially in times where there&#039;s a shortage of children. However, there are cases of Lu&#039;Draa, which is not a hatred, but simply a complete lack of empathy or positive feelings towards a family member. Some call this a &#039;brown dwarf&#039;, named after a stage stars undergo where the planets around them do not even rotate.&lt;br /&gt;
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&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
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===Dating===&lt;br /&gt;
Being prolonged breeding amphibians, Skrell romance in their early stage was not much different. Primitive Skrell would gather in the thousands at a suitably aesthetically-pleasing, and suitably damp, location to reproduce. The most brave and romantic would lounge about on the highest places they could, advertising themselves, their skills, and their achievements to anyone whom would listen.&lt;br /&gt;
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This behavior has changed in the modern day, becoming an official Federation-sponsored holiday that occurs every year, as it used to, typically in moist environments with plenty of natural scenery. These are called &#039;&#039;&#039;Starlight Gatherings&#039;&#039;&#039;. Skrell on a given continent/world meet up at these, partaking in food, games, but primarily looking for a potential Qu&#039;Poxii. Existing Starlovers and their Quya also come to these, whether for fun or to strengthen their bonds with each other. It is known for even the most reclusive scientists to occasionally appear at these, normally under the guise of ‘searching for suitable lab assistants.’ Some Listeners are known to appear here, whether pressured enough by their Receiver counterparts, or coming all on their own whether biological reasons or otherwise. In the end, hardly anyone refuses to show up, the intense romantic feelings rippling through the Nlom in planet-spanning proportions.&lt;br /&gt;
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The dating of other species is notoriously difficult for a Skrell to deal with. While they have no inbuilt qualms about dating outside of their species, it is comparable to singing opera to a man deaf in one ear. It is difficult for Skrell, with their highly keen emotions and psionic communication, to connect meaningfully to other races in a romantic capacity. As well, being aware of current medical technology, they would outlive three or more humans in one Skrell lifespan. However, this has not stopped many Skrell from trying to make the best of it anyway. Skrell typically do not place much importance on physical appearance, or other such biological aspects, mostly caring about emotions and personality when selecting a partner. However, it has been somewhat difficult for Listeners to find romance with Receivers, being seen as somewhat shifty.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have [[Skrell Faith|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. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#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;. &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 &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; 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. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&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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Research and travel are highly monitored and regulated by the Federation Government.  It is considered good citizenship to report any crimes of anti-Federation sentiment, which includes but is not limited to AI research.&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 &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
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The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). 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 &#039;&#039;&#039;Aliose&#039;&#039;&#039;) 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 (Qerrbalak) 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 due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
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Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
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&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
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===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the 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 logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
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For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
&lt;br /&gt;
This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
&lt;br /&gt;
When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13768</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13768"/>
		<updated>2019-12-19T01:52:38Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: remov spaces&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;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
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;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&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 can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&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;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&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 multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Jargon gestures.]]&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. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  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. Typically if these gums are not used to &#039;chew&#039;, Skrell otherwise swallow their foods whole, or grind them into a softer form, some carrying around mortars and pestles. 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;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
&lt;br /&gt;
Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation 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 Federation 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;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
&lt;br /&gt;
Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
While the &amp;quot;common&amp;quot; Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing &#039;types&#039; or &#039;ethnicities&#039; of Skrell which are categorized based on both physical attributes, as well as point of origin on the homeworld. These ethnicities of Skrell have emerged much as those of humankind have, based on localized groups adapting to their native territory and intermarrying with their own to reinforce the prevalence of certain traits, traits not exclusive to either archetype.&lt;br /&gt;
&lt;br /&gt;
There are specific populations of Skrell which are considered to be of the Axiori archetype, in that they have traits which are typically associated with those who found in the more oceanic regions of the planet. Typical traits include a thinner mucus on the body, darker skin colors, more prominent webbing on the hands and feet, and generally taller builds. Not all &#039;&#039;&#039;Axiori&#039;&#039;&#039; Skrell have these traits, but it is more common to see in someone with a genetic relationship to this population. Axiori are also more prone to &#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Likewise there are also &#039;&#039;&#039;Xiialt&#039;&#039;&#039; archetype Skrell, who are known to be on the other side of this spectrum of traits. Their adaptations are more consistent with the dryer regions of their homeworld. Thicker and more gelatinous mucous, lighter colored skin, more superficial webbing on the hands and feet, and generally shorter builds, are traits that are commonly associated with Xiialt Skrell. &lt;br /&gt;
&lt;br /&gt;
The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered &amp;quot;biracial&amp;quot;. All Skrell fall somewhere on the spectrum from &amp;quot;sticky or slimy&amp;quot;, &amp;quot;light or dark&amp;quot;, &amp;quot;webbed or not&amp;quot;. Complications resulting from Glorsh&#039;s actions and the Genophage have led to even further blurring of the lines between ethnicities. However, those who have strong genetic lineages of a certain ethnicity will likely display the associated physical traits.&lt;br /&gt;
&lt;br /&gt;
===Disorders===&lt;br /&gt;
[[File:skrellburger.png|thumb|alt=|A Skrell with beakmouth consumes a delicious burger. While downsides are heavy, those with the disorder do not complain about their ability to easier chew foods.]]&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with 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 the 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 gills, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - 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. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&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 the 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 15% of the Federation&#039;s population.&lt;br /&gt;
&lt;br /&gt;
Another disorder is &#039;&#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. The plates are solid pieces which interlock, unlike human teeth which are separate structures.&lt;br /&gt;
&lt;br /&gt;
Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
&lt;br /&gt;
The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
&lt;br /&gt;
There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
&lt;br /&gt;
Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters ‘deep’ sleep, it stops transmitting signals of the Wake, instead entering the Psionic Dream, or Srom. Here, their thoughts connect to others on a deeper level than the Wake can allow, transmitting emotions and memories. This psychic space is much like a human lucid dream, but on a much wider scale.&lt;br /&gt;
&lt;br /&gt;
The size of any given Srom ‘dreambubble’ is dependent on the amount of psychics recently occupying a location. A small number will generally ‘keep their dreams to themselves’, perhaps picking up only scarce traces from one another. Smaller dreambubbles can widely vary in appearance, generally the strongest memory or lucid concept dreamt up. Larger dreambubbles, such as Homeworld, resemble the environment they’re built around.&lt;br /&gt;
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Psychic individuals can lucidly alter and adjust things in Srom based on skill, effort, and power. Typically, the most common move is to alter one&#039;s dream body; some claim the process is easier if one sleeps wearing a costume. Overuse of lucid dreaming causing various levels of unpleasant physiological and psychological effects. It takes a keen mind to perfectly replicate how a dreamed up object would realistically act. Lastly,stress can cause objects to spontaneously apparate in the Srom or change it.&lt;br /&gt;
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Curiously enough, the ‘ghosts’ of particularly psionically-attuned individuals can remain in dreambubbles after their waking body’s death with some effort. These typically act somewhat esoterically.These thought projections are ephemeral, never lasting very long.&lt;br /&gt;
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It is known to be easier to create and brainstorm in Srom.. However, it is also difficult to keep ones lips sealed in Srom, inhibitions to keep ones thoughts to themselves easily melting away. This often extends to the waking world, the body mumbling recent excerpts from their dreamspeech. Ways to hide from the ‘dreamclutter’ of a dreambubble are somewhat numerous. Distancing yourself enough is the most common tactic, but it is also known that aluminum (typically headpieces, blankets, or plated walls) blocks off sections of a Dreambubble entirely. &lt;br /&gt;
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Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in ‘light’ sleep or awake entirely. This means most who hold secrets have the telltale sign of being constantly tired, however you can train yourself to enter a meditative ‘trance’, keeping the mind active while the body rests. Scientists frequently isolate  themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with each other in private.&lt;br /&gt;
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Nlom-capable devices, particularly two-way, are also visible within a dreambubble, and dreamers can learn to interact with them. With the right setup, a scientist can continue his work into his sleep.It’s very difficult to both concentrate and keep steady control of ones’ faculties while asleep.&lt;br /&gt;
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Some Skrell fall into the categories of an oversleeper or an undersleeper. Some find themselves addicted to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oversleepers are seen as reclusive and sometimes lackadaisical individuals, and undersleepers are seen as holders of deep and potentially dangerous secrets.&lt;br /&gt;
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Due to the sometimes chaotic nature of thousands on thousands of individuals sharing a space that more than just a few can alter, there is a dedicated division of the Federation law enforcement just for the Srom. Called Sromkala, translating to Dream Enforcement, their roles are to ensure that major planetary dreambubbles are safe from wild lucidity. Agents are recruited from Skrell with very high psychic potential. The Dream Enforcement are also in charge of ensuring no illegal or anti-Federation activities are being dreamt, particularly the malicious use of Nlom-capable devices.&lt;br /&gt;
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===Telepathy===&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
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Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
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===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
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Due to Humans&#039; limited audial receptors, 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 with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
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The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
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===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
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The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
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While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
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Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
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===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
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The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
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== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
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The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
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In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
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By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
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In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
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By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
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In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
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==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
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Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.&lt;br /&gt;
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A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
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===Work Ethic===&lt;br /&gt;
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Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionae&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionae to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
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One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
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In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
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===Pop Culture===&lt;br /&gt;
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It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
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===Music===&lt;br /&gt;
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Originally, when Skrell were in their primitive stage, their music was primarily vocalization. Water, being a convenient medium for noise, served well for long-distance singing and harmonization. These songs were typically featuring very short notes (similar to human plainchant), due to sound traveling faster. Eventually these vocalizations began to be accompanied by percussion, various seascapes around the waters of Qerrbalak offering a great range of noises to accompany this. As their songs traveled far through the water, overlapping different vocal performances became quite difficult; Skrellian choruses eventually merging together and reaching very large numbers of vocalists and percussionists, synced up quite well through a combination of pure skill and the Nlom. Many centuries later, this trend would still continue, with long songs featuring bands with tens of numbers, each member having a very specific, yet very crucial role. &lt;br /&gt;
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In the modern age, Skrellian music had not changed in structure much, however the process of creating it, and displaying it, had become far more complex. Members of the top contemporary Skrellian bands would train for years to have the best voices, the best moves, and the finest outfits and implants. These songs would typically preach Skrellian values, conformity, relying on ones’ social structures, but would include massive audiovisual elements. In some concerts, one receives a tab lulling them into a half-awake state where the music would be accompanied by a big, shared, psionic hallucination. Lasers, special effects, and holograms would be common sights. This would be where Idol groups would begin. Musical subcultures in typical Skrell society are very homogenous, a Skrell must stick to the styles and behaviors of their subculture, or be seen as ‘only here temporarily.’&lt;br /&gt;
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For every-day pop music, Skrellian artists have taken big inspiration from human trends, some artists sampling chopping and screwing human music to create catchy Sol Common hooks, others taking human genres and putting them through a Skrellian lens. Other homemade genres have sprung up, such as moisturewave, currently rocking the alternative scene. This genre is typically denoted by a low-resolution, electronic production, with a relatively fast tempo. Shorter songs are generally popular in the right-now, a combination of sound traveling faster through water and electronic music being simple to create leading to higher-tempo and higher-pitch &#039;sound bites&#039; lasting no longer than two minutes. Imagine nightcore.&lt;br /&gt;
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Skrell also possess a notable counterculture, one similar to human punk rock circles. These circles are typically out of the way of polite society, concerts generally staying in underground places. Listeners tend to enjoy these musical circles more, receivers generally not straying far from the pop. These are rife with hallucinogens being passed around, strange alien liquors splashed on fans’ gills, and heavy audience participation. These songs are typically in extremely vulgar Nral’malic, retaliating against Federation values and urging their generally young audiences to find their own voices; fans typically being listeners or listener-leaning receivers. This can lead to very &#039;unsightly&#039; outfits and even some venues demanding the audience be blindfolded Despite their ironic, often sarcastic and even humorous messages, they tend to be quite provoking. Many former idols end up in this counterculture, such as the former Idol group Nral&#039;akk Deluxe 1597, now known as ‘GLORSH YOU ASSHOLE.’&lt;br /&gt;
Fans of the music generally live in a perpetual state of anxiety owing to the existential dread of Receivers finding a band. A group a Skrell has been listening to for well over 200 years can disappear into the vast sea of &#039;ooh what’s this&#039; before they even know it, either completely changing or disappearing into nothingness. Many former Idols end up here, and many band members are accidentally made into them. It used to be the case that possession of a data crystal containing these songs alone was a crime, however the Federation government has elected to assimilate these groups and attempt to &#039;socialize&#039; as many fans as possible, knowing banning them will only fuel it. To prevent this, a few bands have sternly refused to make any public announcements about tours or gatherings, relying entirely on word of mouth and guerilla t-shirt stands. &lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the expensive imports and keep planetary environments safe.&lt;br /&gt;
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&#039;&#039;For more information, see [[Skrellian Cuisine]]&#039;&#039;&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
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Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&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 “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. 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 “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word. This can be positive or negative.&lt;br /&gt;
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If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&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, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. 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 Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
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On the other hand, Skrell also hold relationships with a negative bond, each name beginning with the root word Lu. This often means Void, Vacuum, or Abyss signaling a near-complete lack of light in the partnership.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
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The Skrell term for a person who is a chosen &#039;&#039;&#039;partner, friend, and mate&#039;&#039;&#039;. Those who choose to become Qu&#039;Poxii are mutually deciding that they are lifelong partners, and this relationship is not restricted to only two Skrell. Polyamory is commonplace with those who have had strong connections with each other for years, meaning best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce. Qu&#039;Poxii relationships often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school. Polyamory is not recognized in Tau Ceti, and Skrell who move there are often warned of such.&lt;br /&gt;
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&#039;&#039;&#039;Lu&#039;Poxii - Abysslover, Voidlight&#039;&#039;&#039;&lt;br /&gt;
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Lu&#039;Poxii is a term for a person who is a &#039;&#039;&#039;rival, and potent arch-nemesis&#039;&#039;&#039;. This is not just any hatred, it&#039;s a special non-platonic form. A Lu&#039;Poxii thrives on rivalry, and the purpose of this relationship, when healthy, is to grow, as well as one-up each other. Admiration of the others&#039; positive aspects and abilities is required, not only annoyance at their negative qualities. Lu&#039;Poxii often fail when one partner is frequently better than the other, and gets no challenge out of it. Tormenting, taunting, and terrorizing ones&#039; Lu&#039;Poxii is fully acceptable in this dance of antagonism, but doing irreversible harm to them is unwanted, least of which because one would be much less happy without a rival to challenge them. Oddly enough to other races, Lu&#039;Poxii are just as capable of living under one roof as a Qu&#039;Poxii, the same affectionate gestures often being used.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
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The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. 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;Lu&#039;Kaax - Abyssdancer, Vacuum&#039;&#039;&#039;&lt;br /&gt;
This is a term for workplace rivalries, often more of a pact than a one-sided dislike. A Lu&#039;Kaax would be a coworker you care nothing for, only for outdoing, surpassing, or jockeying for their position. Sabotage, only if it happens to be discovered, is highly taboo.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
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This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” 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 “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
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&#039;&#039;&#039;Lu&#039;Nioh - Stardust&#039;&#039;&#039;&lt;br /&gt;
This sort of relationship is an unexpected dislike. Oftentimes, a Lu&#039;Nioh is someone one expected to be fond of, perhaps even a budding Qu&#039;Nioh, but something about their life has proven abhorrent/reprehensible/disgusting enough to where reconciliation or a deeper relationship is impossible. This does not typically feature any hatred or opposition but does not have an ounce of support.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Pluux - Comet&#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 &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, 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;Lu&#039;Pluux - Singularity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This bond is also born of situational circumstances, but this is a temporary hatred. Humans would consider this much like a grudge, though in a Lu&#039;Pluux it is much deeper. While this relationship is just as temporary as its&#039; positive counterpart, the long lifespans and keen memories of Skrell can mean a Lu&#039;Pluux can last decades, if not hundreds of years. It is characterized by not angry outburst hatred, but a continuous stream of resentment. It can develop to the point of hating everything associated with them, even their lineage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lu&#039;Draa - Abysschild, Voidblood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Familial love is nearly the default for Skrell, especially in times where there&#039;s a shortage of children. However, there are cases of Lu&#039;Draa, which is not a hatred, but simply a complete lack of empathy or positive feelings towards a family member. Some call this a &#039;brown dwarf&#039;, named after a stage stars undergo where the planets around them do not even rotate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Dating===&lt;br /&gt;
Being prolonged breeding amphibians, Skrell romance in their early stage was not much different. Primitive Skrell would gather in the thousands at a suitably aesthetically-pleasing, and suitably damp, location to reproduce. The most brave and romantic would lounge about on the highest places they could, advertising themselves, their skills, and their achievements to anyone whom would listen.&lt;br /&gt;
&lt;br /&gt;
This behavior has changed in the modern day, becoming an official Federation-sponsored holiday that occurs every year, as it used to, typically in moist environments with plenty of natural scenery. These are called &#039;&#039;&#039;Starlight Gatherings&#039;&#039;&#039;. Skrell on a given continent/world meet up at these, partaking in food, games, but primarily looking for a potential Qu&#039;Poxii. Existing Starlovers and their Quya also come to these, whether for fun or to strengthen their bonds with each other. It is known for even the most reclusive scientists to occasionally appear at these, normally under the guise of ‘searching for suitable lab assistants.’ Some Listeners are known to appear here, whether pressured enough by their Receiver counterparts, or coming all on their own whether biological reasons or otherwise. In the end, hardly anyone refuses to show up, the intense romantic feelings rippling through the Nlom in planet-spanning proportions.&lt;br /&gt;
&lt;br /&gt;
The dating of other species is notoriously difficult for a Skrell to deal with. While they have no inbuilt qualms about dating outside of their species, it is comparable to singing opera to a man deaf in one ear. It is difficult for Skrell, with their highly keen emotions and psionic communication, to connect meaningfully to other races in a romantic capacity. As well, being aware of current medical technology, they would outlive three or more humans in one Skrell lifespan. However, this has not stopped many Skrell from trying to make the best of it anyway. Skrell typically do not place much importance on physical appearance, or other such biological aspects, mostly caring about emotions and personality when selecting a partner. However, it has been somewhat difficult for Listeners to find romance with Receivers, being seen as somewhat shifty.&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 [[Skrell Faith|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. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#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;. &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 &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; 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. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&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;
Research and travel are highly monitored and regulated by the Federation Government.  It is considered good citizenship to report any crimes of anti-Federation sentiment, which includes but is not limited to AI research.&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 &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). 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 &#039;&#039;&#039;Aliose&#039;&#039;&#039;) 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 (Qerrbalak) 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 due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the 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 logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
&lt;br /&gt;
For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
&lt;br /&gt;
This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
&lt;br /&gt;
When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13767</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13767"/>
		<updated>2019-12-19T01:50:43Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: Srom E X P A N S I O N&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;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
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;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&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 can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&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;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&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 multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Jargon gestures.]]&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. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  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. Typically if these gums are not used to &#039;chew&#039;, Skrell otherwise swallow their foods whole, or grind them into a softer form, some carrying around mortars and pestles. 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;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
&lt;br /&gt;
Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation 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 Federation 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;
===Physical Appearance===&lt;br /&gt;
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Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
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Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
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Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
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===Ethnicities===&lt;br /&gt;
While the &amp;quot;common&amp;quot; Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing &#039;types&#039; or &#039;ethnicities&#039; of Skrell which are categorized based on both physical attributes, as well as point of origin on the homeworld. These ethnicities of Skrell have emerged much as those of humankind have, based on localized groups adapting to their native territory and intermarrying with their own to reinforce the prevalence of certain traits, traits not exclusive to either archetype.&lt;br /&gt;
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There are specific populations of Skrell which are considered to be of the Axiori archetype, in that they have traits which are typically associated with those who found in the more oceanic regions of the planet. Typical traits include a thinner mucus on the body, darker skin colors, more prominent webbing on the hands and feet, and generally taller builds. Not all &#039;&#039;&#039;Axiori&#039;&#039;&#039; Skrell have these traits, but it is more common to see in someone with a genetic relationship to this population. Axiori are also more prone to &#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;.&lt;br /&gt;
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Likewise there are also &#039;&#039;&#039;Xiialt&#039;&#039;&#039; archetype Skrell, who are known to be on the other side of this spectrum of traits. Their adaptations are more consistent with the dryer regions of their homeworld. Thicker and more gelatinous mucous, lighter colored skin, more superficial webbing on the hands and feet, and generally shorter builds, are traits that are commonly associated with Xiialt Skrell. &lt;br /&gt;
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The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered &amp;quot;biracial&amp;quot;. All Skrell fall somewhere on the spectrum from &amp;quot;sticky or slimy&amp;quot;, &amp;quot;light or dark&amp;quot;, &amp;quot;webbed or not&amp;quot;. Complications resulting from Glorsh&#039;s actions and the Genophage have led to even further blurring of the lines between ethnicities. However, those who have strong genetic lineages of a certain ethnicity will likely display the associated physical traits.&lt;br /&gt;
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===Disorders===&lt;br /&gt;
[[File:skrellburger.png|thumb|alt=|A Skrell with beakmouth consumes a delicious burger. While downsides are heavy, those with the disorder do not complain about their ability to easier chew foods.]]&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with 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 the 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 gills, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - 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. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&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 the 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 15% of the Federation&#039;s population.&lt;br /&gt;
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Another disorder is &#039;&#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. The plates are solid pieces which interlock, unlike human teeth which are separate structures.&lt;br /&gt;
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Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
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The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
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==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
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There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
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Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters ‘deep’ sleep, it stops transmitting signals of the Wake, instead entering the Psionic Dream, or Srom. Here, their thoughts connect to others on a deeper level than the Wake can allow, transmitting emotions and memories. This psychic space is much like a human lucid dream, but on a much wider scale.&lt;br /&gt;
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The size of any given Srom ‘dreambubble’ is dependent on the amount of psychics recently occupying a location. A small number will generally ‘keep their dreams to themselves’, perhaps picking up only scarce traces from one another. Smaller dreambubbles can widely vary in appearance, generally the strongest memory or lucid concept dreamt up. Larger dreambubbles, such as Homeworld, resemble the environment they’re built around.&lt;br /&gt;
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Psychic individuals can lucidly alter and adjust things in Srom based on skill, effort, and power. Typically, the most common move is to alter one&#039;s dream body; some claim the process is easier if one sleeps wearing a costume. Overuse of lucid dreaming causing various levels of unpleasant physiological and psychological effects. It takes a keen mind to perfectly replicate how a dreamed up object would realistically act. Lastly,stress can cause objects to spontaneously apparate in the Srom or change it.&lt;br /&gt;
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Curiously enough, the ‘ghosts’ of particularly psionically-attuned individuals can remain in dreambubbles after their waking body’s death with some effort. These typically act somewhat esoterically.These thought projections are ephemeral, never lasting very long.&lt;br /&gt;
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It is known to be easier to create and brainstorm in Srom.. However, it is also difficult to keep ones lips sealed in Srom, inhibitions to keep ones thoughts to themselves easily melting away. This often extends to the waking world, the body mumbling recent excerpts from their dreamspeech. Ways to hide from the ‘dreamclutter’ of a dreambubble are somewhat numerous. Distancing yourself enough is the most common tactic, but it is also known that aluminum (typically headpieces, blankets, or plated walls) blocks off sections of a Dreambubble entirely. &lt;br /&gt;
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Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in ‘light’ sleep or awake entirely. This means most who hold secrets have the telltale sign of being constantly tired, however you can train yourself to enter a meditative ‘trance’, keeping the mind active while the body rests. Scientists frequently isolate  themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with each other in private.&lt;br /&gt;
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Nlom-capable devices, particularly two-way, are also visible within a dreambubble, and dreamers can learn to interact with them. With the right setup, a scientist can continue his work into his sleep.It’s very difficult to both concentrate and keep steady control of ones’ faculties while asleep.&lt;br /&gt;
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Some Skrell fall into the categories of an oversleeper or an undersleeper. Some find themselves addicted to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oversleepers are seen as reclusive and sometimes lackadaisical individuals, and undersleepers are seen as holders of deep and potentially dangerous secrets.&lt;br /&gt;
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Due to the sometimes chaotic nature of thousands on thousands of individuals sharing a space that more than just a few can alter, there is a dedicated division of the Federation law enforcement just for the Srom. Called Sromkala, translating to Dream Enforcement, their roles are to ensure that major planetary dreambubbles are safe from wild lucidity. Agents are recruited from Skrell with very high psychic potential. The Dream Enforcement are also in charge of ensuring no illegal or anti-Federation activities are being dreamt, particularly the malicious use of Nlom-capable devices.&lt;br /&gt;
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===Telepathy===&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
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Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
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===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
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Due to Humans&#039; limited audial receptors, 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 with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
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The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
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===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
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The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
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While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
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Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
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===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
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The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
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== History ==&lt;br /&gt;
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Main page: [[Skrell History]]&lt;br /&gt;
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The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
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In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
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By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
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In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
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By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
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In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
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==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
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Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.&lt;br /&gt;
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A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
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===Work Ethic===&lt;br /&gt;
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Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionae&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionae to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
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One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
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In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
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===Pop Culture===&lt;br /&gt;
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It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
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===Music===&lt;br /&gt;
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Originally, when Skrell were in their primitive stage, their music was primarily vocalization. Water, being a convenient medium for noise, served well for long-distance singing and harmonization. These songs were typically featuring very short notes (similar to human plainchant), due to sound traveling faster. Eventually these vocalizations began to be accompanied by percussion, various seascapes around the waters of Qerrbalak offering a great range of noises to accompany this. As their songs traveled far through the water, overlapping different vocal performances became quite difficult; Skrellian choruses eventually merging together and reaching very large numbers of vocalists and percussionists, synced up quite well through a combination of pure skill and the Nlom. Many centuries later, this trend would still continue, with long songs featuring bands with tens of numbers, each member having a very specific, yet very crucial role. &lt;br /&gt;
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In the modern age, Skrellian music had not changed in structure much, however the process of creating it, and displaying it, had become far more complex. Members of the top contemporary Skrellian bands would train for years to have the best voices, the best moves, and the finest outfits and implants. These songs would typically preach Skrellian values, conformity, relying on ones’ social structures, but would include massive audiovisual elements. In some concerts, one receives a tab lulling them into a half-awake state where the music would be accompanied by a big, shared, psionic hallucination. Lasers, special effects, and holograms would be common sights. This would be where Idol groups would begin. Musical subcultures in typical Skrell society are very homogenous, a Skrell must stick to the styles and behaviors of their subculture, or be seen as ‘only here temporarily.’&lt;br /&gt;
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For every-day pop music, Skrellian artists have taken big inspiration from human trends, some artists sampling chopping and screwing human music to create catchy Sol Common hooks, others taking human genres and putting them through a Skrellian lens. Other homemade genres have sprung up, such as moisturewave, currently rocking the alternative scene. This genre is typically denoted by a low-resolution, electronic production, with a relatively fast tempo. Shorter songs are generally popular in the right-now, a combination of sound traveling faster through water and electronic music being simple to create leading to higher-tempo and higher-pitch &#039;sound bites&#039; lasting no longer than two minutes. Imagine nightcore.&lt;br /&gt;
&lt;br /&gt;
Skrell also possess a notable counterculture, one similar to human punk rock circles. These circles are typically out of the way of polite society, concerts generally staying in underground places. Listeners tend to enjoy these musical circles more, receivers generally not straying far from the pop. These are rife with hallucinogens being passed around, strange alien liquors splashed on fans’ gills, and heavy audience participation. These songs are typically in extremely vulgar Nral’malic, retaliating against Federation values and urging their generally young audiences to find their own voices; fans typically being listeners or listener-leaning receivers. This can lead to very &#039;unsightly&#039; outfits and even some venues demanding the audience be blindfolded Despite their ironic, often sarcastic and even humorous messages, they tend to be quite provoking. Many former idols end up in this counterculture, such as the former Idol group Nral&#039;akk Deluxe 1597, now known as ‘GLORSH YOU ASSHOLE.’&lt;br /&gt;
Fans of the music generally live in a perpetual state of anxiety owing to the existential dread of Receivers finding a band. A group a Skrell has been listening to for well over 200 years can disappear into the vast sea of &#039;ooh what’s this&#039; before they even know it, either completely changing or disappearing into nothingness. Many former Idols end up here, and many band members are accidentally made into them. It used to be the case that possession of a data crystal containing these songs alone was a crime, however the Federation government has elected to assimilate these groups and attempt to &#039;socialize&#039; as many fans as possible, knowing banning them will only fuel it. To prevent this, a few bands have sternly refused to make any public announcements about tours or gatherings, relying entirely on word of mouth and guerilla t-shirt stands. &lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the 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;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
&lt;br /&gt;
Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&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 “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. 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 “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word. This can be positive or negative.&lt;br /&gt;
&lt;br /&gt;
If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&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, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. 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 Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
&lt;br /&gt;
On the other hand, Skrell also hold relationships with a negative bond, each name beginning with the root word Lu. This often means Void, Vacuum, or Abyss signaling a near-complete lack of light in the partnership.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell term for a person who is a chosen &#039;&#039;&#039;partner, friend, and mate&#039;&#039;&#039;. Those who choose to become Qu&#039;Poxii are mutually deciding that they are lifelong partners, and this relationship is not restricted to only two Skrell. Polyamory is commonplace with those who have had strong connections with each other for years, meaning best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce. Qu&#039;Poxii relationships often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school. Polyamory is not recognized in Tau Ceti, and Skrell who move there are often warned of such.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lu&#039;Poxii - Abysslover, Voidlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lu&#039;Poxii is a term for a person who is a &#039;&#039;&#039;rival, and potent arch-nemesis&#039;&#039;&#039;. This is not just any hatred, it&#039;s a special non-platonic form. A Lu&#039;Poxii thrives on rivalry, and the purpose of this relationship, when healthy, is to grow, as well as one-up each other. Admiration of the others&#039; positive aspects and abilities is required, not only annoyance at their negative qualities. Lu&#039;Poxii often fail when one partner is frequently better than the other, and gets no challenge out of it. Tormenting, taunting, and terrorizing ones&#039; Lu&#039;Poxii is fully acceptable in this dance of antagonism, but doing irreversible harm to them is unwanted, least of which because one would be much less happy without a rival to challenge them. Oddly enough to other races, Lu&#039;Poxii are just as capable of living under one roof as a Qu&#039;Poxii, the same affectionate gestures often being used.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. 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;Lu&#039;Kaax - Abyssdancer, Vacuum&#039;&#039;&#039;&lt;br /&gt;
This is a term for workplace rivalries, often more of a pact than a one-sided dislike. A Lu&#039;Kaax would be a coworker you care nothing for, only for outdoing, surpassing, or jockeying for their position. Sabotage, only if it happens to be discovered, is highly taboo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” 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 “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lu&#039;Nioh - Stardust&#039;&#039;&#039;&lt;br /&gt;
This sort of relationship is an unexpected dislike. Oftentimes, a Lu&#039;Nioh is someone one expected to be fond of, perhaps even a budding Qu&#039;Nioh, but something about their life has proven abhorrent/reprehensible/disgusting enough to where reconciliation or a deeper relationship is impossible. This does not typically feature any hatred or opposition but does not have an ounce of support.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Pluux - Comet&#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 &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, 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;Lu&#039;Pluux - Singularity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This bond is also born of situational circumstances, but this is a temporary hatred. Humans would consider this much like a grudge, though in a Lu&#039;Pluux it is much deeper. While this relationship is just as temporary as its&#039; positive counterpart, the long lifespans and keen memories of Skrell can mean a Lu&#039;Pluux can last decades, if not hundreds of years. It is characterized by not angry outburst hatred, but a continuous stream of resentment. It can develop to the point of hating everything associated with them, even their lineage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lu&#039;Draa - Abysschild, Voidblood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Familial love is nearly the default for Skrell, especially in times where there&#039;s a shortage of children. However, there are cases of Lu&#039;Draa, which is not a hatred, but simply a complete lack of empathy or positive feelings towards a family member. Some call this a &#039;brown dwarf&#039;, named after a stage stars undergo where the planets around them do not even rotate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Dating===&lt;br /&gt;
Being prolonged breeding amphibians, Skrell romance in their early stage was not much different. Primitive Skrell would gather in the thousands at a suitably aesthetically-pleasing, and suitably damp, location to reproduce. The most brave and romantic would lounge about on the highest places they could, advertising themselves, their skills, and their achievements to anyone whom would listen.&lt;br /&gt;
&lt;br /&gt;
This behavior has changed in the modern day, becoming an official Federation-sponsored holiday that occurs every year, as it used to, typically in moist environments with plenty of natural scenery. These are called &#039;&#039;&#039;Starlight Gatherings&#039;&#039;&#039;. Skrell on a given continent/world meet up at these, partaking in food, games, but primarily looking for a potential Qu&#039;Poxii. Existing Starlovers and their Quya also come to these, whether for fun or to strengthen their bonds with each other. It is known for even the most reclusive scientists to occasionally appear at these, normally under the guise of ‘searching for suitable lab assistants.’ Some Listeners are known to appear here, whether pressured enough by their Receiver counterparts, or coming all on their own whether biological reasons or otherwise. In the end, hardly anyone refuses to show up, the intense romantic feelings rippling through the Nlom in planet-spanning proportions.&lt;br /&gt;
&lt;br /&gt;
The dating of other species is notoriously difficult for a Skrell to deal with. While they have no inbuilt qualms about dating outside of their species, it is comparable to singing opera to a man deaf in one ear. It is difficult for Skrell, with their highly keen emotions and psionic communication, to connect meaningfully to other races in a romantic capacity. As well, being aware of current medical technology, they would outlive three or more humans in one Skrell lifespan. However, this has not stopped many Skrell from trying to make the best of it anyway. Skrell typically do not place much importance on physical appearance, or other such biological aspects, mostly caring about emotions and personality when selecting a partner. However, it has been somewhat difficult for Listeners to find romance with Receivers, being seen as somewhat shifty.&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 [[Skrell Faith|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. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#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;. &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 &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; 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. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&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;
Research and travel are highly monitored and regulated by the Federation Government.  It is considered good citizenship to report any crimes of anti-Federation sentiment, which includes but is not limited to AI research.&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 &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). 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 &#039;&#039;&#039;Aliose&#039;&#039;&#039;) 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 (Qerrbalak) 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 due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the 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 logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
&lt;br /&gt;
For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
&lt;br /&gt;
This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
&lt;br /&gt;
When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
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===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Skrellguide.png&amp;diff=13755</id>
		<title>File:Skrellguide.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Skrellguide.png&amp;diff=13755"/>
		<updated>2019-12-16T17:04:21Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A less crude depiction of common Jargon gestures. Props to Sleepy Wolf (sleepy wolf#6669)&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13754</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13754"/>
		<updated>2019-12-16T17:03:37Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: Thanks to Sleepywolf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = 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;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
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;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&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 can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&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;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&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 multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Jargon gestures.]]&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. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  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. Typically if these gums are not used to &#039;chew&#039;, Skrell otherwise swallow their foods whole, or grind them into a softer form, some carrying around mortars and pestles. 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;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
&lt;br /&gt;
Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation 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 Federation 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;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
&lt;br /&gt;
Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
While the &amp;quot;common&amp;quot; Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing &#039;types&#039; or &#039;ethnicities&#039; of Skrell which are categorized based on both physical attributes, as well as point of origin on the homeworld. These ethnicities of Skrell have emerged much as those of humankind have, based on localized groups adapting to their native territory and intermarrying with their own to reinforce the prevalence of certain traits, traits not exclusive to either archetype.&lt;br /&gt;
&lt;br /&gt;
There are specific populations of Skrell which are considered to be of the Axiori archetype, in that they have traits which are typically associated with those who found in the more oceanic regions of the planet. Typical traits include a thinner mucus on the body, darker skin colors, more prominent webbing on the hands and feet, and generally taller builds. Not all &#039;&#039;&#039;Axiori&#039;&#039;&#039; Skrell have these traits, but it is more common to see in someone with a genetic relationship to this population. Axiori are also more prone to &#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Likewise there are also &#039;&#039;&#039;Xiialt&#039;&#039;&#039; archetype Skrell, who are known to be on the other side of this spectrum of traits. Their adaptations are more consistent with the dryer regions of their homeworld. Thicker and more gelatinous mucous, lighter colored skin, more superficial webbing on the hands and feet, and generally shorter builds, are traits that are commonly associated with Xiialt Skrell. &lt;br /&gt;
&lt;br /&gt;
The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered &amp;quot;biracial&amp;quot;. All Skrell fall somewhere on the spectrum from &amp;quot;sticky or slimy&amp;quot;, &amp;quot;light or dark&amp;quot;, &amp;quot;webbed or not&amp;quot;. Complications resulting from Glorsh&#039;s actions and the Genophage have led to even further blurring of the lines between ethnicities. However, those who have strong genetic lineages of a certain ethnicity will likely display the associated physical traits.&lt;br /&gt;
&lt;br /&gt;
===Disorders===&lt;br /&gt;
[[File:skrellburger.png|thumb|alt=|A Skrell with beakmouth consumes a delicious burger. While downsides are heavy, those with the disorder do not complain about their ability to easier chew foods.]]&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with 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 the 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 gills, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - 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. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&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 the 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 15% of the Federation&#039;s population.&lt;br /&gt;
&lt;br /&gt;
Another disorder is &#039;&#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. The plates are solid pieces which interlock, unlike human teeth which are separate structures.&lt;br /&gt;
&lt;br /&gt;
Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
&lt;br /&gt;
The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
&lt;br /&gt;
There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
&lt;br /&gt;
Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Psionic Dream&#039;&#039;&#039; or Srom. Here, their thoughts focus inwards - connecting to others on a deeper level than the Wake can allow, transmitting not only thoughts, but also emotions and memories. It is hard to keep secrets in the Dream - while one is asleep, they may mutter their thoughts aloud.  it is also easier to transmit and think up original ideas - while the Wake is extremely far-reaching, the Dream is quite short in its range, and it is easy to separate oneself from the &amp;quot;dreamclutter&amp;quot; of the general populace either by secluding oneself far enough away or using aluminum-plated sleep rooms, headpieces or blankets.&lt;br /&gt;
&lt;br /&gt;
However, both over- and undersleeping is frowned upon in Skrell society. Oversleepers are seen as reclusive and suspicious individuals who, for whatever reason, do not wish to be affected by the Wake, and undersleepers are seen as holders of deep and potentially dangerous secrets.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
&lt;br /&gt;
Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
&lt;br /&gt;
Due to Humans&#039; limited audial receptors, 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 with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
&lt;br /&gt;
The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
&lt;br /&gt;
===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
&lt;br /&gt;
The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
&lt;br /&gt;
While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
&lt;br /&gt;
Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
&lt;br /&gt;
===Telepathic===&lt;br /&gt;
Telepathy for Skrell comes naturally while their body is in a restive state, and dreams become less about sleeping and more about constantly staying in communication with other Skrell. This form of telepathy has been called &#039;&#039;&#039;Srom&#039;&#039;&#039;, or &#039;&#039;&#039;Dream&#039;&#039;&#039;, and is how Skrell have &#039;dreamt&#039; their technological advancements - using their resting state to communally discuss new technologies and ideas with others within this Srom. When entering deep sleep, a skrell may begin to actually &#039;mutter&#039; instead of communicating - this means that Skrell that hold secrets must work actively to avoid sharing information, whether through aluminium-plated sleep rooms, blankets, or headpieces. Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in light sleep, which fails to give the body the rest it needs. This means most who hold secrets have the telltale sign of being constantly tired, however you can train your mind to remain awake while your body rests through months, or years of experience in meditation. This meditation is learned easiest by speaking to another who already knows it, however a common practice is to share the secret you wish to hide with this other person before they teach you how to meditate properly. Scientists are constantly isolating themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with eachother in private, even going so far as to isolate themselves under the sea or in space labs to avoid dreamstealers or dreamclutter from the general populace.&lt;br /&gt;
&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
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&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
&lt;br /&gt;
By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
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In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
&lt;br /&gt;
Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.&lt;br /&gt;
&lt;br /&gt;
A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
&lt;br /&gt;
===Work Ethic===&lt;br /&gt;
&lt;br /&gt;
Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionae&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionae to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
&lt;br /&gt;
One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
&lt;br /&gt;
In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
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===Pop Culture===&lt;br /&gt;
&lt;br /&gt;
It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
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===Music===&lt;br /&gt;
&lt;br /&gt;
Originally, when Skrell were in their primitive stage, their music was primarily vocalization. Water, being a convenient medium for noise, served well for long-distance singing and harmonization. These songs were typically featuring very short notes (similar to human plainchant), due to sound traveling faster. Eventually these vocalizations began to be accompanied by percussion, various seascapes around the waters of Qerrbalak offering a great range of noises to accompany this. As their songs traveled far through the water, overlapping different vocal performances became quite difficult; Skrellian choruses eventually merging together and reaching very large numbers of vocalists and percussionists, synced up quite well through a combination of pure skill and the Nlom. Many centuries later, this trend would still continue, with long songs featuring bands with tens of numbers, each member having a very specific, yet very crucial role. &lt;br /&gt;
&lt;br /&gt;
In the modern age, Skrellian music had not changed in structure much, however the process of creating it, and displaying it, had become far more complex. Members of the top contemporary Skrellian bands would train for years to have the best voices, the best moves, and the finest outfits and implants. These songs would typically preach Skrellian values, conformity, relying on ones’ social structures, but would include massive audiovisual elements. In some concerts, one receives a tab lulling them into a half-awake state where the music would be accompanied by a big, shared, psionic hallucination. Lasers, special effects, and holograms would be common sights. This would be where Idol groups would begin. Musical subcultures in typical Skrell society are very homogenous, a Skrell must stick to the styles and behaviors of their subculture, or be seen as ‘only here temporarily.’&lt;br /&gt;
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For every-day pop music, Skrellian artists have taken big inspiration from human trends, some artists sampling chopping and screwing human music to create catchy Sol Common hooks, others taking human genres and putting them through a Skrellian lens. Other homemade genres have sprung up, such as moisturewave, currently rocking the alternative scene. This genre is typically denoted by a low-resolution, electronic production, with a relatively fast tempo. Shorter songs are generally popular in the right-now, a combination of sound traveling faster through water and electronic music being simple to create leading to higher-tempo and higher-pitch &#039;sound bites&#039; lasting no longer than two minutes. Imagine nightcore.&lt;br /&gt;
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Skrell also possess a notable counterculture, one similar to human punk rock circles. These circles are typically out of the way of polite society, concerts generally staying in underground places. Listeners tend to enjoy these musical circles more, receivers generally not straying far from the pop. These are rife with hallucinogens being passed around, strange alien liquors splashed on fans’ gills, and heavy audience participation. These songs are typically in extremely vulgar Nral’malic, retaliating against Federation values and urging their generally young audiences to find their own voices; fans typically being listeners or listener-leaning receivers. This can lead to very &#039;unsightly&#039; outfits and even some venues demanding the audience be blindfolded Despite their ironic, often sarcastic and even humorous messages, they tend to be quite provoking. Many former idols end up in this counterculture, such as the former Idol group Nral&#039;akk Deluxe 1597, now known as ‘GLORSH YOU ASSHOLE.’&lt;br /&gt;
Fans of the music generally live in a perpetual state of anxiety owing to the existential dread of Receivers finding a band. A group a Skrell has been listening to for well over 200 years can disappear into the vast sea of &#039;ooh what’s this&#039; before they even know it, either completely changing or disappearing into nothingness. Many former Idols end up here, and many band members are accidentally made into them. It used to be the case that possession of a data crystal containing these songs alone was a crime, however the Federation government has elected to assimilate these groups and attempt to &#039;socialize&#039; as many fans as possible, knowing banning them will only fuel it. To prevent this, a few bands have sternly refused to make any public announcements about tours or gatherings, relying entirely on word of mouth and guerilla t-shirt stands. &lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the expensive imports and keep planetary environments safe.&lt;br /&gt;
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&#039;&#039;For more information, see [[Skrellian Cuisine]]&#039;&#039;&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
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Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&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 “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. 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 “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word. This can be positive or negative.&lt;br /&gt;
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If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&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, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. 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 Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
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On the other hand, Skrell also hold relationships with a negative bond, each name beginning with the root word Lu. This often means Void, Vacuum, or Abyss signaling a near-complete lack of light in the partnership.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell term for a person who is a chosen &#039;&#039;&#039;partner, friend, and mate&#039;&#039;&#039;. Those who choose to become Qu&#039;Poxii are mutually deciding that they are lifelong partners, and this relationship is not restricted to only two Skrell. Polyamory is commonplace with those who have had strong connections with each other for years, meaning best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce. Qu&#039;Poxii relationships often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school. Polyamory is not recognized in Tau Ceti, and Skrell who move there are often warned of such.&lt;br /&gt;
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&#039;&#039;&#039;Lu&#039;Poxii - Abysslover, Voidlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lu&#039;Poxii is a term for a person who is a &#039;&#039;&#039;rival, and potent arch-nemesis&#039;&#039;&#039;. This is not just any hatred, it&#039;s a special non-platonic form. A Lu&#039;Poxii thrives on rivalry, and the purpose of this relationship, when healthy, is to grow, as well as one-up each other. Admiration of the others&#039; positive aspects and abilities is required, not only annoyance at their negative qualities. Lu&#039;Poxii often fail when one partner is frequently better than the other, and gets no challenge out of it. Tormenting, taunting, and terrorizing ones&#039; Lu&#039;Poxii is fully acceptable in this dance of antagonism, but doing irreversible harm to them is unwanted, least of which because one would be much less happy without a rival to challenge them. Oddly enough to other races, Lu&#039;Poxii are just as capable of living under one roof as a Qu&#039;Poxii, the same affectionate gestures often being used.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
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The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. 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;Lu&#039;Kaax - Abyssdancer, Vacuum&#039;&#039;&#039;&lt;br /&gt;
This is a term for workplace rivalries, often more of a pact than a one-sided dislike. A Lu&#039;Kaax would be a coworker you care nothing for, only for outdoing, surpassing, or jockeying for their position. Sabotage, only if it happens to be discovered, is highly taboo.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
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This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” 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 “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
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&#039;&#039;&#039;Lu&#039;Nioh - Stardust&#039;&#039;&#039;&lt;br /&gt;
This sort of relationship is an unexpected dislike. Oftentimes, a Lu&#039;Nioh is someone one expected to be fond of, perhaps even a budding Qu&#039;Nioh, but something about their life has proven abhorrent/reprehensible/disgusting enough to where reconciliation or a deeper relationship is impossible. This does not typically feature any hatred or opposition but does not have an ounce of support.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Pluux - Comet&#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 &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, 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;Lu&#039;Pluux - Singularity&#039;&#039;&#039;&lt;br /&gt;
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This bond is also born of situational circumstances, but this is a temporary hatred. Humans would consider this much like a grudge, though in a Lu&#039;Pluux it is much deeper. While this relationship is just as temporary as its&#039; positive counterpart, the long lifespans and keen memories of Skrell can mean a Lu&#039;Pluux can last decades, if not hundreds of years. It is characterized by not angry outburst hatred, but a continuous stream of resentment. It can develop to the point of hating everything associated with them, even their lineage.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
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This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
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&#039;&#039;&#039;Lu&#039;Draa - Abysschild, Voidblood&#039;&#039;&#039;&lt;br /&gt;
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Familial love is nearly the default for Skrell, especially in times where there&#039;s a shortage of children. However, there are cases of Lu&#039;Draa, which is not a hatred, but simply a complete lack of empathy or positive feelings towards a family member. Some call this a &#039;brown dwarf&#039;, named after a stage stars undergo where the planets around them do not even rotate.&lt;br /&gt;
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&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
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===Dating===&lt;br /&gt;
Being prolonged breeding amphibians, Skrell romance in their early stage was not much different. Primitive Skrell would gather in the thousands at a suitably aesthetically-pleasing, and suitably damp, location to reproduce. The most brave and romantic would lounge about on the highest places they could, advertising themselves, their skills, and their achievements to anyone whom would listen.&lt;br /&gt;
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This behavior has changed in the modern day, becoming an official Federation-sponsored holiday that occurs every year, as it used to, typically in moist environments with plenty of natural scenery. These are called &#039;&#039;&#039;Starlight Gatherings&#039;&#039;&#039;. Skrell on a given continent/world meet up at these, partaking in food, games, but primarily looking for a potential Qu&#039;Poxii. Existing Starlovers and their Quya also come to these, whether for fun or to strengthen their bonds with each other. It is known for even the most reclusive scientists to occasionally appear at these, normally under the guise of ‘searching for suitable lab assistants.’ Some Listeners are known to appear here, whether pressured enough by their Receiver counterparts, or coming all on their own whether biological reasons or otherwise. In the end, hardly anyone refuses to show up, the intense romantic feelings rippling through the Nlom in planet-spanning proportions.&lt;br /&gt;
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The dating of other species is notoriously difficult for a Skrell to deal with. While they have no inbuilt qualms about dating outside of their species, it is comparable to singing opera to a man deaf in one ear. It is difficult for Skrell, with their highly keen emotions and psionic communication, to connect meaningfully to other races in a romantic capacity. As well, being aware of current medical technology, they would outlive three or more humans in one Skrell lifespan. However, this has not stopped many Skrell from trying to make the best of it anyway. Skrell typically do not place much importance on physical appearance, or other such biological aspects, mostly caring about emotions and personality when selecting a partner. However, it has been somewhat difficult for Listeners to find romance with Receivers, being seen as somewhat shifty.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have [[Skrell Faith|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. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#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;. &lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
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===Political Structure===&lt;br /&gt;
Following the Skrell&#039;s long tradition of political councils, the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; 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. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&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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Research and travel are highly monitored and regulated by the Federation Government.  It is considered good citizenship to report any crimes of anti-Federation sentiment, which includes but is not limited to AI research.&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 &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). 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 &#039;&#039;&#039;Aliose&#039;&#039;&#039;) 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 (Qerrbalak) 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 due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the 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 logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
&lt;br /&gt;
For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
&lt;br /&gt;
This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
&lt;br /&gt;
When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Skrellguide.png&amp;diff=13753</id>
		<title>File:Skrellguide.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Skrellguide.png&amp;diff=13753"/>
		<updated>2019-12-16T17:02:02Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: A less crude depiction of common Jargon gestures.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A less crude depiction of common Jargon gestures.&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13667</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13667"/>
		<updated>2019-12-01T03:21:50Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: Negative relationships have been added. Thanks to VT and Sleepy for the idea.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = 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;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
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;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&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 can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&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;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&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 multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Headtails.png|thumb|alt=|A crude drawing depicting typical Skrellian headtail gestures.]]&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. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  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. Typically if these gums are not used to &#039;chew&#039;, Skrell otherwise swallow their foods whole, or grind them into a softer form, some carrying around mortars and pestles. 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;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
&lt;br /&gt;
Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation 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 Federation 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;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
&lt;br /&gt;
Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
While the &amp;quot;common&amp;quot; Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing &#039;types&#039; or &#039;ethnicities&#039; of Skrell which are categorized based on both physical attributes, as well as point of origin on the homeworld. These ethnicities of Skrell have emerged much as those of humankind have, based on localized groups adapting to their native territory and intermarrying with their own to reinforce the prevalence of certain traits, traits not exclusive to either archetype.&lt;br /&gt;
&lt;br /&gt;
There are specific populations of Skrell which are considered to be of the Axiori archetype, in that they have traits which are typically associated with those who found in the more oceanic regions of the planet. Typical traits include a thinner mucus on the body, darker skin colors, more prominent webbing on the hands and feet, and generally taller builds. Not all &#039;&#039;&#039;Axiori&#039;&#039;&#039; Skrell have these traits, but it is more common to see in someone with a genetic relationship to this population. Axiori are also more prone to &#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Likewise there are also &#039;&#039;&#039;Xiialt&#039;&#039;&#039; archetype Skrell, who are known to be on the other side of this spectrum of traits. Their adaptations are more consistent with the dryer regions of their homeworld. Thicker and more gelatinous mucous, lighter colored skin, more superficial webbing on the hands and feet, and generally shorter builds, are traits that are commonly associated with Xiialt Skrell. &lt;br /&gt;
&lt;br /&gt;
The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered &amp;quot;biracial&amp;quot;. All Skrell fall somewhere on the spectrum from &amp;quot;sticky or slimy&amp;quot;, &amp;quot;light or dark&amp;quot;, &amp;quot;webbed or not&amp;quot;. Complications resulting from Glorsh&#039;s actions and the Genophage have led to even further blurring of the lines between ethnicities. However, those who have strong genetic lineages of a certain ethnicity will likely display the associated physical traits.&lt;br /&gt;
&lt;br /&gt;
===Disorders===&lt;br /&gt;
[[File:skrellburger.png|thumb|alt=|A Skrell with beakmouth consumes a delicious burger. While downsides are heavy, those with the disorder do not complain about their ability to easier chew foods.]]&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with 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 the 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 gills, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - 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. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&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 the 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 15% of the Federation&#039;s population.&lt;br /&gt;
&lt;br /&gt;
Another disorder is &#039;&#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. The plates are solid pieces which interlock, unlike human teeth which are separate structures.&lt;br /&gt;
&lt;br /&gt;
Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
&lt;br /&gt;
The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
&lt;br /&gt;
There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
&lt;br /&gt;
Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Psionic Dream&#039;&#039;&#039; or Srom. Here, their thoughts focus inwards - connecting to others on a deeper level than the Wake can allow, transmitting not only thoughts, but also emotions and memories. It is hard to keep secrets in the Dream - while one is asleep, they may mutter their thoughts aloud.  it is also easier to transmit and think up original ideas - while the Wake is extremely far-reaching, the Dream is quite short in its range, and it is easy to separate oneself from the &amp;quot;dreamclutter&amp;quot; of the general populace either by secluding oneself far enough away or using aluminum-plated sleep rooms, headpieces or blankets.&lt;br /&gt;
&lt;br /&gt;
However, both over- and undersleeping is frowned upon in Skrell society. Oversleepers are seen as reclusive and suspicious individuals who, for whatever reason, do not wish to be affected by the Wake, and undersleepers are seen as holders of deep and potentially dangerous secrets.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
&lt;br /&gt;
Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
&lt;br /&gt;
Due to Humans&#039; limited audial receptors, 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 with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
&lt;br /&gt;
The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
&lt;br /&gt;
===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
&lt;br /&gt;
The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
&lt;br /&gt;
While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
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Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
&lt;br /&gt;
===Telepathic===&lt;br /&gt;
Telepathy for Skrell comes naturally while their body is in a restive state, and dreams become less about sleeping and more about constantly staying in communication with other Skrell. This form of telepathy has been called &#039;&#039;&#039;Srom&#039;&#039;&#039;, or &#039;&#039;&#039;Dream&#039;&#039;&#039;, and is how Skrell have &#039;dreamt&#039; their technological advancements - using their resting state to communally discuss new technologies and ideas with others within this Srom. When entering deep sleep, a skrell may begin to actually &#039;mutter&#039; instead of communicating - this means that Skrell that hold secrets must work actively to avoid sharing information, whether through aluminium-plated sleep rooms, blankets, or headpieces. Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in light sleep, which fails to give the body the rest it needs. This means most who hold secrets have the telltale sign of being constantly tired, however you can train your mind to remain awake while your body rests through months, or years of experience in meditation. This meditation is learned easiest by speaking to another who already knows it, however a common practice is to share the secret you wish to hide with this other person before they teach you how to meditate properly. Scientists are constantly isolating themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with eachother in private, even going so far as to isolate themselves under the sea or in space labs to avoid dreamstealers or dreamclutter from the general populace.&lt;br /&gt;
&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
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&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
&lt;br /&gt;
By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
&lt;br /&gt;
Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.&lt;br /&gt;
&lt;br /&gt;
A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
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===Work Ethic===&lt;br /&gt;
&lt;br /&gt;
Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionae&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionae to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
&lt;br /&gt;
One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
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In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
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===Pop Culture===&lt;br /&gt;
&lt;br /&gt;
It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
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===Music===&lt;br /&gt;
&lt;br /&gt;
Originally, when Skrell were in their primitive stage, their music was primarily vocalization. Water, being a convenient medium for noise, served well for long-distance singing and harmonization. These songs were typically featuring very short notes (similar to human plainchant), due to sound traveling faster. Eventually these vocalizations began to be accompanied by percussion, various seascapes around the waters of Qerrbalak offering a great range of noises to accompany this. As their songs traveled far through the water, overlapping different vocal performances became quite difficult; Skrellian choruses eventually merging together and reaching very large numbers of vocalists and percussionists, synced up quite well through a combination of pure skill and the Nlom. Many centuries later, this trend would still continue, with long songs featuring bands with tens of numbers, each member having a very specific, yet very crucial role. &lt;br /&gt;
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In the modern age, Skrellian music had not changed in structure much, however the process of creating it, and displaying it, had become far more complex. Members of the top contemporary Skrellian bands would train for years to have the best voices, the best moves, and the finest outfits and implants. These songs would typically preach Skrellian values, conformity, relying on ones’ social structures, but would include massive audiovisual elements. In some concerts, one receives a tab lulling them into a half-awake state where the music would be accompanied by a big, shared, psionic hallucination. Lasers, special effects, and holograms would be common sights. This would be where Idol groups would begin. Musical subcultures in typical Skrell society are very homogenous, a Skrell must stick to the styles and behaviors of their subculture, or be seen as ‘only here temporarily.’&lt;br /&gt;
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For every-day pop music, Skrellian artists have taken big inspiration from human trends, some artists sampling chopping and screwing human music to create catchy Sol Common hooks, others taking human genres and putting them through a Skrellian lens. Other homemade genres have sprung up, such as moisturewave, currently rocking the alternative scene. This genre is typically denoted by a low-resolution, electronic production, with a relatively fast tempo. Shorter songs are generally popular in the right-now, a combination of sound traveling faster through water and electronic music being simple to create leading to higher-tempo and higher-pitch &#039;sound bites&#039; lasting no longer than two minutes. Imagine nightcore.&lt;br /&gt;
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Skrell also possess a notable counterculture, one similar to human punk rock circles. These circles are typically out of the way of polite society, concerts generally staying in underground places. Listeners tend to enjoy these musical circles more, receivers generally not straying far from the pop. These are rife with hallucinogens being passed around, strange alien liquors splashed on fans’ gills, and heavy audience participation. These songs are typically in extremely vulgar Nral’malic, retaliating against Federation values and urging their generally young audiences to find their own voices; fans typically being listeners or listener-leaning receivers. This can lead to very &#039;unsightly&#039; outfits and even some venues demanding the audience be blindfolded Despite their ironic, often sarcastic and even humorous messages, they tend to be quite provoking. Many former idols end up in this counterculture, such as the former Idol group Nral&#039;akk Deluxe 1597, now known as ‘GLORSH YOU ASSHOLE.’&lt;br /&gt;
Fans of the music generally live in a perpetual state of anxiety owing to the existential dread of Receivers finding a band. A group a Skrell has been listening to for well over 200 years can disappear into the vast sea of &#039;ooh what’s this&#039; before they even know it, either completely changing or disappearing into nothingness. Many former Idols end up here, and many band members are accidentally made into them. It used to be the case that possession of a data crystal containing these songs alone was a crime, however the Federation government has elected to assimilate these groups and attempt to &#039;socialize&#039; as many fans as possible, knowing banning them will only fuel it. To prevent this, a few bands have sternly refused to make any public announcements about tours or gatherings, relying entirely on word of mouth and guerilla t-shirt stands. &lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the expensive imports and keep planetary environments safe.&lt;br /&gt;
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&#039;&#039;For more information, see [[Skrellian Cuisine]]&#039;&#039;&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
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Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&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 “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. 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 “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word. This can be positive or negative.&lt;br /&gt;
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If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&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, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. 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 Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
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On the other hand, Skrell also hold relationships with a negative bond, each name beginning with the root word Lu. This often means Void, Vacuum, or Abyss signaling a near-complete lack of light in the partnership.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
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The Skrell term for a person who is a chosen &#039;&#039;&#039;partner, friend, and mate&#039;&#039;&#039;. Those who choose to become Qu&#039;Poxii are mutually deciding that they are lifelong partners, and this relationship is not restricted to only two Skrell. Polyamory is commonplace with those who have had strong connections with each other for years, meaning best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce. Qu&#039;Poxii relationships often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school. Polyamory is not recognized in Tau Ceti, and Skrell who move there are often warned of such.&lt;br /&gt;
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&#039;&#039;&#039;Lu&#039;Poxii - Abysslover, Voidlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lu&#039;Poxii is a term for a person who is a &#039;&#039;&#039;rival, and potent arch-nemesis&#039;&#039;&#039;. This is not just any hatred, it&#039;s a special non-platonic form. A Lu&#039;Poxii thrives on rivalry, and the purpose of this relationship, when healthy, is to grow, as well as one-up each other. Admiration of the others&#039; positive aspects and abilities is required, not only annoyance at their negative qualities. Lu&#039;Poxii often fail when one partner is frequently better than the other, and gets no challenge out of it. Tormenting, taunting, and terrorizing ones&#039; Lu&#039;Poxii is fully acceptable in this dance of antagonism, but doing irreversible harm to them is unwanted, least of which because one would be much less happy without a rival to challenge them. Oddly enough to other races, Lu&#039;Poxii are just as capable of living under one roof as a Qu&#039;Poxii, the same affectionate gestures often being used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. 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;Lu&#039;Kaax - Abyssdancer, Vacuum&#039;&#039;&#039;&lt;br /&gt;
This is a term for workplace rivalries, often more of a pact than a one-sided dislike. A Lu&#039;Kaax would be a coworker you care nothing for, only for outdoing, surpassing, or jockeying for their position. Sabotage, only if it happens to be discovered, is highly taboo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” 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 “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lu&#039;Nioh - Stardust&#039;&#039;&#039;&lt;br /&gt;
This sort of relationship is an unexpected dislike. Oftentimes, a Lu&#039;Nioh is someone one expected to be fond of, perhaps even a budding Qu&#039;Nioh, but something about their life has proven abhorrent/reprehensible/disgusting enough to where reconciliation or a deeper relationship is impossible. This does not typically feature any hatred or opposition but does not have an ounce of support.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Pluux - Comet&#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 &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, 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;Lu&#039;Pluux - Singularity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This bond is also born of situational circumstances, but this is a temporary hatred. Humans would consider this much like a grudge, though in a Lu&#039;Pluux it is much deeper. While this relationship is just as temporary as its&#039; positive counterpart, the long lifespans and keen memories of Skrell can mean a Lu&#039;Pluux can last decades, if not hundreds of years. It is characterized by not angry outburst hatred, but a continuous stream of resentment. It can develop to the point of hating everything associated with them, even their lineage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lu&#039;Draa - Abysschild, Voidblood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Familial love is nearly the default for Skrell, especially in times where there&#039;s a shortage of children. However, there are cases of Lu&#039;Draa, which is not a hatred, but simply a complete lack of empathy or positive feelings towards a family member. Some call this a &#039;brown dwarf&#039;, named after a stage stars undergo where the planets around them do not even rotate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Dating===&lt;br /&gt;
Being prolonged breeding amphibians, Skrell romance in their early stage was not much different. Primitive Skrell would gather in the thousands at a suitably aesthetically-pleasing, and suitably damp, location to reproduce. The most brave and romantic would lounge about on the highest places they could, advertising themselves, their skills, and their achievements to anyone whom would listen.&lt;br /&gt;
&lt;br /&gt;
This behavior has changed in the modern day, becoming an official Federation-sponsored holiday that occurs every year, as it used to, typically in moist environments with plenty of natural scenery. These are called &#039;&#039;&#039;Starlight Gatherings&#039;&#039;&#039;. Skrell on a given continent/world meet up at these, partaking in food, games, but primarily looking for a potential Qu&#039;Poxii. Existing Starlovers and their Quya also come to these, whether for fun or to strengthen their bonds with each other. It is known for even the most reclusive scientists to occasionally appear at these, normally under the guise of ‘searching for suitable lab assistants.’ Some Listeners are known to appear here, whether pressured enough by their Receiver counterparts, or coming all on their own whether biological reasons or otherwise. In the end, hardly anyone refuses to show up, the intense romantic feelings rippling through the Nlom in planet-spanning proportions.&lt;br /&gt;
&lt;br /&gt;
The dating of other species is notoriously difficult for a Skrell to deal with. While they have no inbuilt qualms about dating outside of their species, it is comparable to singing opera to a man deaf in one ear. It is difficult for Skrell, with their highly keen emotions and psionic communication, to connect meaningfully to other races in a romantic capacity. As well, being aware of current medical technology, they would outlive three or more humans in one Skrell lifespan. However, this has not stopped many Skrell from trying to make the best of it anyway. Skrell typically do not place much importance on physical appearance, or other such biological aspects, mostly caring about emotions and personality when selecting a partner. However, it has been somewhat difficult for Listeners to find romance with Receivers, being seen as somewhat shifty.&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 [[Skrell Faith|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. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#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;. &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 &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; 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. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&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;
Research and travel are highly monitored and regulated by the Federation Government.  It is considered good citizenship to report any crimes of anti-Federation sentiment, which includes but is not limited to AI research.&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 &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). 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 &#039;&#039;&#039;Aliose&#039;&#039;&#039;) 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 (Qerrbalak) 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 due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the 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 logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
&lt;br /&gt;
For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
&lt;br /&gt;
This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
&lt;br /&gt;
When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13547</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13547"/>
		<updated>2019-11-12T18:13:43Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: &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;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
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;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&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 can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&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;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&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 multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Headtails.png|thumb|alt=|A crude drawing depicting typical Skrellian headtail gestures.]]&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. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  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. Typically if these gums are not used to &#039;chew&#039;, Skrell otherwise swallow their foods whole, or grind them into a softer form, some carrying around mortars and pestles. 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;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system.&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’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
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Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation 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 Federation 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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===Physical Appearance===&lt;br /&gt;
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Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
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Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
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Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
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===Ethnicities===&lt;br /&gt;
While the &amp;quot;common&amp;quot; Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing &#039;types&#039; or &#039;ethnicities&#039; of Skrell which are categorized based on both physical attributes, as well as point of origin on the homeworld. These ethnicities of Skrell have emerged much as those of humankind have, based on localized groups adapting to their native territory and intermarrying with their own to reinforce the prevalence of certain traits, traits not exclusive to either archetype.&lt;br /&gt;
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There are specific populations of Skrell which are considered to be of the Axiori archetype, in that they have traits which are typically associated with those who found in the more oceanic regions of the planet. Typical traits include a thinner mucus on the body, darker skin colors, more prominent webbing on the hands and feet, and generally taller builds. Not all &#039;&#039;&#039;Axiori&#039;&#039;&#039; Skrell have these traits, but it is more common to see in someone with a genetic relationship to this population. Axiori are also more prone to &#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;.&lt;br /&gt;
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Likewise there are also &#039;&#039;&#039;Xiialt&#039;&#039;&#039; archetype Skrell, who are known to be on the other side of this spectrum of traits. Their adaptations are more consistent with the dryer regions of their homeworld. Thicker and more gelatinous mucous, lighter colored skin, more superficial webbing on the hands and feet, and generally shorter builds, are traits that are commonly associated with Xiialt Skrell. &lt;br /&gt;
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The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered &amp;quot;biracial&amp;quot;. All Skrell fall somewhere on the spectrum from &amp;quot;sticky or slimy&amp;quot;, &amp;quot;light or dark&amp;quot;, &amp;quot;webbed or not&amp;quot;. Complications resulting from Glorsh&#039;s actions and the Genophage have led to even further blurring of the lines between ethnicities. However, those who have strong genetic lineages of a certain ethnicity will likely display the associated physical traits.&lt;br /&gt;
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===Disorders===&lt;br /&gt;
[[File:skrellburger.png|thumb|alt=|A Skrell with beakmouth consumes a delicious burger. While downsides are heavy, those with the disorder do not complain about their ability to easier chew foods.]]&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with 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 the 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 gills, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - 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. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&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 the 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 15% of the Federation&#039;s population.&lt;br /&gt;
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Another disorder is &#039;&#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. The plates are solid pieces which interlock, unlike human teeth which are separate structures.&lt;br /&gt;
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Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
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The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
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==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
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There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
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Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Psionic Dream&#039;&#039;&#039; or Srom. Here, their thoughts focus inwards - connecting to others on a deeper level than the Wake can allow, transmitting not only thoughts, but also emotions and memories. It is hard to keep secrets in the Dream - while one is asleep, they may mutter their thoughts aloud.  it is also easier to transmit and think up original ideas - while the Wake is extremely far-reaching, the Dream is quite short in its range, and it is easy to separate oneself from the &amp;quot;dreamclutter&amp;quot; of the general populace either by secluding oneself far enough away or using aluminum-plated sleep rooms, headpieces or blankets.&lt;br /&gt;
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However, both over- and undersleeping is frowned upon in Skrell society. Oversleepers are seen as reclusive and suspicious individuals who, for whatever reason, do not wish to be affected by the Wake, and undersleepers are seen as holders of deep and potentially dangerous secrets.&lt;br /&gt;
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==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
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Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
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===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
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Due to Humans&#039; limited audial receptors, 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 with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
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The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
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===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
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The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
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While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
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Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
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===Telepathic===&lt;br /&gt;
Telepathy for Skrell comes naturally while their body is in a restive state, and dreams become less about sleeping and more about constantly staying in communication with other Skrell. This form of telepathy has been called &#039;&#039;&#039;Srom&#039;&#039;&#039;, or &#039;&#039;&#039;Dream&#039;&#039;&#039;, and is how Skrell have &#039;dreamt&#039; their technological advancements - using their resting state to communally discuss new technologies and ideas with others within this Srom. When entering deep sleep, a skrell may begin to actually &#039;mutter&#039; instead of communicating - this means that Skrell that hold secrets must work actively to avoid sharing information, whether through aluminium-plated sleep rooms, blankets, or headpieces. Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in light sleep, which fails to give the body the rest it needs. This means most who hold secrets have the telltale sign of being constantly tired, however you can train your mind to remain awake while your body rests through months, or years of experience in meditation. This meditation is learned easiest by speaking to another who already knows it, however a common practice is to share the secret you wish to hide with this other person before they teach you how to meditate properly. Scientists are constantly isolating themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with eachother in private, even going so far as to isolate themselves under the sea or in space labs to avoid dreamstealers or dreamclutter from the general populace.&lt;br /&gt;
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Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
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The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
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== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
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The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
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In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
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By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
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In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
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By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
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In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
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==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
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Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.&lt;br /&gt;
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A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
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===Work Ethic===&lt;br /&gt;
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Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionae&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionae to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
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One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
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In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
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===Pop Culture===&lt;br /&gt;
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It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
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===Music===&lt;br /&gt;
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Originally, when Skrell were in their primitive stage, their music was primarily vocalization. Water, being a convenient medium for noise, served well for long-distance singing and harmonization. These songs were typically featuring very short notes (similar to human plainchant), due to sound traveling faster. Eventually these vocalizations began to be accompanied by percussion, various seascapes around the waters of Qerrbalak offering a great range of noises to accompany this. As their songs traveled far through the water, overlapping different vocal performances became quite difficult; Skrellian choruses eventually merging together and reaching very large numbers of vocalists and percussionists, synced up quite well through a combination of pure skill and the Nlom. Many centuries later, this trend would still continue, with long songs featuring bands with tens of numbers, each member having a very specific, yet very crucial role. &lt;br /&gt;
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In the modern age, Skrellian music had not changed in structure much, however the process of creating it, and displaying it, had become far more complex. Members of the top contemporary Skrellian bands would train for years to have the best voices, the best moves, and the finest outfits and implants. These songs would typically preach Skrellian values, conformity, relying on ones’ social structures, but would include massive audiovisual elements. In some concerts, one receives a tab lulling them into a half-awake state where the music would be accompanied by a big, shared, psionic hallucination. Lasers, special effects, and holograms would be common sights. This would be where Idol groups would begin. Musical subcultures in typical Skrell society are very homogenous, a Skrell must stick to the styles and behaviors of their subculture, or be seen as ‘only here temporarily.’&lt;br /&gt;
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For every-day pop music, Skrellian artists have taken big inspiration from human trends, some artists sampling chopping and screwing human music to create catchy Sol Common hooks, others taking human genres and putting them through a Skrellian lens. Other homemade genres have sprung up, such as moisturewave, currently rocking the alternative scene. This genre is typically denoted by a low-resolution, electronic production, with a relatively fast tempo. Shorter songs are generally popular in the right-now, a combination of sound traveling faster through water and electronic music being simple to create leading to higher-tempo and higher-pitch &#039;sound bites&#039; lasting no longer than two minutes. Imagine nightcore.&lt;br /&gt;
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Skrell also possess a notable counterculture, one similar to human punk rock circles. These circles are typically out of the way of polite society, concerts generally staying in underground places. Listeners tend to enjoy these musical circles more, receivers generally not straying far from the pop. These are rife with hallucinogens being passed around, strange alien liquors splashed on fans’ gills, and heavy audience participation. These songs are typically in extremely vulgar Nral’malic, retaliating against Federation values and urging their generally young audiences to find their own voices; fans typically being listeners or listener-leaning receivers. This can lead to very &#039;unsightly&#039; outfits and even some venues demanding the audience be blindfolded Despite their ironic, often sarcastic and even humorous messages, they tend to be quite provoking. Many former idols end up in this counterculture, such as the former Idol group Nral&#039;akk Deluxe 1597, now known as ‘GLORSH YOU ASSHOLE.’&lt;br /&gt;
Fans of the music generally live in a perpetual state of anxiety owing to the existential dread of Receivers finding a band. A group a Skrell has been listening to for well over 200 years can disappear into the vast sea of &#039;ooh what’s this&#039; before they even know it, either completely changing or disappearing into nothingness. Many former Idols end up here, and many band members are accidentally made into them. It used to be the case that possession of a data crystal containing these songs alone was a crime, however the Federation government has elected to assimilate these groups and attempt to &#039;socialize&#039; as many fans as possible, knowing banning them will only fuel it. To prevent this, a few bands have sternly refused to make any public announcements about tours or gatherings, relying entirely on word of mouth and guerilla t-shirt stands. &lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the expensive imports and keep planetary environments safe.&lt;br /&gt;
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&#039;&#039;For more information, see [[Skrellian Cuisine]]&#039;&#039;&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
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Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&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 “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. 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 “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; 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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If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&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, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. 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 Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
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The Skrell term for a person who is a chosen &#039;&#039;&#039;partner, friend, and mate&#039;&#039;&#039;. Those who choose to become Qu&#039;Poxii are mutually deciding that they are lifelong partners, and this relationship is not restricted to only two Skrell. Polyamory is commonplace with those who have had strong connections with each other for years, meaning best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce. Qu&#039;Poxii relationships often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school. Polyamory is not recognized in Tau Ceti, and Skrell who move there are often warned of such.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
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The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. 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;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
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This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” 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 “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Pluux - Comet&#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 &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, 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;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
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This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
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&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
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===Dating===&lt;br /&gt;
Being prolonged breeding amphibians, Skrell romance in their early stage was not much different. Primitive Skrell would gather in the thousands at a suitably aesthetically-pleasing, and suitably damp, location to reproduce. The most brave and romantic would lounge about on the highest places they could, advertising themselves, their skills, and their achievements to anyone whom would listen.&lt;br /&gt;
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This behavior has changed in the modern day, becoming an official Federation-sponsored holiday that occurs every year, as it used to, typically in moist environments with plenty of natural scenery. These are called &#039;&#039;&#039;Starlight Gatherings&#039;&#039;&#039;. Skrell on a given continent/world meet up at these, partaking in food, games, but primarily looking for a potential Qu&#039;Poxii. Existing Starlovers and their Quya also come to these, whether for fun or to strengthen their bonds with each other. It is known for even the most reclusive scientists to occasionally appear at these, normally under the guise of ‘searching for suitable lab assistants.’ Some Listeners are known to appear here, whether pressured enough by their Receiver counterparts, or coming all on their own whether biological reasons or otherwise. In the end, hardly anyone refuses to show up, the intense romantic feelings rippling through the Nlom in planet-spanning proportions.&lt;br /&gt;
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The dating of other species is notoriously difficult for a Skrell to deal with. While they have no inbuilt qualms about dating outside of their species, it is comparable to singing opera to a man deaf in one ear. It is difficult for Skrell, with their highly keen emotions and psionic communication, to connect meaningfully to other races in a romantic capacity. As well, being aware of current medical technology, they would outlive three or more humans in one Skrell lifespan. However, this has not stopped many Skrell from trying to make the best of it anyway. Skrell typically do not place much importance on physical appearance, or other such biological aspects, mostly caring about emotions and personality when selecting a partner. However, it has been somewhat difficult for Listeners to find romance with Receivers, being seen as somewhat shifty.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have [[Skrell Faith|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. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#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;. &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 &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; 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. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&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 &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
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The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). 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 &#039;&#039;&#039;Aliose&#039;&#039;&#039;) 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 (Qerrbalak) 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 due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
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Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
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&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
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===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the 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 logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
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For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
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This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
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When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
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===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
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One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
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Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
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The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
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===The Different Era of Skrell===&lt;br /&gt;
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&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
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The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
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&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
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Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
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&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
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The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
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&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
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This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
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=== Skrell Outside the Federation ===&lt;br /&gt;
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While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
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===Slimes===&lt;br /&gt;
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Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
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Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
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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;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Headtails.png&amp;diff=13546</id>
		<title>File:Headtails.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Headtails.png&amp;diff=13546"/>
		<updated>2019-11-12T18:11:58Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: A crude drawing representing typical Skrellian headtail gestures.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A crude drawing representing typical Skrellian headtail gestures.&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13488</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13488"/>
		<updated>2019-11-04T17:43:56Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = 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;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
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;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&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 can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&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;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&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 multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&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. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  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. Typically if these gums are not used to &#039;chew&#039;, Skrell otherwise swallow their foods whole, or grind them into a softer form, some carrying around mortars and pestles. 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;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system, though typical Federation gestures can be found [https://i.imgur.com/uHDsgGu.png here.]&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
&lt;br /&gt;
Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation 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 Federation 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;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
&lt;br /&gt;
Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
While the &amp;quot;common&amp;quot; Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing &#039;types&#039; or &#039;ethnicities&#039; of Skrell which are categorized based on both physical attributes, as well as point of origin on the homeworld. These ethnicities of Skrell have emerged much as those of humankind have, based on localized groups adapting to their native territory and intermarrying with their own to reinforce the prevalence of certain traits, traits not exclusive to either archetype.&lt;br /&gt;
&lt;br /&gt;
There are specific populations of Skrell which are considered to be of the Axiori archetype, in that they have traits which are typically associated with those who found in the more oceanic regions of the planet. Typical traits include a thinner mucus on the body, darker skin colors, more prominent webbing on the hands and feet, and generally taller builds. Not all &#039;&#039;&#039;Axiori&#039;&#039;&#039; Skrell have these traits, but it is more common to see in someone with a genetic relationship to this population. Axiori are also more prone to &#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Likewise there are also &#039;&#039;&#039;Xiialt&#039;&#039;&#039; archetype Skrell, who are known to be on the other side of this spectrum of traits. Their adaptations are more consistent with the dryer regions of their homeworld. Thicker and more gelatinous mucous, lighter colored skin, more superficial webbing on the hands and feet, and generally shorter builds, are traits that are commonly associated with Xiialt Skrell. &lt;br /&gt;
&lt;br /&gt;
The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered &amp;quot;biracial&amp;quot;. All Skrell fall somewhere on the spectrum from &amp;quot;sticky or slimy&amp;quot;, &amp;quot;light or dark&amp;quot;, &amp;quot;webbed or not&amp;quot;. Complications resulting from Glorsh&#039;s actions and the Genophage have led to even further blurring of the lines between ethnicities. However, those who have strong genetic lineages of a certain ethnicity will likely display the associated physical traits.&lt;br /&gt;
&lt;br /&gt;
===Disorders===&lt;br /&gt;
[[File:skrellburger.png|thumb|alt=|A Skrell with beakmouth consumes a delicious burger. While downsides are heavy, those with the disorder do not complain about their ability to easier chew foods.]]&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with 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 the 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 gills, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - 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. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&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 the 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 15% of the Federation&#039;s population.&lt;br /&gt;
&lt;br /&gt;
Another disorder is &#039;&#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. The plates are solid pieces which interlock, unlike human teeth which are separate structures.&lt;br /&gt;
&lt;br /&gt;
Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
&lt;br /&gt;
The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
&lt;br /&gt;
There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
&lt;br /&gt;
Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Psionic Dream&#039;&#039;&#039; or Srom. Here, their thoughts focus inwards - connecting to others on a deeper level than the Wake can allow, transmitting not only thoughts, but also emotions and memories. It is hard to keep secrets in the Dream - while one is asleep, they may mutter their thoughts aloud.  it is also easier to transmit and think up original ideas - while the Wake is extremely far-reaching, the Dream is quite short in its range, and it is easy to separate oneself from the &amp;quot;dreamclutter&amp;quot; of the general populace either by secluding oneself far enough away or using aluminum-plated sleep rooms, headpieces or blankets.&lt;br /&gt;
&lt;br /&gt;
However, both over- and undersleeping is frowned upon in Skrell society. Oversleepers are seen as reclusive and suspicious individuals who, for whatever reason, do not wish to be affected by the Wake, and undersleepers are seen as holders of deep and potentially dangerous secrets.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
&lt;br /&gt;
Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
&lt;br /&gt;
Due to Humans&#039; limited audial receptors, 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 with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
&lt;br /&gt;
The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
&lt;br /&gt;
===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
&lt;br /&gt;
The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
&lt;br /&gt;
While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
&lt;br /&gt;
Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
&lt;br /&gt;
===Telepathic===&lt;br /&gt;
Telepathy for Skrell comes naturally while their body is in a restive state, and dreams become less about sleeping and more about constantly staying in communication with other Skrell. This form of telepathy has been called &#039;&#039;&#039;Srom&#039;&#039;&#039;, or &#039;&#039;&#039;Dream&#039;&#039;&#039;, and is how Skrell have &#039;dreamt&#039; their technological advancements - using their resting state to communally discuss new technologies and ideas with others within this Srom. When entering deep sleep, a skrell may begin to actually &#039;mutter&#039; instead of communicating - this means that Skrell that hold secrets must work actively to avoid sharing information, whether through aluminium-plated sleep rooms, blankets, or headpieces. Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in light sleep, which fails to give the body the rest it needs. This means most who hold secrets have the telltale sign of being constantly tired, however you can train your mind to remain awake while your body rests through months, or years of experience in meditation. This meditation is learned easiest by speaking to another who already knows it, however a common practice is to share the secret you wish to hide with this other person before they teach you how to meditate properly. Scientists are constantly isolating themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with eachother in private, even going so far as to isolate themselves under the sea or in space labs to avoid dreamstealers or dreamclutter from the general populace.&lt;br /&gt;
&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
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== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
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The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
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In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
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By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
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In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
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By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
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In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
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==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
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Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.&lt;br /&gt;
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A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
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===Work Ethic===&lt;br /&gt;
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Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionae&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionae to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
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One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
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In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
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===Pop Culture===&lt;br /&gt;
&lt;br /&gt;
It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
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===Music===&lt;br /&gt;
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Originally, when Skrell were in their primitive stage, their music was primarily vocalization. Water, being a convenient medium for noise, served well for long-distance singing and harmonization. These songs were typically featuring very short notes (similar to human plainchant), due to sound traveling faster. Eventually these vocalizations began to be accompanied by percussion, various seascapes around the waters of Qerrbalak offering a great range of noises to accompany this. As their songs traveled far through the water, overlapping different vocal performances became quite difficult; Skrellian choruses eventually merging together and reaching very large numbers of vocalists and percussionists, synced up quite well through a combination of pure skill and the Nlom. Many centuries later, this trend would still continue, with long songs featuring bands with tens of numbers, each member having a very specific, yet very crucial role. &lt;br /&gt;
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In the modern age, Skrellian music had not changed in structure much, however the process of creating it, and displaying it, had become far more complex. Members of the top contemporary Skrellian bands would train for years to have the best voices, the best moves, and the finest outfits and implants. These songs would typically preach Skrellian values, conformity, relying on ones’ social structures, but would include massive audiovisual elements. In some concerts, one receives a tab lulling them into a half-awake state where the music would be accompanied by a big, shared, psionic hallucination. Lasers, special effects, and holograms would be common sights. This would be where Idol groups would begin. Musical subcultures in typical Skrell society are very homogenous, a Skrell must stick to the styles and behaviors of their subculture, or be seen as ‘only here temporarily.’&lt;br /&gt;
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For every-day pop music, Skrellian artists have taken big inspiration from human trends, some artists sampling chopping and screwing human music to create catchy Sol Common hooks, others taking human genres and putting them through a Skrellian lens. Other homemade genres have sprung up, such as moisturewave, currently rocking the alternative scene. This genre is typically denoted by a low-resolution, electronic production, with a relatively fast tempo. Shorter songs are generally popular in the right-now, a combination of sound traveling faster through water and electronic music being simple to create leading to higher-tempo and higher-pitch &#039;sound bites&#039; lasting no longer than two minutes. Imagine nightcore.&lt;br /&gt;
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Skrell also possess a notable counterculture, one similar to human punk rock circles. These circles are typically out of the way of polite society, concerts generally staying in underground places. Listeners tend to enjoy these musical circles more, receivers generally not straying far from the pop. These are rife with hallucinogens being passed around, strange alien liquors splashed on fans’ gills, and heavy audience participation. These songs are typically in extremely vulgar Nral’malic, retaliating against Federation values and urging their generally young audiences to find their own voices; fans typically being listeners or listener-leaning receivers. This can lead to very &#039;unsightly&#039; outfits and even some venues demanding the audience be blindfolded Despite their ironic, often sarcastic and even humorous messages, they tend to be quite provoking. Many former idols end up in this counterculture, such as the former Idol group Nral&#039;akk Deluxe 1597, now known as ‘GLORSH YOU ASSHOLE.’&lt;br /&gt;
Fans of the music generally live in a perpetual state of anxiety owing to the existential dread of Receivers finding a band. A group a Skrell has been listening to for well over 200 years can disappear into the vast sea of &#039;ooh what’s this&#039; before they even know it, either completely changing or disappearing into nothingness. Many former Idols end up here, and many band members are accidentally made into them. It used to be the case that possession of a data crystal containing these songs alone was a crime, however the Federation government has elected to assimilate these groups and attempt to &#039;socialize&#039; as many fans as possible, knowing banning them will only fuel it. To prevent this, a few bands have sternly refused to make any public announcements about tours or gatherings, relying entirely on word of mouth and guerilla t-shirt stands. &lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the expensive imports and keep planetary environments safe.&lt;br /&gt;
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&#039;&#039;For more information, see [[Skrellian Cuisine]]&#039;&#039;&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
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Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&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 “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. 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 “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; 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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If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&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, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. 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 Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
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The Skrell term for a person who is a chosen &#039;&#039;&#039;partner, friend, and mate&#039;&#039;&#039;. Those who choose to become Qu&#039;Poxii are mutually deciding that they are lifelong partners, and this relationship is not restricted to only two Skrell. Polyamory is commonplace with those who have had strong connections with each other for years, meaning best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce. Qu&#039;Poxii relationships often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school. Polyamory is not recognized in Tau Ceti, and Skrell who move there are often warned of such.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
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The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. 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;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
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This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” 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 “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Pluux - Comet&#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 &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, 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;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
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This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
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&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
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===Dating===&lt;br /&gt;
Being prolonged breeding amphibians, Skrell romance in their early stage was not much different. Primitive Skrell would gather in the thousands at a suitably aesthetically-pleasing, and suitably damp, location to reproduce. The most brave and romantic would lounge about on the highest places they could, advertising themselves, their skills, and their achievements to anyone whom would listen.&lt;br /&gt;
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This behavior has changed in the modern day, becoming an official Federation-sponsored holiday that occurs every year, as it used to, typically in moist environments with plenty of natural scenery. These are called &#039;&#039;&#039;Starlight Gatherings&#039;&#039;&#039;. Skrell on a given continent/world meet up at these, partaking in food, games, but primarily looking for a potential Qu&#039;Poxii. Existing Starlovers and their Quya also come to these, whether for fun or to strengthen their bonds with each other. It is known for even the most reclusive scientists to occasionally appear at these, normally under the guise of ‘searching for suitable lab assistants.’ Some Listeners are known to appear here, whether pressured enough by their Receiver counterparts, or coming all on their own whether biological reasons or otherwise. In the end, hardly anyone refuses to show up, the intense romantic feelings rippling through the Nlom in planet-spanning proportions.&lt;br /&gt;
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The dating of other species is notoriously difficult for a Skrell to deal with. While they have no inbuilt qualms about dating outside of their species, it is comparable to singing opera to a man deaf in one ear. It is difficult for Skrell, with their highly keen emotions and psionic communication, to connect meaningfully to other races in a romantic capacity. As well, being aware of current medical technology, they would outlive three or more humans in one Skrell lifespan. However, this has not stopped many Skrell from trying to make the best of it anyway. Skrell typically do not place much importance on physical appearance, or other such biological aspects, mostly caring about emotions and personality when selecting a partner. However, it has been somewhat difficult for Listeners to find romance with Receivers, being seen as somewhat shifty.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have [[Skrell Faith|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. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#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;. &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 &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; 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. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&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 &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
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The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). 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 &#039;&#039;&#039;Aliose&#039;&#039;&#039;) 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 (Qerrbalak) 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 due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
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Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
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&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
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===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the 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 logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
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For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
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This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
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When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
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===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
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One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
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Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
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The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13487</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13487"/>
		<updated>2019-11-04T17:37:34Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: A lot of updates. Moves Volvuunt Qixqalau into new Disorder section with new disorder. Slightly more text about the two scientists. How Skrell eat. Dating. Music. Ethnicities. Art by Coalf.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = 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;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
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;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&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 can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&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;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&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 multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&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. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  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. Typically if these gums are not used to &#039;chew&#039;, Skrell otherwise swallow their foods whole, or grind them into a softer form, some carrying around mortars and pestles. 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;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system, though typical Federation gestures can be found [https://i.imgur.com/uHDsgGu.png here.]&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
&lt;br /&gt;
Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation 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 Federation 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;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
&lt;br /&gt;
Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
While the &amp;quot;common&amp;quot; Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing &#039;types&#039; or &#039;ethnicities&#039; of Skrell which are categorized based on both physical attributes, as well as point of origin on the homeworld. These ethnicities of Skrell have emerged much as those of humankind have, based on localized groups adapting to their native territory and intermarrying with their own to reinforce the prevalence of certain traits, traits not exclusive to either archetype.&lt;br /&gt;
&lt;br /&gt;
There are specific populations of Skrell which are considered to be of the Axiori archetype, in that they have traits which are typically associated with those who found in the more oceanic regions of the planet. Typical traits include a thinner mucus on the body, darker skin colors, more prominent webbing on the hands and feet, and generally taller builds. Not all &#039;&#039;&#039;Axiori&#039;&#039;&#039; Skrell have these traits, but it is more common to see in someone with a genetic relationship to this population. Axiori are also more prone to &#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Likewise there are also &#039;&#039;&#039;Xiialt&#039;&#039;&#039; archetype Skrell, who are known to be on the other side of this spectrum of traits. Their adaptations are more consistent with the dryer regions of their homeworld. Thicker and more gelatinous mucous, lighter colored skin, more superficial webbing on the hands and feet, and generally shorter builds, are traits that are commonly associated with Xiialt Skrell. &lt;br /&gt;
&lt;br /&gt;
The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered &amp;quot;biracial&amp;quot;. All Skrell fall somewhere on the spectrum from &amp;quot;sticky or slimy&amp;quot;, &amp;quot;light or dark&amp;quot;, &amp;quot;webbed or not&amp;quot;. Complications resulting from Glorsh&#039;s actions and the Genophage have led to even further blurring of the lines between ethnicities. However, those who have strong genetic lineages of a certain ethnicity will likely display the associated physical traits.&lt;br /&gt;
&lt;br /&gt;
===Disorders===&lt;br /&gt;
[[File:skrellburger.png|thumb|alt=|A Skrell with beakmouth consumes a delicious burger. While downsides are heavy, those with the disorder do not complain about their ability to easier chew foods.]]&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with 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 the 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 filaments, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - 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. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&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 the 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 15% of the Federation&#039;s population.&lt;br /&gt;
&lt;br /&gt;
Another disorder is &#039;&#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. The plates are solid pieces which interlock, unlike human teeth which are separate structures.&lt;br /&gt;
&lt;br /&gt;
Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
&lt;br /&gt;
The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
&lt;br /&gt;
There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
&lt;br /&gt;
Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Psionic Dream&#039;&#039;&#039; or Srom. Here, their thoughts focus inwards - connecting to others on a deeper level than the Wake can allow, transmitting not only thoughts, but also emotions and memories. It is hard to keep secrets in the Dream - while one is asleep, they may mutter their thoughts aloud.  it is also easier to transmit and think up original ideas - while the Wake is extremely far-reaching, the Dream is quite short in its range, and it is easy to separate oneself from the &amp;quot;dreamclutter&amp;quot; of the general populace either by secluding oneself far enough away or using aluminum-plated sleep rooms, headpieces or blankets.&lt;br /&gt;
&lt;br /&gt;
However, both over- and undersleeping is frowned upon in Skrell society. Oversleepers are seen as reclusive and suspicious individuals who, for whatever reason, do not wish to be affected by the Wake, and undersleepers are seen as holders of deep and potentially dangerous secrets.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
&lt;br /&gt;
Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
&lt;br /&gt;
Due to Humans&#039; limited audial receptors, 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 with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
&lt;br /&gt;
The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
&lt;br /&gt;
===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
&lt;br /&gt;
The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
&lt;br /&gt;
While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
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Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
&lt;br /&gt;
===Telepathic===&lt;br /&gt;
Telepathy for Skrell comes naturally while their body is in a restive state, and dreams become less about sleeping and more about constantly staying in communication with other Skrell. This form of telepathy has been called &#039;&#039;&#039;Srom&#039;&#039;&#039;, or &#039;&#039;&#039;Dream&#039;&#039;&#039;, and is how Skrell have &#039;dreamt&#039; their technological advancements - using their resting state to communally discuss new technologies and ideas with others within this Srom. When entering deep sleep, a skrell may begin to actually &#039;mutter&#039; instead of communicating - this means that Skrell that hold secrets must work actively to avoid sharing information, whether through aluminium-plated sleep rooms, blankets, or headpieces. Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in light sleep, which fails to give the body the rest it needs. This means most who hold secrets have the telltale sign of being constantly tired, however you can train your mind to remain awake while your body rests through months, or years of experience in meditation. This meditation is learned easiest by speaking to another who already knows it, however a common practice is to share the secret you wish to hide with this other person before they teach you how to meditate properly. Scientists are constantly isolating themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with eachother in private, even going so far as to isolate themselves under the sea or in space labs to avoid dreamstealers or dreamclutter from the general populace.&lt;br /&gt;
&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
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The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
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&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
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By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
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In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
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In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
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==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
&lt;br /&gt;
Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.&lt;br /&gt;
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A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
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===Work Ethic===&lt;br /&gt;
&lt;br /&gt;
Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionae&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionae to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
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One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
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In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
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===Pop Culture===&lt;br /&gt;
&lt;br /&gt;
It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
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===Music===&lt;br /&gt;
&lt;br /&gt;
Originally, when Skrell were in their primitive stage, their music was primarily vocalization. Water, being a convenient medium for noise, served well for long-distance singing and harmonization. These songs were typically featuring very short notes (similar to human plainchant), due to sound traveling faster. Eventually these vocalizations began to be accompanied by percussion, various seascapes around the waters of Qerrbalak offering a great range of noises to accompany this. As their songs traveled far through the water, overlapping different vocal performances became quite difficult; Skrellian choruses eventually merging together and reaching very large numbers of vocalists and percussionists, synced up quite well through a combination of pure skill and the Nlom. Many centuries later, this trend would still continue, with long songs featuring bands with tens of numbers, each member having a very specific, yet very crucial role. &lt;br /&gt;
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In the modern age, Skrellian music had not changed in structure much, however the process of creating it, and displaying it, had become far more complex. Members of the top contemporary Skrellian bands would train for years to have the best voices, the best moves, and the finest outfits and implants. These songs would typically preach Skrellian values, conformity, relying on ones’ social structures, but would include massive audiovisual elements. In some concerts, one receives a tab lulling them into a half-awake state where the music would be accompanied by a big, shared, psionic hallucination. Lasers, special effects, and holograms would be common sights. This would be where Idol groups would begin. Musical subcultures in typical Skrell society are very homogenous, a Skrell must stick to the styles and behaviors of their subculture, or be seen as ‘only here temporarily.’&lt;br /&gt;
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For every-day pop music, Skrellian artists have taken big inspiration from human trends, some artists sampling chopping and screwing human music to create catchy Sol Common hooks, others taking human genres and putting them through a Skrellian lens. Other homemade genres have sprung up, such as moisturewave, currently rocking the alternative scene. This genre is typically denoted by a low-resolution, electronic production, with a relatively fast tempo. Shorter songs are generally popular in the right-now, a combination of sound traveling faster through water and electronic music being simple to create leading to higher-tempo and higher-pitch &#039;sound bites&#039; lasting no longer than two minutes. Imagine nightcore.&lt;br /&gt;
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Skrell also possess a notable counterculture, one similar to human punk rock circles. These circles are typically out of the way of polite society, concerts generally staying in underground places. Listeners tend to enjoy these musical circles more, receivers generally not straying far from the pop. These are rife with hallucinogens being passed around, strange alien liquors splashed on fans’ gills, and heavy audience participation. These songs are typically in extremely vulgar Nral’malic, retaliating against Federation values and urging their generally young audiences to find their own voices; fans typically being listeners or listener-leaning receivers. This can lead to very &#039;unsightly&#039; outfits and even some venues demanding the audience be blindfolded Despite their ironic, often sarcastic and even humorous messages, they tend to be quite provoking. Many former idols end up in this counterculture, such as the former Idol group Nral&#039;akk Deluxe 1597, now known as ‘GLORSH YOU ASSHOLE.’&lt;br /&gt;
Fans of the music generally live in a perpetual state of anxiety owing to the existential dread of Receivers finding a band. A group a Skrell has been listening to for well over 200 years can disappear into the vast sea of &#039;ooh what’s this&#039; before they even know it, either completely changing or disappearing into nothingness. Many former Idols end up here, and many band members are accidentally made into them. It used to be the case that possession of a data crystal containing these songs alone was a crime, however the Federation government has elected to assimilate these groups and attempt to &#039;socialize&#039; as many fans as possible, knowing banning them will only fuel it. To prevent this, a few bands have sternly refused to make any public announcements about tours or gatherings, relying entirely on word of mouth and guerilla t-shirt stands. &lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the expensive imports and keep planetary environments safe.&lt;br /&gt;
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&#039;&#039;For more information, see [[Skrellian Cuisine]]&#039;&#039;&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
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Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&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 “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. 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 “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; 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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If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&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, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. 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 Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
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The Skrell term for a person who is a chosen &#039;&#039;&#039;partner, friend, and mate&#039;&#039;&#039;. Those who choose to become Qu&#039;Poxii are mutually deciding that they are lifelong partners, and this relationship is not restricted to only two Skrell. Polyamory is commonplace with those who have had strong connections with each other for years, meaning best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce. Qu&#039;Poxii relationships often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school. Polyamory is not recognized in Tau Ceti, and Skrell who move there are often warned of such.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
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The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. 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;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
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This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” 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 “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Pluux - Comet&#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 &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, 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;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
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This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
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&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
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===Dating===&lt;br /&gt;
Being prolonged breeding amphibians, Skrell romance in their early stage was not much different. Primitive Skrell would gather in the thousands at a suitably aesthetically-pleasing, and suitably damp, location to reproduce. The most brave and romantic would lounge about on the highest places they could, advertising themselves, their skills, and their achievements to anyone whom would listen.&lt;br /&gt;
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This behavior has changed in the modern day, becoming an official Federation-sponsored holiday that occurs every year, as it used to, typically in moist environments with plenty of natural scenery. These are called &#039;&#039;&#039;Starlight Gatherings&#039;&#039;&#039;. Skrell on a given continent/world meet up at these, partaking in food, games, but primarily looking for a potential Qu&#039;Poxii. Existing Starlovers and their Quya also come to these, whether for fun or to strengthen their bonds with each other. It is known for even the most reclusive scientists to occasionally appear at these, normally under the guise of ‘searching for suitable lab assistants.’ Some Listeners are known to appear here, whether pressured enough by their Receiver counterparts, or coming all on their own whether biological reasons or otherwise. In the end, hardly anyone refuses to show up, the intense romantic feelings rippling through the Nlom in planet-spanning proportions.&lt;br /&gt;
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The dating of other species is notoriously difficult for a Skrell to deal with. While they have no inbuilt qualms about dating outside of their species, it is comparable to singing opera to a man deaf in one ear. It is difficult for Skrell, with their highly keen emotions and psionic communication, to connect meaningfully to other races in a romantic capacity. As well, being aware of current medical technology, they would outlive three or more humans in one Skrell lifespan. However, this has not stopped many Skrell from trying to make the best of it anyway. Skrell typically do not place much importance on physical appearance, or other such biological aspects, mostly caring about emotions and personality when selecting a partner. However, it has been somewhat difficult for Listeners to find romance with Receivers, being seen as somewhat shifty.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have [[Skrell Faith|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. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#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;. &lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
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===Political Structure===&lt;br /&gt;
Following the Skrell&#039;s long tradition of political councils, the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; 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. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&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 &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). 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 &#039;&#039;&#039;Aliose&#039;&#039;&#039;) 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 (Qerrbalak) 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 due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the 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 logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
&lt;br /&gt;
For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
&lt;br /&gt;
This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
&lt;br /&gt;
When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Skrellburger.png&amp;diff=13483</id>
		<title>File:Skrellburger.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Skrellburger.png&amp;diff=13483"/>
		<updated>2019-11-03T23:14:58Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Skrell with Beakmouth consumes a delicious burger. Extra special credits to Coalf#8195 on Discord.&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Skrellburger.png&amp;diff=13482</id>
		<title>File:Skrellburger.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Skrellburger.png&amp;diff=13482"/>
		<updated>2019-11-03T23:09:48Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: A Skrell with Beakmouth consumes a delicious burger. Extra special credits to Coalf.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Skrell with Beakmouth consumes a delicious burger. Extra special credits to Coalf.&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13473</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13473"/>
		<updated>2019-11-03T21:32:25Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: Reverted edits by ParadoxSpace (talk) to last revision by Sharp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = 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;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
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;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&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 can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&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;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&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 multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&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. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  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;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system, though typical Federation gestures can be found [https://i.imgur.com/uHDsgGu.png here.]&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
&lt;br /&gt;
Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation 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 Federation 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;
There is a disorder named &amp;quot;Volvuunt Qixqalau,&amp;quot; which in a dead Skrellian language translates to &amp;quot;protruding branchia&amp;quot;, which can affect Skrell. As the name implies, it is a mutation in which the branch-like gills extend out from the neck, instead of the internal gills covered by slits that Skrell are normally born with. Skrell with 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 the 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 filaments, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - 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 the 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;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
&lt;br /&gt;
Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
&lt;br /&gt;
There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
&lt;br /&gt;
Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Psionic Dream&#039;&#039;&#039; or Srom. Here, their thoughts focus inwards - connecting to others on a deeper level than the Wake can allow, transmitting not only thoughts, but also emotions and memories. It is hard to keep secrets in the Dream - while one is asleep, they may mutter their thoughts aloud.  it is also easier to transmit and think up original ideas - while the Wake is extremely far-reaching, the Dream is quite short in its range, and it is easy to separate oneself from the &amp;quot;dreamclutter&amp;quot; of the general populace either by secluding oneself far enough away or using aluminum-plated sleep rooms, headpieces or blankets.&lt;br /&gt;
&lt;br /&gt;
However, both over- and undersleeping is frowned upon in Skrell society. Oversleepers are seen as reclusive and suspicious individuals who, for whatever reason, do not wish to be affected by the Wake, and undersleepers are seen as holders of deep and potentially dangerous secrets.&lt;br /&gt;
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==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward.|Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
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Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
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===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
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Due to Humans&#039; limited audial receptors, 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 with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
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The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
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===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
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The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
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While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
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Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
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===Telepathic===&lt;br /&gt;
Telepathy for Skrell comes naturally while their body is in a restive state, and dreams become less about sleeping and more about constantly staying in communication with other Skrell. This form of telepathy has been called &#039;&#039;&#039;Srom&#039;&#039;&#039;, or &#039;&#039;&#039;Dream&#039;&#039;&#039;, and is how Skrell have &#039;dreamt&#039; their technological advancements - using their resting state to communally discuss new technologies and ideas with others within this Srom. When entering deep sleep, a skrell may begin to actually &#039;mutter&#039; instead of communicating - this means that Skrell that hold secrets must work actively to avoid sharing information, whether through aluminium-plated sleep rooms, blankets, or headpieces. Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in light sleep, which fails to give the body the rest it needs. This means most who hold secrets have the telltale sign of being constantly tired, however you can train your mind to remain awake while your body rests through months, or years of experience in meditation. This meditation is learned easiest by speaking to another who already knows it, however a common practice is to share the secret you wish to hide with this other person before they teach you how to meditate properly. Scientists are constantly isolating themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with eachother in private, even going so far as to isolate themselves under the sea or in space labs to avoid dreamstealers or dreamclutter from the general populace.&lt;br /&gt;
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Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
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The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
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&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
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In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
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By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
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In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
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By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
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In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
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==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
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Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.&lt;br /&gt;
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A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
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===Work Ethic===&lt;br /&gt;
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Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionae&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionae to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
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One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
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In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
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===Pop Culture===&lt;br /&gt;
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It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the expensive imports and keep planetary environments safe.&lt;br /&gt;
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&#039;&#039;For more information, see [[Skrellian Cuisine]]&#039;&#039;&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
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Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&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 “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. 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 “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; 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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If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&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, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. 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 Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
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The Skrell term for a person who is a chosen &#039;&#039;&#039;partner, friend, and mate&#039;&#039;&#039;. Those who choose to become Qu&#039;Poxii are mutually deciding that they are lifelong partners, and this relationship is not restricted to only two Skrell. Polyamory is commonplace with those who have had strong connections with each other for years, meaning best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce. Qu&#039;Poxii relationships often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school. Polyamory is not recognized in Tau Ceti, and Skrell who move there are often warned of such.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
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The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. 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;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
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This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” 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 “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Pluux - Comet&#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 &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, 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;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
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This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
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&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have [[Skrell Faith|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. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#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;. &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 &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; 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. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&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 &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
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The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). 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 &#039;&#039;&#039;Aliose&#039;&#039;&#039;) 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 (Qerrbalak) 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 due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the 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 logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
&lt;br /&gt;
For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
&lt;br /&gt;
This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
&lt;br /&gt;
When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13472</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13472"/>
		<updated>2019-11-03T21:10:41Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: &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;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
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;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&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 can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&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;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&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 multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&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. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  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;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system, though typical Federation gestures can be found [https://i.imgur.com/uHDsgGu.png here.]&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
&lt;br /&gt;
Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation 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 Federation 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;
===Disorders===&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with 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 the 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 filaments, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - 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. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&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 the 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;
Another disorder is &#039;&#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. &lt;br /&gt;
&lt;br /&gt;
Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
&lt;br /&gt;
The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
&lt;br /&gt;
Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
&lt;br /&gt;
There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
&lt;br /&gt;
Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Psionic Dream&#039;&#039;&#039; or Srom. Here, their thoughts focus inwards - connecting to others on a deeper level than the Wake can allow, transmitting not only thoughts, but also emotions and memories. It is hard to keep secrets in the Dream - while one is asleep, they may mutter their thoughts aloud.  it is also easier to transmit and think up original ideas - while the Wake is extremely far-reaching, the Dream is quite short in its range, and it is easy to separate oneself from the &amp;quot;dreamclutter&amp;quot; of the general populace either by secluding oneself far enough away or using aluminum-plated sleep rooms, headpieces or blankets.&lt;br /&gt;
&lt;br /&gt;
However, both over- and undersleeping is frowned upon in Skrell society. Oversleepers are seen as reclusive and suspicious individuals who, for whatever reason, do not wish to be affected by the Wake, and undersleepers are seen as holders of deep and potentially dangerous secrets.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward.|Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
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Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
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===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
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Due to Humans&#039; limited audial receptors, 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 with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
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The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
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===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
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The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
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While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
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Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
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===Telepathic===&lt;br /&gt;
Telepathy for Skrell comes naturally while their body is in a restive state, and dreams become less about sleeping and more about constantly staying in communication with other Skrell. This form of telepathy has been called &#039;&#039;&#039;Srom&#039;&#039;&#039;, or &#039;&#039;&#039;Dream&#039;&#039;&#039;, and is how Skrell have &#039;dreamt&#039; their technological advancements - using their resting state to communally discuss new technologies and ideas with others within this Srom. When entering deep sleep, a skrell may begin to actually &#039;mutter&#039; instead of communicating - this means that Skrell that hold secrets must work actively to avoid sharing information, whether through aluminium-plated sleep rooms, blankets, or headpieces. Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in light sleep, which fails to give the body the rest it needs. This means most who hold secrets have the telltale sign of being constantly tired, however you can train your mind to remain awake while your body rests through months, or years of experience in meditation. This meditation is learned easiest by speaking to another who already knows it, however a common practice is to share the secret you wish to hide with this other person before they teach you how to meditate properly. Scientists are constantly isolating themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with eachother in private, even going so far as to isolate themselves under the sea or in space labs to avoid dreamstealers or dreamclutter from the general populace.&lt;br /&gt;
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Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
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The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
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&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
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By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
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In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
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In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
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Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.&lt;br /&gt;
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A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
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===Work Ethic===&lt;br /&gt;
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Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionae&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionae to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
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One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
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In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
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===Pop Culture===&lt;br /&gt;
&lt;br /&gt;
It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the expensive imports and keep planetary environments safe.&lt;br /&gt;
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&#039;&#039;For more information, see [[Skrellian Cuisine]]&#039;&#039;&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
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Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&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 “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. 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 “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; 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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If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&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, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. 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 Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
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The Skrell term for a person who is a chosen &#039;&#039;&#039;partner, friend, and mate&#039;&#039;&#039;. Those who choose to become Qu&#039;Poxii are mutually deciding that they are lifelong partners, and this relationship is not restricted to only two Skrell. Polyamory is commonplace with those who have had strong connections with each other for years, meaning best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce. Qu&#039;Poxii relationships often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school. Polyamory is not recognized in Tau Ceti, and Skrell who move there are often warned of such.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
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The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. 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;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
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This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” 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 “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Pluux - Comet&#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 &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, 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;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
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This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
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&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have [[Skrell Faith|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. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#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;. &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 &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; 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. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&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 &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
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The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). 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 &#039;&#039;&#039;Aliose&#039;&#039;&#039;) 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 (Qerrbalak) 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 due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
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Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
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&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
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===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the 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 logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
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For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
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This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
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When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13471</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13471"/>
		<updated>2019-11-03T21:09:38Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: &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;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
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;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&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 can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&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;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&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 multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&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. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  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;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system, though typical Federation gestures can be found [https://i.imgur.com/uHDsgGu.png here.]&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
&lt;br /&gt;
Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation 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 Federation 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;
===Disorders===&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with 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 the 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 filaments, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - 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. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&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 the 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;
Another disorder is &#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. &lt;br /&gt;
&lt;br /&gt;
Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
&lt;br /&gt;
The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
&lt;br /&gt;
Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
&lt;br /&gt;
There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
&lt;br /&gt;
Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Psionic Dream&#039;&#039;&#039; or Srom. Here, their thoughts focus inwards - connecting to others on a deeper level than the Wake can allow, transmitting not only thoughts, but also emotions and memories. It is hard to keep secrets in the Dream - while one is asleep, they may mutter their thoughts aloud.  it is also easier to transmit and think up original ideas - while the Wake is extremely far-reaching, the Dream is quite short in its range, and it is easy to separate oneself from the &amp;quot;dreamclutter&amp;quot; of the general populace either by secluding oneself far enough away or using aluminum-plated sleep rooms, headpieces or blankets.&lt;br /&gt;
&lt;br /&gt;
However, both over- and undersleeping is frowned upon in Skrell society. Oversleepers are seen as reclusive and suspicious individuals who, for whatever reason, do not wish to be affected by the Wake, and undersleepers are seen as holders of deep and potentially dangerous secrets.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward.|Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
&lt;br /&gt;
Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
&lt;br /&gt;
Due to Humans&#039; limited audial receptors, 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 with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
&lt;br /&gt;
The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
&lt;br /&gt;
===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
&lt;br /&gt;
The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
&lt;br /&gt;
While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
&lt;br /&gt;
Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
&lt;br /&gt;
===Telepathic===&lt;br /&gt;
Telepathy for Skrell comes naturally while their body is in a restive state, and dreams become less about sleeping and more about constantly staying in communication with other Skrell. This form of telepathy has been called &#039;&#039;&#039;Srom&#039;&#039;&#039;, or &#039;&#039;&#039;Dream&#039;&#039;&#039;, and is how Skrell have &#039;dreamt&#039; their technological advancements - using their resting state to communally discuss new technologies and ideas with others within this Srom. When entering deep sleep, a skrell may begin to actually &#039;mutter&#039; instead of communicating - this means that Skrell that hold secrets must work actively to avoid sharing information, whether through aluminium-plated sleep rooms, blankets, or headpieces. Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in light sleep, which fails to give the body the rest it needs. This means most who hold secrets have the telltale sign of being constantly tired, however you can train your mind to remain awake while your body rests through months, or years of experience in meditation. This meditation is learned easiest by speaking to another who already knows it, however a common practice is to share the secret you wish to hide with this other person before they teach you how to meditate properly. Scientists are constantly isolating themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with eachother in private, even going so far as to isolate themselves under the sea or in space labs to avoid dreamstealers or dreamclutter from the general populace.&lt;br /&gt;
&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
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&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
&lt;br /&gt;
By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
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In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
&lt;br /&gt;
Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.&lt;br /&gt;
&lt;br /&gt;
A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
&lt;br /&gt;
===Work Ethic===&lt;br /&gt;
&lt;br /&gt;
Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionae&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionae to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
&lt;br /&gt;
One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
&lt;br /&gt;
In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
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===Pop Culture===&lt;br /&gt;
&lt;br /&gt;
It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the expensive imports and keep planetary environments safe.&lt;br /&gt;
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&#039;&#039;For more information, see [[Skrellian Cuisine]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Naming System ===&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
&lt;br /&gt;
Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&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 “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. 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 “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; 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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If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&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, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. 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 Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell term for a person who is a chosen &#039;&#039;&#039;partner, friend, and mate&#039;&#039;&#039;. Those who choose to become Qu&#039;Poxii are mutually deciding that they are lifelong partners, and this relationship is not restricted to only two Skrell. Polyamory is commonplace with those who have had strong connections with each other for years, meaning best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce. Qu&#039;Poxii relationships often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school. Polyamory is not recognized in Tau Ceti, and Skrell who move there are often warned of such.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
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The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. 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;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
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This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” 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 “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Pluux - Comet&#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 &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, 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;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
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This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
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&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have [[Skrell Faith|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. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#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;. &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 &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; 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. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&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 &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
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The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). 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 &#039;&#039;&#039;Aliose&#039;&#039;&#039;) 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 (Qerrbalak) 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 due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
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Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
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&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
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===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the 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 logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
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For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
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This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
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When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
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===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
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One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
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Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
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The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
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===The Different Era of Skrell===&lt;br /&gt;
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&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
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&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13274</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13274"/>
		<updated>2019-10-10T01:05:54Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: HANGING NOT HANG&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;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
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;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&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 can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&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;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&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 multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&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. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  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;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system, though typical Federation gestures can be found [https://i.imgur.com/uHDsgGu.png here.]&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
&lt;br /&gt;
Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation 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 Federation 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;
There is a disorder named &amp;quot;Volvuunt Qixqalau,&amp;quot; which in a dead Skrellian language translates to &amp;quot;protruding branchia&amp;quot;, which can affect Skrell. As the name implies, it is a mutation in which the branch-like gills extend out from the neck, instead of the internal gills covered by slits that Skrell are normally born with. Skrell with 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 the 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 filaments, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - 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 the 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;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
&lt;br /&gt;
Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
&lt;br /&gt;
There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
&lt;br /&gt;
Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Psionic Dream&#039;&#039;&#039; or Srom. Here, their thoughts focus inwards - connecting to others on a deeper level than the Wake can allow, transmitting not only thoughts, but also emotions and memories. It is hard to keep secrets in the Dream - while one is asleep, they may mutter their thoughts aloud.  it is also easier to transmit and think up original ideas - while the Wake is extremely far-reaching, the Dream is quite short in its range, and it is easy to separate oneself from the &amp;quot;dreamclutter&amp;quot; of the general populace either by secluding oneself far enough away or using aluminum-plated sleep rooms, headpieces or blankets.&lt;br /&gt;
&lt;br /&gt;
However, both over- and undersleeping is frowned upon in Skrell society. Oversleepers are seen as reclusive and suspicious individuals who, for whatever reason, do not wish to be affected by the Wake, and undersleepers are seen as holders of deep and potentially dangerous secrets.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward.|Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
&lt;br /&gt;
Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
&lt;br /&gt;
Due to Humans&#039; limited audial receptors, 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 with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
&lt;br /&gt;
The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
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===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
&lt;br /&gt;
The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
&lt;br /&gt;
While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
&lt;br /&gt;
Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
&lt;br /&gt;
===Telepathic===&lt;br /&gt;
Telepathy for Skrell comes naturally while their body is in a restive state, and dreams become less about sleeping and more about constantly staying in communication with other Skrell. This form of telepathy has been called &#039;&#039;&#039;Srom&#039;&#039;&#039;, or &#039;&#039;&#039;Dream&#039;&#039;&#039;, and is how Skrell have &#039;dreamt&#039; their technological advancements - using their resting state to communally discuss new technologies and ideas with others within this Srom. When entering deep sleep, a skrell may begin to actually &#039;mutter&#039; instead of communicating - this means that Skrell that hold secrets must work actively to avoid sharing information, whether through aluminium-plated sleep rooms, blankets, or headpieces. Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in light sleep, which fails to give the body the rest it needs. This means most who hold secrets have the telltale sign of being constantly tired, however you can train your mind to remain awake while your body rests through months, or years of experience in meditation. This meditation is learned easiest by speaking to another who already knows it, however a common practice is to share the secret you wish to hide with this other person before they teach you how to meditate properly. Scientists are constantly isolating themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with eachother in private, even going so far as to isolate themselves under the sea or in space labs to avoid dreamstealers or dreamclutter from the general populace.&lt;br /&gt;
&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
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The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
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&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
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By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
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In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
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By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
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In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
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Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.&lt;br /&gt;
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A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
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===Work Ethic===&lt;br /&gt;
&lt;br /&gt;
Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionae&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionae to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
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One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
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In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
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===Pop Culture===&lt;br /&gt;
&lt;br /&gt;
It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the expensive imports and keep planetary environments safe.&lt;br /&gt;
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&#039;&#039;For more information, see [[Skrellian Cuisine]]&#039;&#039;&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
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Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&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 “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. 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 “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; 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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If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&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, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. 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 Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
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The Skrell term for a person who is a chosen &#039;&#039;&#039;partner, friend, and mate&#039;&#039;&#039;. Those who choose to become Qu&#039;Poxii are mutually deciding that they are lifelong partners, and this relationship is not restricted to only two Skrell. Polyamory is commonplace with those who have had strong connections with each other for years, meaning best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce. Qu&#039;Poxii relationships often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school. Polyamory is not recognized in Tau Ceti, and Skrell who move there are often warned of such.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
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The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. 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;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
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This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” 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 “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Pluux - Comet&#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 &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, 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;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
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This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
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&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have [[Skrell Faith|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. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#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;. &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 &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; 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. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&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 &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
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The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). 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 &#039;&#039;&#039;Aliose&#039;&#039;&#039;) 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 (Qerrbalak) 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 due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
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Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
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&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
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===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the 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 logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
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For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
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This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
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When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
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===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
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One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
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Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
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The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
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===The Different Era of Skrell===&lt;br /&gt;
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&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
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The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
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&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
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&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
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&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
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=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
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===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13273</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13273"/>
		<updated>2019-10-10T00:46:04Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: Skrell are slimy now.&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;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
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;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&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 can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&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;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&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 multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&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. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  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;, typically hang down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system, though typical Federation gestures can be found [https://i.imgur.com/uHDsgGu.png here.]&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
&lt;br /&gt;
Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation 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 Federation 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;
There is a disorder named &amp;quot;Volvuunt Qixqalau,&amp;quot; which in a dead Skrellian language translates to &amp;quot;protruding branchia&amp;quot;, which can affect Skrell. As the name implies, it is a mutation in which the branch-like gills extend out from the neck, instead of the internal gills covered by slits that Skrell are normally born with. Skrell with 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 the 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 filaments, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - 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 the 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;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
&lt;br /&gt;
Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
&lt;br /&gt;
There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
&lt;br /&gt;
Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Psionic Dream&#039;&#039;&#039; or Srom. Here, their thoughts focus inwards - connecting to others on a deeper level than the Wake can allow, transmitting not only thoughts, but also emotions and memories. It is hard to keep secrets in the Dream - while one is asleep, they may mutter their thoughts aloud.  it is also easier to transmit and think up original ideas - while the Wake is extremely far-reaching, the Dream is quite short in its range, and it is easy to separate oneself from the &amp;quot;dreamclutter&amp;quot; of the general populace either by secluding oneself far enough away or using aluminum-plated sleep rooms, headpieces or blankets.&lt;br /&gt;
&lt;br /&gt;
However, both over- and undersleeping is frowned upon in Skrell society. Oversleepers are seen as reclusive and suspicious individuals who, for whatever reason, do not wish to be affected by the Wake, and undersleepers are seen as holders of deep and potentially dangerous secrets.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward.|Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
&lt;br /&gt;
Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
&lt;br /&gt;
Due to Humans&#039; limited audial receptors, 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 with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
&lt;br /&gt;
The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
&lt;br /&gt;
===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
&lt;br /&gt;
The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
&lt;br /&gt;
While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
&lt;br /&gt;
Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
&lt;br /&gt;
===Telepathic===&lt;br /&gt;
Telepathy for Skrell comes naturally while their body is in a restive state, and dreams become less about sleeping and more about constantly staying in communication with other Skrell. This form of telepathy has been called &#039;&#039;&#039;Srom&#039;&#039;&#039;, or &#039;&#039;&#039;Dream&#039;&#039;&#039;, and is how Skrell have &#039;dreamt&#039; their technological advancements - using their resting state to communally discuss new technologies and ideas with others within this Srom. When entering deep sleep, a skrell may begin to actually &#039;mutter&#039; instead of communicating - this means that Skrell that hold secrets must work actively to avoid sharing information, whether through aluminium-plated sleep rooms, blankets, or headpieces. Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in light sleep, which fails to give the body the rest it needs. This means most who hold secrets have the telltale sign of being constantly tired, however you can train your mind to remain awake while your body rests through months, or years of experience in meditation. This meditation is learned easiest by speaking to another who already knows it, however a common practice is to share the secret you wish to hide with this other person before they teach you how to meditate properly. Scientists are constantly isolating themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with eachother in private, even going so far as to isolate themselves under the sea or in space labs to avoid dreamstealers or dreamclutter from the general populace.&lt;br /&gt;
&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
&lt;br /&gt;
By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
&lt;br /&gt;
Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.&lt;br /&gt;
&lt;br /&gt;
A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
&lt;br /&gt;
===Work Ethic===&lt;br /&gt;
&lt;br /&gt;
Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionae&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionae to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
&lt;br /&gt;
One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
&lt;br /&gt;
In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
&lt;br /&gt;
===Pop Culture===&lt;br /&gt;
&lt;br /&gt;
It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the 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;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
&lt;br /&gt;
Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&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 “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. 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 “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; 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;
If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&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, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. 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 Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell term for a person who is a chosen &#039;&#039;&#039;partner, friend, and mate&#039;&#039;&#039;. Those who choose to become Qu&#039;Poxii are mutually deciding that they are lifelong partners, and this relationship is not restricted to only two Skrell. Polyamory is commonplace with those who have had strong connections with each other for years, meaning best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce. Qu&#039;Poxii relationships often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school. Polyamory is not recognized in Tau Ceti, and Skrell who move there are often warned of such.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. 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;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” 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 “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Pluux - Comet&#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 &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, 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;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&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 [[Skrell Faith|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. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#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;. &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 &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; 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. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&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 &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). 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 &#039;&#039;&#039;Aliose&#039;&#039;&#039;) 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 (Qerrbalak) 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 due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the 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 logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
&lt;br /&gt;
For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
&lt;br /&gt;
This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
&lt;br /&gt;
When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13272</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=13272"/>
		<updated>2019-10-09T22:33:04Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: Adds back Volvuunt Qixqalau, Skrell can now move the headtails, no the gills are not vestigial.&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;
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An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
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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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Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
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Skrell can be the following heads of staff:&lt;br /&gt;
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* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
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== Mechanics ==&lt;br /&gt;
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*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&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 can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&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;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&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 multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&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. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  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;, typically hang down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system, though typical Federation gestures can be found [https://i.imgur.com/uHDsgGu.png here.]&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’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
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Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation 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 Federation 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;
There is a disorder named &amp;quot;Volvuunt Qixqalau,&amp;quot; which in a dead Skrellian language translates to &amp;quot;protruding branchia&amp;quot;, which can affect Skrell. As the name implies, it is a mutation in which the branch-like gills extend out from the neck, instead of the internal gills covered by slits that Skrell are normally born with. Skrell with 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 the 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 filaments, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - 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 the 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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===Physical Appearance===&lt;br /&gt;
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Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
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Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. &lt;br /&gt;
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Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
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==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
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There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
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Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Psionic Dream&#039;&#039;&#039; or Srom. Here, their thoughts focus inwards - connecting to others on a deeper level than the Wake can allow, transmitting not only thoughts, but also emotions and memories. It is hard to keep secrets in the Dream - while one is asleep, they may mutter their thoughts aloud.  it is also easier to transmit and think up original ideas - while the Wake is extremely far-reaching, the Dream is quite short in its range, and it is easy to separate oneself from the &amp;quot;dreamclutter&amp;quot; of the general populace either by secluding oneself far enough away or using aluminum-plated sleep rooms, headpieces or blankets.&lt;br /&gt;
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However, both over- and undersleeping is frowned upon in Skrell society. Oversleepers are seen as reclusive and suspicious individuals who, for whatever reason, do not wish to be affected by the Wake, and undersleepers are seen as holders of deep and potentially dangerous secrets.&lt;br /&gt;
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==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward.|Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
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Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
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===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
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Due to Humans&#039; limited audial receptors, 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 with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
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The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
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===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
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The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
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While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
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Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
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===Telepathic===&lt;br /&gt;
Telepathy for Skrell comes naturally while their body is in a restive state, and dreams become less about sleeping and more about constantly staying in communication with other Skrell. This form of telepathy has been called &#039;&#039;&#039;Srom&#039;&#039;&#039;, or &#039;&#039;&#039;Dream&#039;&#039;&#039;, and is how Skrell have &#039;dreamt&#039; their technological advancements - using their resting state to communally discuss new technologies and ideas with others within this Srom. When entering deep sleep, a skrell may begin to actually &#039;mutter&#039; instead of communicating - this means that Skrell that hold secrets must work actively to avoid sharing information, whether through aluminium-plated sleep rooms, blankets, or headpieces. Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in light sleep, which fails to give the body the rest it needs. This means most who hold secrets have the telltale sign of being constantly tired, however you can train your mind to remain awake while your body rests through months, or years of experience in meditation. This meditation is learned easiest by speaking to another who already knows it, however a common practice is to share the secret you wish to hide with this other person before they teach you how to meditate properly. Scientists are constantly isolating themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with eachother in private, even going so far as to isolate themselves under the sea or in space labs to avoid dreamstealers or dreamclutter from the general populace.&lt;br /&gt;
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Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
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The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
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== History ==&lt;br /&gt;
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Main page: [[Skrell History]]&lt;br /&gt;
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The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
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In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
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By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
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In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
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By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
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In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
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==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
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Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.&lt;br /&gt;
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A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
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===Work Ethic===&lt;br /&gt;
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Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionae&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionae to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
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One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
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In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
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===Pop Culture===&lt;br /&gt;
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It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the expensive imports and keep planetary environments safe.&lt;br /&gt;
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&#039;&#039;For more information, see [[Skrellian Cuisine]]&#039;&#039;&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
&lt;br /&gt;
Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&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 “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. 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 “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; 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;
If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&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, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. 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 Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell term for a person who is a chosen &#039;&#039;&#039;partner, friend, and mate&#039;&#039;&#039;. Those who choose to become Qu&#039;Poxii are mutually deciding that they are lifelong partners, and this relationship is not restricted to only two Skrell. Polyamory is commonplace with those who have had strong connections with each other for years, meaning best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce. Qu&#039;Poxii relationships often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school. Polyamory is not recognized in Tau Ceti, and Skrell who move there are often warned of such.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. 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;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” 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 “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Pluux - Comet&#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 &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, 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;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&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 [[Skrell Faith|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. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#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;. &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 &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; 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. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&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 &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). 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 &#039;&#039;&#039;Aliose&#039;&#039;&#039;) 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 (Qerrbalak) 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 due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the 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 logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
&lt;br /&gt;
For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
&lt;br /&gt;
This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
&lt;br /&gt;
When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Retroactive_License_List&amp;diff=12989</id>
		<title>Retroactive License List</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Retroactive_License_List&amp;diff=12989"/>
		<updated>2019-08-24T20:24:03Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: the return of the king&lt;/p&gt;
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&lt;div&gt;All work written after 13 August 2019 is licensed under CC BY-SA 4.0. The license only applies to &#039;&#039;&#039;text as it is written.&#039;&#039;&#039; Ideas, names, and concepts are not subject to copyright.&lt;br /&gt;
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Full license of CC BY-SA 4.0 can be found here: https://creativecommons.org/licenses/by-sa/4.0/legalcode&lt;br /&gt;
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Simplified summary can be found here: https://creativecommons.org/licenses/by-sa/4.0/&lt;br /&gt;
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All people signed under here agree to retroactively license their contributions on this wiki under CC BY-SA 4.0&lt;br /&gt;
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ParadoxSpace&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vedhra,_Princess_of_Configurations&amp;diff=11941</id>
		<title>Vedhra, Princess of Configurations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vedhra,_Princess_of_Configurations&amp;diff=11941"/>
		<updated>2019-06-01T15:51:01Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: typo&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
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{{Navbox Vaurca Lore}}&lt;br /&gt;
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===Ta’Akaix’Vedhra’rept’ylanze K’lax, Princess of Configurations===&lt;br /&gt;
&lt;br /&gt;
::Unbound of any type: (RGB 130, 150, 20)&lt;br /&gt;
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::Bound Warriors: (RGB 50,160, 50)&lt;br /&gt;
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::Bound Workers: (RGB 20, 170, 20)&lt;br /&gt;
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[[File:Asteroids.jpg|thumb|350px|alt=|Simulations of combat within the outer reaches of Tau Ceti are only a few of the scenarios simulated in preparation for the Endwar.]]&lt;br /&gt;
&lt;br /&gt;
Seeing the stark technological disadvantage their hive has over what forces they have seen from the Lii’dra thus far caused Ta&#039;Akaix&#039;Zkaii&#039;xay&#039;yil K&#039;lax to birth Vedhra with one goal in mind, to prepare for continued war with the Lii’dra. Vedha’s and by proxy, her brood are fatalistic by design, flirting with or passing alien and Vaurca ethical boundaries for the sole purpose of winning a prophesied conflict simply called the Endwar. Born in 2461, she is the youngest Vaurca Queen, and also the first Vaurca Queen born within the Orion Spur. To advance the development of her brood, she laid the first of her eggs before being fully born herself.&lt;br /&gt;
&lt;br /&gt;
So ingrained is their mission to win this conflict that her brood have revitalized an ancient sect of Vaurca religious canon to explain the role of aliens in the Endwar. All children of her brood believe to some degree in Preimminence, a religion that can trace its beginnings from the first age of Vaurca history. The canticles of the faith are simple, and decree that the Goddess does not exist, but could exist should all beings align to their predetermined destiny. Once all pieces of all beings are aligned, the Goddess will exist. It is the belief of modern K’lax in this brood that they are to witness the end of days come time of the Endwar, that the Goddess will emerge from the breaking of the universe should they succeed in their conflict against the Lii’dra.&lt;br /&gt;
&lt;br /&gt;
To overcome their technological limitations compared to their enemy and to prepare aliens for their role in the Endwar, Vedhra has began to canvas the biodiversity of the Orion Spur, seeking the biological traits necessary to bridge the technological gap of the Endwar in their favor, as well as ways to bridge the differences between each species themselves. Vedhra and her brood see any conflict with aliens or other hives as a waste of resources and time, a fatal one if not corrected come time of the Endwar. To this end, she seeks to evolve every species beyond their differences, so all may play their part come the appointed conflict against their united enemy rather than each other.&lt;br /&gt;
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On Tret, Vedhra’s brood of Ka and Za are often secluded in small, newly formed hive-cells busy developing and creating augments with the intent of bypassing the species barrier, and to ever prepare for the prophesied conflict.&lt;br /&gt;
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Her VR is one of constant conflict, with endless battles and permutations of the Endwar running at any time. Larva born in this virtual world are trained in this armageddon, with each larva thrust into different theaters of the war to experience. Aliens of all known species are simulated, with entire battles being held together against their common Lii’dra enemy. She allows her spawn to modify their own avatar within the construct, as well as the avatars of other simulated beings. Particularly religious Vaurca in her brood adopts the role of Shapers, seeing it as it is their religious belief that they must discover the best way to conform themselves and others into the plan of the Goddess design.&lt;br /&gt;
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==Recent Events==&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vedhra,_Princess_of_Configurations&amp;diff=11932</id>
		<title>Vedhra, Princess of Configurations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vedhra,_Princess_of_Configurations&amp;diff=11932"/>
		<updated>2019-06-01T00:20:18Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: small typos&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
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{{Navbox Vaurca Lore}}&lt;br /&gt;
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===Ta’Akaix’Vedhra’rept’ylanze K’lax, Princess of Configurations===&lt;br /&gt;
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::Unbound of any type: (RGB 130, 150, 20)&lt;br /&gt;
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::Bound Warriors: (RGB 50,160, 50)&lt;br /&gt;
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::Bound Workers: (RGB 20, 170, 20)&lt;br /&gt;
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[[File:Asteroids.jpg|thumb|350px|alt=|Simulations of combat within the outer reaches of Tau Ceti are only a few of the scenarios simulated in preparation for the Endwar.]]&lt;br /&gt;
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Seeing the stark technological disadvantage their hive has over what forces they have seen from the Lii’dra thus far caused Ta&#039;Akaix&#039;Vetju&#039;tenx&#039;sil K&#039;lax to birth Vedhra with one goal in mind, to prepare for continued war with the Lii’dra. Vedha’s and by proxy, her brood are fatalistic by design, flirting with or passing alien and Vaurca ethical boundaries for the sole purpose of winning a prophesied conflict simply called the Endwar. &lt;br /&gt;
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So ingrained is their mission to win this conflict that her brood have revitalized an ancient sect of Vaurca religious canon to explain the role of aliens in the Endwar. All children of her brood believe to some degree in Preimminennce, a religion that can trace its beginnings from the first age of Vaurca history. The canticles of the faith are simple, and decree that the Goddess does not exist, but could exist should all beings align to their predetermined destiny. Once all pieces of all beings are aligned, the Goddess will exist. It is the belief of modern K’lax in this brood that they are to witness the end of days come time of the Endwar, that the Goddess will emerge from the breaking of the universe should they succeed in their conflict against the Lii’dra.&lt;br /&gt;
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To overcome their technological limitations compared to their enemy and to prepare aliens for their role in the Endwar, Vedhra has began to canvas the biodiversity of the Orion Spur, seeking the biological traits necessary to bridge the technological gap of the Endwar in their favor, as well as ways to bridge the differences between each species themselves. Vedhra and her brood see any conflict with aliens or other hives as a waste of resources and time, a fatal one if not corrected come time of the Endwar. To this end, she seeks to evolve every species beyond their differences, so all may play their part come the appointed conflict against their united enemy rather than each other.&lt;br /&gt;
&lt;br /&gt;
On Tret, Vedhra’s brood of Ka and Za are often secluded in small, newly formed hive-cells busy developing and creating augments with the intent of bypassing the species barrier, and to ever prepare for the prophesied conflict.&lt;br /&gt;
&lt;br /&gt;
Her VR is one of constant conflict, with endless battles and permutations of the Endwar running at any time. Larva born in this virtual world are trained in this armageddon, with each larva thrust into different theaters of the war to experience. Aliens of all known species are simulated, with entire battles being held together against their common Lii’dra enemy. She allows her spawn to modify their own avatar within the construct, as well as the avatars of other simulated beings. Particularly religious Vaurca in her brood adopts the role of Shapers, seeing it as it is their religious belief that they must discover the best way to conform themselves and others into the planned of the Goddess design.&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vaurca_Hives&amp;diff=11929</id>
		<title>Vaurca Hives</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vaurca_Hives&amp;diff=11929"/>
		<updated>2019-06-01T00:16:39Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
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{{Navbox Vaurca Lore}}&lt;br /&gt;
[[File:VaurcaQUEEN.jpg|thumb|350px|alt=One of the only pictures allowed to be taken of the current high Queen of the Zo&#039;ra, Ta&#039;Akaix&#039;Vaur&#039;skiyet&#039;sca Zo&#039;ra.|One of the only pictures allowed to be taken of the current high Queen of the Zo&#039;ra, Ta&#039;Akaix&#039;Vaur&#039;skiyet&#039;sca Zo&#039;ra.]]&lt;br /&gt;
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There are four major Vaurca factions present in human space, and it is presumed that these hives were the most capable of producing or acquiring Ark-Ships. It is currently unknown how many hives there were on Sedantis I at the time of the Great Evacuation. Every hive ship contains a number of Lesser Queens, who act as overseers for the entire population. &#039;&#039;&#039;Here listed is general information, that Vaurca from other hives or broods would commonly know. Click On A Queen for more detailed and specfic information.&#039;&#039;&#039;&lt;br /&gt;
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==Zo&#039;ra==&lt;br /&gt;
Zo&#039;ra - &amp;quot;Unstoppable.&amp;quot;&lt;br /&gt;
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Zo&#039;ra, the largest and most powerful hive, and also the first one discovered by Humanity following their Hive-ship &#039;Titan Prime.&#039; Information gained through contact with Vaurca present in Tau Ceti has lead to unconfirmed projections putting their population in Vaurca space at 77 billion (17.1 million in known space). Zo&#039;ra believe themselves to be the Alpha of the Vaurca and the face of their species. They make up the majority of the Vaurca present in Tau Ceti and human space. Zora have cold relations with other hives. In Tau Ceti, this has lead to confrontations between them and the other hives arriving in the system.&lt;br /&gt;
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They are ruled by 5 Lesser Queens who organized a ruling caste shortly after contact with humanity, due to the necessity of someone representing the Vaurca in the Hiveship. They each had claimed to be direct representatives of the Zo&#039;ra High Queen, but ever since the revelation of her death, Ta&#039;Akaix&#039;Vaur&#039;skiyet&#039;sca Zo&#039;ra was made the new High Queen. Despite this, each Lesser Queen has spoken less and less of each other, often overseeing very different parts of Zo&#039;ra&#039;s population. More information upon each Queen can be found on their respective pages. &lt;br /&gt;
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===[[Zoleth, The Herald of Scars]]===&lt;br /&gt;
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The proclaimed &#039;Warrior&#039; Lesser Queen of the Zo&#039;ra, she embodies the Zo&#039;ra ideals of warfare and has stylized herself as one of the hive&#039;s greatest commanders. She is known by many names, The Queen of Warfare, The Herald of Scars, Mother of Victories. Stories are told of how other Lesser Queens are often aloof and untouchable, but Zoleth&#039;akeh is on the front, calling for war. She has been labeled a warmonger by some because of this. Indeed to the galaxy at large, it may seem that way, but Zoleth&#039;akeh does not hate peace. She is just not stymied by its disruption. To her, it is the height of wisdom to make war when it is needed and to make peace when it is not, to not cling to idealistic notions that cannot exist. Even before the exodus from Sedantis, Zoleth&#039;akeh was legendary among the Court of Queens, one of the only cross-hive diplomatic bodies to exist upon old Sedantis.&lt;br /&gt;
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===[[Scay, The Hidden Queen]]===&lt;br /&gt;
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The Zo&#039;ra Lesser Queen placed upon frozen New Gibson. Of the five Lesser Queens that have arrived at Tau Ceti, Scay’extiih’aur is the most rarely seen, even amongst other Zo&#039;ra. Upon the hive ship, she oversaw the ship&#039;s entire population. She was responsible for keeping the larger whole of the hive inside complex growth projections. Yet, none of her calculations could have foreseen the events of the last five years. Her brood largely encompasses Ka, and most of them oversee birthing procedures, as well as a complex catalog of body forms and DNA sequences. These body types range wildly from hexapod body types to the traditional biped. The DNA sequences kept include traits that the hive have determined is useful to instill into its populations. Eggs from all remaining Lesser Queens are stored and cataloged here. No larvae or DNA is left without the practiced care of Scay’extiih’aur&#039;s gene weavers. She and her brood remain undaunted and have taken a keen interest in the various species of Tau Ceti, as a new opportunity to document and collect new DNA. Experimentation is the norm for Scay’extiih’aur&#039;s brood, with the Lesser Queen even to be rumored to experiment on herself.&lt;br /&gt;
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===[[Vaur, The Liminal Queen]]===&lt;br /&gt;
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Vaur&#039;skiyet&#039;sca is the eldest Vaurca within Tau Ceti space, and more recently, the Zo&#039;ra hive&#039;s new High Queen. In diplomatic human settings, she is often referenced by titles which translate poorly into basic. Titles like High Praetor, First of Mother Zo&#039;ra, Grand Executor, Liminal Queen, are all common references to her authority. She oversees the largest Vaurcan settlement, District Nine. Being the Lesser Queen originally chosen to represent the hive, to the galaxy at large, she is the face of Zo&#039;ra. This was not always the case however, as she was originally responsible for ship-navigation upon Titan Prime. Procedure for succession is virtually nonexistent and the revelation of mother Zo&#039;ra&#039;s death has catapulted Vaur&#039;skiyet&#039;sca to this status to the displeasure of some Lesser Queens. Vaur&#039;skiyet&#039;sca&#039;s time overseeing District Nine has been fraught with peril. Facing famine, human exploitation as well as militant extremists, life in District Nine is uneasy but Vaur&#039;skiyet&#039;sca approaches these problems with long-term goals in mind. She sees the levers of galactic power that revolve around Tau Ceti and the potential if all levers were under her control. In this, she has proven to possess a keen political intelligence, evidenced in handling Sol&#039;s occupation with minimal effort. She has brokered deals with countless human corporations, as well as governments and maintains the largest amount of monetary capital of any Vaurca alive.&lt;br /&gt;
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===[[Xakt, Queen of Corpses]] ===&lt;br /&gt;
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Placed upon the desert planet of Luthien, Xakt&#039;yagz&#039;isk&#039;s brood has quickly monopolized the planets cheap labor work-force. Xakt&#039;yagz&#039;isk originally oversaw all matters concerning tech and tech implants aboard the Hive-ship. Xakt&#039;yagz&#039;isk&#039;s brood contains mostly bound, a much higher percentage than any other Lesser Queen. She also supervised Reclamation, the process of reclaiming the implants of dead Vaurca, making many Zo&#039;ra associate Xakt&#039;yagz&#039;isk with death. Upon Luthien itself, her brood has thrived, creating massive kois fields that pose little risk to their surroundings. The fungus burrows into the silt-like sand of the desert, and finds little purchase, but grows all the same. The sands make it harder for the plant to grow uncontrollably, allowing large-scale cultivation. Armies of bound Ka work tirelessly in the sweltering heat of the blooming desert, exporting tons of kois throughout the system. Unbound Ka and Za also find work with several exotic florae, or weapons testing labs scattered throughout the planet, respectively. Others may field massive scrap yards, full of debris from across the galaxy, searching for exotic tech that may catch the Queens&#039; eyes. The single largest employer of Vaurca however, would be the Getmore Corporation, who source their refined kois products here. The massive plantations that cover the desert sands of Luthien are dwarfed only by the processing plants themselves. Since landing, Xakt&#039;yagz&#039;isk, with support from her Getmore suppliers has created several &#039;&#039;Uta&#039;ka&#039;yat&#039;&#039; or &#039;&#039;All-Factories&#039;&#039;. According to Vaurca claims, these All-Factories can fabricate any complex or simple part using revolutionary mass production techniques and are limited only by their size.&lt;br /&gt;
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===[[Athvur, The New Goddess]] ===&lt;br /&gt;
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The youngest of the Zor&#039;ane Lesser Queens, she molted into a Lesser Queen soon after Titan Prime left Sedantis. Born of Ta&#039;Akaix&#039;Vaur&#039;skiyet&#039;sca Zo&#039;ra, she seeks to fill in the void created when her mother ascended to High Queen. Currently, she sees day to day operations planetside upon Biesel, overseeing a small population of Vaurca within Phoenixport. Of Athvur&#039;zekt&#039;azi amongst Lesser Queens, much is unsaid. She has yet to prove herself towards any of the other Lesser Queens. To the Zo&#039;ra at large, they see Athvur&#039;zekt&#039;azi as a reminder of the past and a new hope for the future. Athvur&#039;zekt&#039;azi shares her mother&#039;s ideals towards humanity, and have taken steps to integrate her brood. She takes delight in many human traditions, often showcasing Vaurca adaptations of human fashion. What Athvur&#039;zekt&#039;azi finds fashionable is known to Vaurca even beyond the Zo&#039;ra hive. Unlike her mother or any of the other Lesser Queens, she believes that past allegiances and vassals should remain such. To her, past obligations ended with their exodus from Sedantis. Athvur&#039;zekt&#039;azi and her brood seek to learn from their shared history and move forward together. Not because of a romanticized sense of idealism, but rather a practical one. To her, the Zo&#039;ra are not what they once were. She understands that change is needed. That to continue forward pretending otherwise is to invite disaster within the political spheres that the hive is ensnared in.&lt;br /&gt;
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==K&#039;lax==&lt;br /&gt;
K&#039;lax - &amp;quot;The Deceivers.&amp;quot;&lt;br /&gt;
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K&#039;lax, the second most powerful hive and second faction discovered by humanity after an additional Hive-ship Klo’zxera appeared in the [[Skrell#Political_Structure|Jargon Federation]] system Glorashi. The K&#039;lax hive is a client state to the Zo&#039;ra, but since contact with the Vaurca homeworld has been lost, both factions in known space are completely cut off. This has lead to a sort of fuel for independence, with many K&#039;lax outright rejecting the claims of leadership the Zo&#039;ra in known space have over them. Based on secondary accounts it is believed that they have 33 billion individuals in Vaurca space. (14.3 million in known space.) After arriving within Skrell space, the Kloxa&#039;xia or the Fortoken as it is called by the Unathi, quickly moved into Izweski Hegemon space. Following a tense first contact situation, the K&#039;lax became the newest vassal of the Izweski Hegemony and settled Tret, the second planet of Uueoa-Esa system. They maintain subtly warm, if terse relations with the Hegemon as a whole, and have committed to its terraforming agenda, being instrumental in the implementation of such a monumental undertaking.&lt;br /&gt;
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Similar to the Zo&#039;ra, the K&#039;lax Hiveship is represented by three Lesser Queens who once claimed a divine connection to the High Queen of K&#039;lax. This claim is disputed by most of the Zo&#039;ra, who claim to be the only rightful rulers of the K&#039;lax. Unlike the Zo&#039;ra however, they have not been purposefully decentralized, leaving the machinations of each Lesser Queen more aligned with one another.&lt;br /&gt;
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===[[Zkaii, The Sleepwalker]]===&lt;br /&gt;
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The current High overlord of Tret, and the de facto representative of all K&#039;lax to the Izweski Hegemony. Zkaii&#039;xay&#039;yil and her brood have been largely busy with expansion and colonization efforts over the last few years. Ever the tinkerers, her brood are known for their natural curiosity for all things mechanical, much to the chagrin of local mining companies who prefer their equipment in one piece. In the year since news of the Zo&#039;ra high queens ultimate fate, Zkaii&#039;xay&#039;yil has been under pressure to assume the role of High Queen by her fellow Lesser Queens, a subject that she is quick to change, should it arise. For perhaps more than any other brood of K&#039;lax, Zkaii&#039;xay&#039;yil&#039;s spawn share a deeply spiritual connection to their High Queen, that even surpasses what is experienced in VR by other Vaurca.&lt;br /&gt;
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===[[Vetju, Iron Queen]]===&lt;br /&gt;
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If Ta&#039;Akaix&#039;Zkaii&#039;xay&#039;yil K&#039;lax could have a polar opposite, it would be Ta&#039;Akaix&#039; Vetju&#039;tenx&#039;sil K&#039;lax. The oldest K&#039;laxan Vaurca within known space, pragmatic Vetju&#039;tenx&#039;sil and her brood do not busy themselves with the expansion of the hives colonies. Instead, her brood recycles and melts down parts of the hive ship as well maintain the technology that all K&#039;lax enjoy. It was Vetju&#039;tenx&#039;sil who plotted the great hive ship Kloxa&#039;xia to its final resting place. Much as they did when they entered the system, Vetju&#039;tenx&#039;sil used Trets environment to land the gargantuan craft on the ground. The Kloxa&#039;xia impacted the northern pole of Tret, obliterating its ice cap and cushioning the impact of the monolithic vessel. It is from here that Vetju&#039;tenx&#039;sil makes her home. Within the bowels of the earth and the ship, billions of tons of plasteel and technology are melted down into lakes of molten metal heated by the miles long dismembered engines of the great Kloxa&#039;xia. Though the ship may have landed, its engines burn still at the center of a sea of ice. Ignited with residual heat and flame from two thousand years of travel.&lt;br /&gt;
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===[[Leto, The Seeker]]===&lt;br /&gt;
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The second youngest of the Klaxian queens, Leto&#039;yahkt&#039;zor&#039;s brood is home to the hives general Ka population. Food production and logistics are common duties for the bound. Still more bound and unbound get shipped out of system for work throughout known space. To other broods amongst the Klax, Leto&#039;yahkt&#039;zor spawn share a furtive mania of digging up the past that is often seen as annoying. Even 2000 years removed from their native area of space, Leto&#039;yahkt&#039;zor and her brood still try to trace any artifacts found back to the Era of Augments or even further. Citing a long discredited and disbelieved theory that ancient aliens interfered with their species so long ago. While dueful to their hive, the Ka and Za of Leto&#039;yahkt&#039;zor&#039;s brood tend to share her obsession with the past, seeing it as the only way to return to the glory of old. Letyk&#039;aht&#039;zor herself believes much the same, and has come to the conclusion that older races of the galaxy need to be examined.&lt;br /&gt;
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===[[Vedhra,Princess of Configurations]]===&lt;br /&gt;
Seeing the stark technological disadvantage their hive has over what forces they have seen from the Lii’dra thus far caused Ta&#039;Akaix&#039;Vetju&#039;tenx&#039;sil K&#039;lax to birth Vedhra with one goal in mind, to prepare for continued war with the Lii’dra. Vedha’s and by proxy, her brood are fatalistic by design, flirting with or passing alien and Vaurca ethical boundaries for the sole purpose of winning a prophesied conflict simply called the Endwar. So ingrained is their mission to win this conflict that her brood have revitalized an ancient sect of Vaurca religious canon to explain the role of aliens in the Endwar. It is the belief of modern K’lax in this brood that they are to witness the end of days come time of the Endwar, that the Goddess will emerge from the breaking of the universe should they succeed in their conflict against the Lii’dra.&lt;br /&gt;
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==C&#039;thur==&lt;br /&gt;
C&#039;thur- &amp;quot;The Weavers&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;The C&#039;thur hive&#039;s unbound Do not require an avowel before taking a station role. They are still prohibited from taking command roles.&#039;&#039;&#039;&lt;br /&gt;
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The third hive that the species of the Orion Spur have been able to communicate with, the C&#039;thur and their arrival has been a closely guarded secret of the [[Skrell#Political_Structure|Jargon Federation]] for the last few years. The revelation of their survival has re-ignited diplomatic disputes between the K&#039;lax and Zo&#039;ra, with outright hostility met by some K&#039;lax towards the C&#039;thur. Historically a minor hive, the C&#039;thur were instrumental in developing inter-hive diplomacy upon Sedantis, often acting as neutral third parties to delegate issues. Indeed for much of their history, the C&#039;thur wove complex political alliances to protect themselves as well as acting as a sort of information broker for many of the larger hives. Prior to their exodus from Sedantis, they maintained relations with both the K&#039;lax and Zo&#039;ra.&lt;br /&gt;
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The C&#039;thur arrived within [[Notable Skrell Systems and Locations|Glorashi]], a system within skrell space only two weeks after the Klaxian hiveship, the Klo’zxera left the area. It is now known that C&#039;thur hiveship, the Kloxa&#039;xia was originally A Klaxian hive ship meant to rendezvous with the Klo’zxera within Glorashi, but left soon after detecting incoming Jargon Federation vessels. The C&#039;thur continue to report that they secured the hiveship in diplomatic negotiations with the K&#039;lax upon Sedantis, but the validity of this claim is yet to be proven. The C&#039;thur have quickly integrated into Skrellian colonies within Glorashi and are predominately accepted in skrellian socioeconomic systems.Unlike all other hives, the C&#039;thur are led by their original hive queen, who, with a council of three other Lesser Queens leads the hive in this new age. In this effort, the hive has begun dealing with the multitude of governments and corporations of the galaxy, all under the auspices of their skrellian saviors.&lt;br /&gt;
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===[[C&#039;thur, Queen of Masques]]===&lt;br /&gt;
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High Queen of the C&#039;thur, she is one of the oldest beings known to exist amongst the Vaurca and indeed the rest of the Orion Spur. C&#039;thur has borne the C&#039;thur hive since its inception, taking careful first steps with her brood in the then war-torn Sedantis during the closing of the Agricultural Revolution. The C&#039;thur hive began as a birth vassal of the Zo&#039;ra hive, being produced from the absorption of T&#039;yat, another hive of conquest within the Zo&#039;ra hive. With firm biological roots in both hives, history would think that the C&#039;thur would be another nameless lesser hive, forgotten by all with the slow passage of time. This would have likely been the case if not for clever maneuvering by the high queen that saw the founding of the Court of Queens. However, the biggest contributor to their prominence would be the original Lii&#039;dra and Zo&#039;ra conflict, nearly 6000 years ago. Through their efforts in that conflict, the C&#039;thur brought to arms hundreds of lesser hives that would otherwise be consumed by the Lii&#039;dra assault. Their contribution as a unifying force to the Zo&#039;ra was apparent, who rewarded the hive with independence contingent upon their continued diplomatic forays. C&#039;thur succeeded in this and more, creating the modern power structure of hives that is known today through various mergers and vassaldoms.&lt;br /&gt;
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===[[Mouv, The Recondite Queen]]===&lt;br /&gt;
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Mouv&#039;lek&#039;tanta is the oldest daughter of C&#039;thur and has quickly developed political alliances within and outside of Federation space. Indeed, As the oldest lesser queen, Mouv&#039;lek&#039;s brood has thrived under the care of Jargon, with thousands of her unbound Ka and Za working in tandem with scientists from the Jargon federation to develop new technologies, as well to provide information about the enemies the federation may face. Upon planet Diulszi most of her bound spawn has taken to the sea, assisting the skrell with dozens of underwater construction projects.A practitioner of mutable biology, her brood, especially the bound, possess a wide variety of body forms, with new ones being developed continuously. Typically lightly colored, Mouv&#039;lek&#039;s brood used this to their advantage historically as the hives primary diplomats. By virtue of being clearly visible in the darkened chasms of old Sedantis, it was harder to mistake them as hostile or armed. She has kept this mutation alive in her spawn, holding onto the hope that perceptions of her hive remain disarming to those that view them. Diplomacy aside, she has made inroads within Eriandi, buying a significant portion of Einstein Engines through various skrellian intermediaries by selling off some of the more complex Vaurcan virtual reality technology. Perhaps more than any other of her hive, Mouv&#039;lek realizes the power of money in the new society the C&#039;thur finds itself in and has done all she can to acquire more of it.&lt;br /&gt;
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===[[Vytel, The Just Queen]]===&lt;br /&gt;
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A gregarious queen, Vytel, and her brood maintain the C&#039;thur&#039;s hives warriors. Vytel was lauded as a champion amongst smaller hive vassals upon Sedantis. She crafted an image of neutrality and fairness that remains to this day. The youngest of the lesser queens brought with the C&#039;thur hive, little was ever expected of Vytel beyond her peacekeeping missions, who maintained her brood in such numbers more as an afterthought in the consensus of the hive queens. Still, they were historically small brood, as the C&#039;thur made a point of using as little force whenever possible. In what her brood lacked in numbers Vytel made up for it with profound charisma. Her broods duties typically concerned peacekeeping and as such many of her brood interacted regularly with other hives. Ever since the exodus from Sedantis however, Vytel&#039;s brood has been pressed the hardest. For the length of their 2000 year journey to the Orion spur, Vytel and her brood would be tasked with investigating the function of unknown devices and areas of the massive Klaxian hive ship. Through almost 2000 years of trial and error, as well as many bound and unbound deaths she was able to approximate the functions of every device and room upon the hive ship. This unexpected use that the hive has called her for has colored her perceptions of the other lesser queens, sanitizing their relationship.&lt;br /&gt;
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===[[Xetl, The Voracious Queen]]===&lt;br /&gt;
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Xetl&#039;jyatk&#039;yatu is the middle daughter of high queen C&#039;thur. Tales of Xetl&#039;s excess are legendary, and it is with pride that many C&#039;thur of her brood recount stories of such. Despite her hedonistic lifestyle,  Xetl&#039;jyatk maintains her hives implants, overseeing the process of Reclamation and development of new implants. She takes pride in her broods work, a trait that most of her spawn share. Her brood primarily consists of bound, and it is these bound that tales of excess stem from. Perhaps more than any other brood of Vaurca, the exploitation of the bound here has reached new heights. Bound from her brood could be born for something as trivial as being a chair that moves on its own, as well as countless other superfluous examples. When compared to the exploitation of bound from other broods, Xetl&#039;jyatk&#039;s is the exception to the standard. Unbound from her brood are often desensitized to pleasurable experiences, causing them to look to ever greater highs to satisfy their needs. Prone to taking risks, her brood is largely left out of diplomatic dealings within the hive, leaving her brood to fill the void of many utilitarian duties that the hive may need. Unbound of her brood are primarily Ka, with tens of thousands of them currently developing the hives new colonies. As for the few Za of her brood, they primarily guard their queen, who remains aboard the Kloxa&#039;xia. The broods VR is actively edited on a whim by Xetl&#039;jyatk, who may change its very nature on something as simple as a feeling or the day of the week. As such, those few that live within it are often swept into her machinations for better or worse and are used to stark changes in their very reality. As for Xetl&#039;jyatk herself, she is obsessed with sensation in all its forms, and as such, some static features within her realm remain.&lt;br /&gt;
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==Lii&#039;dra==&lt;br /&gt;
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Most of what is known about their hive comes from Zorane records discovered upon Titan Prime. The few Vaurca alive that would possess direct information about this time tend to describe them reluctantly, often in the most foulest terms. Indeed, this is how much of the populations in the Zo&#039;ra, K&#039;lax and C&#039;thur hives view the Lii&#039;dra, a contempt and hatred born from centuries of second hand accounts. Primary sources do exist however, and several human and skrellian scientists have uncovered new information regarding the Lii&#039;dra hive, its history, and possibly a motive for the destruction and hostility they exhibit to the galaxy at large. A recording, dating back to 36674 BCE Galactic Standard Time depicts a sort of assembly, with several Vaurca from several hives in attendance. From what can be inferred from Vaurcan accounts and translations, this was a meeting within the Court of Queens, a type of inter-hive regulatory body. In it a Lii&#039;dra representative details the revolutionary technology of Virtual Reality, making a case for the allotment of resources to the assembled major hives, most notably the Zo&#039;ra. A small hive then, the Lii&#039;dra representative succeeded in securing the resources needed to begin serious research and development, provided that this technology was made available to all member hives, with the Zo&#039;ra first amongst equals.&lt;br /&gt;
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The video ends at the conclusion of the meeting, and it would be nearly 700 years before any further mention of the Lii&#039;dra hive is found within the Titan Prime databanks. A video of the meeting begins much as it did 700 years prior, with representatives of each hive in attendance. It&#039;s clear that by now some measure of VR has prevaded within Vaurcan society, with many hives congratulating the Lii&#039;dra upon their success, and questions about their next project. The Lii&#039;dra details an even greater form of VR in its presentation, transmitting more than just sensory information, but thought itself. It proposes that with enough interconnectedness, individual thought ceases to be. The Lii&#039;dra representative details horrifying experiments performed on smaller, nameless hives, consuming their entire populations within the Lii&#039;dra VR intelligence, a type of overriding mind that is speaking to them, even now through its own body. This VR intelligence explains to an increasingly silent assembly the potential of uniting all thought of a hive into one, of all thought of all hives into one and truly unifying their entire species into one supreme intelligence before the video cuts to static. The video is too corrupted to make out further detail, but the best estimates place the original conflict between the Lii&#039;dra occurring not long after this recording.&lt;br /&gt;
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Observing Lii&#039;dra specimens themselves is difficult, but the few observed seem to go into a type of shock when isolated from all forms of wavelengths within anechoic chambers. Thought patterns are still present, but prolonged stay within such chambers cause death from apparent circulatory shock. Similar experiments to willing Vaurca from the Zo&#039;ra and K&#039;lax hives reveal a much more muted response, with each describing extreme discomfort within a anechoic chamber. While still being researched, it&#039;s clear that the Lii&#039;dra are more biologically dependant upon VR than the other Vaurca of their species, but the ultimate reason for this is unknown at this time.&lt;br /&gt;
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[[Category:Vaurca]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vaurca_Hives&amp;diff=11928</id>
		<title>Vaurca Hives</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vaurca_Hives&amp;diff=11928"/>
		<updated>2019-06-01T00:15:25Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
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{{Navbox Vaurca Lore}}&lt;br /&gt;
[[File:VaurcaQUEEN.jpg|thumb|350px|alt=One of the only pictures allowed to be taken of the current high Queen of the Zo&#039;ra, Ta&#039;Akaix&#039;Vaur&#039;skiyet&#039;sca Zo&#039;ra.|One of the only pictures allowed to be taken of the current high Queen of the Zo&#039;ra, Ta&#039;Akaix&#039;Vaur&#039;skiyet&#039;sca Zo&#039;ra.]]&lt;br /&gt;
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There are four major Vaurca factions present in human space, and it is presumed that these hives were the most capable of producing or acquiring Ark-Ships. It is currently unknown how many hives there were on Sedantis I at the time of the Great Evacuation. Every hive ship contains a number of Lesser Queens, who act as overseers for the entire population. &#039;&#039;&#039;Here listed is general information, that Vaurca from other hives or broods would commonly know. Click On A Queen for more detailed and specfic information.&#039;&#039;&#039;&lt;br /&gt;
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==Zo&#039;ra==&lt;br /&gt;
Zo&#039;ra - &amp;quot;Unstoppable.&amp;quot;&lt;br /&gt;
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Zo&#039;ra, the largest and most powerful hive, and also the first one discovered by Humanity following their Hive-ship &#039;Titan Prime.&#039; Information gained through contact with Vaurca present in Tau Ceti has lead to unconfirmed projections putting their population in Vaurca space at 77 billion (17.1 million in known space). Zo&#039;ra believe themselves to be the Alpha of the Vaurca and the face of their species. They make up the majority of the Vaurca present in Tau Ceti and human space. Zora have cold relations with other hives. In Tau Ceti, this has lead to confrontations between them and the other hives arriving in the system.&lt;br /&gt;
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They are ruled by 5 Lesser Queens who organized a ruling caste shortly after contact with humanity, due to the necessity of someone representing the Vaurca in the Hiveship. They each had claimed to be direct representatives of the Zo&#039;ra High Queen, but ever since the revelation of her death, Ta&#039;Akaix&#039;Vaur&#039;skiyet&#039;sca Zo&#039;ra was made the new High Queen. Despite this, each Lesser Queen has spoken less and less of each other, often overseeing very different parts of Zo&#039;ra&#039;s population. More information upon each Queen can be found on their respective pages. &lt;br /&gt;
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===[[Zoleth, The Herald of Scars]]===&lt;br /&gt;
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The proclaimed &#039;Warrior&#039; Lesser Queen of the Zo&#039;ra, she embodies the Zo&#039;ra ideals of warfare and has stylized herself as one of the hive&#039;s greatest commanders. She is known by many names, The Queen of Warfare, The Herald of Scars, Mother of Victories. Stories are told of how other Lesser Queens are often aloof and untouchable, but Zoleth&#039;akeh is on the front, calling for war. She has been labeled a warmonger by some because of this. Indeed to the galaxy at large, it may seem that way, but Zoleth&#039;akeh does not hate peace. She is just not stymied by its disruption. To her, it is the height of wisdom to make war when it is needed and to make peace when it is not, to not cling to idealistic notions that cannot exist. Even before the exodus from Sedantis, Zoleth&#039;akeh was legendary among the Court of Queens, one of the only cross-hive diplomatic bodies to exist upon old Sedantis.&lt;br /&gt;
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===[[Scay, The Hidden Queen]]===&lt;br /&gt;
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The Zo&#039;ra Lesser Queen placed upon frozen New Gibson. Of the five Lesser Queens that have arrived at Tau Ceti, Scay’extiih’aur is the most rarely seen, even amongst other Zo&#039;ra. Upon the hive ship, she oversaw the ship&#039;s entire population. She was responsible for keeping the larger whole of the hive inside complex growth projections. Yet, none of her calculations could have foreseen the events of the last five years. Her brood largely encompasses Ka, and most of them oversee birthing procedures, as well as a complex catalog of body forms and DNA sequences. These body types range wildly from hexapod body types to the traditional biped. The DNA sequences kept include traits that the hive have determined is useful to instill into its populations. Eggs from all remaining Lesser Queens are stored and cataloged here. No larvae or DNA is left without the practiced care of Scay’extiih’aur&#039;s gene weavers. She and her brood remain undaunted and have taken a keen interest in the various species of Tau Ceti, as a new opportunity to document and collect new DNA. Experimentation is the norm for Scay’extiih’aur&#039;s brood, with the Lesser Queen even to be rumored to experiment on herself.&lt;br /&gt;
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===[[Vaur, The Liminal Queen]]===&lt;br /&gt;
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Vaur&#039;skiyet&#039;sca is the eldest Vaurca within Tau Ceti space, and more recently, the Zo&#039;ra hive&#039;s new High Queen. In diplomatic human settings, she is often referenced by titles which translate poorly into basic. Titles like High Praetor, First of Mother Zo&#039;ra, Grand Executor, Liminal Queen, are all common references to her authority. She oversees the largest Vaurcan settlement, District Nine. Being the Lesser Queen originally chosen to represent the hive, to the galaxy at large, she is the face of Zo&#039;ra. This was not always the case however, as she was originally responsible for ship-navigation upon Titan Prime. Procedure for succession is virtually nonexistent and the revelation of mother Zo&#039;ra&#039;s death has catapulted Vaur&#039;skiyet&#039;sca to this status to the displeasure of some Lesser Queens. Vaur&#039;skiyet&#039;sca&#039;s time overseeing District Nine has been fraught with peril. Facing famine, human exploitation as well as militant extremists, life in District Nine is uneasy but Vaur&#039;skiyet&#039;sca approaches these problems with long-term goals in mind. She sees the levers of galactic power that revolve around Tau Ceti and the potential if all levers were under her control. In this, she has proven to possess a keen political intelligence, evidenced in handling Sol&#039;s occupation with minimal effort. She has brokered deals with countless human corporations, as well as governments and maintains the largest amount of monetary capital of any Vaurca alive.&lt;br /&gt;
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===[[Xakt, Queen of Corpses]] ===&lt;br /&gt;
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Placed upon the desert planet of Luthien, Xakt&#039;yagz&#039;isk&#039;s brood has quickly monopolized the planets cheap labor work-force. Xakt&#039;yagz&#039;isk originally oversaw all matters concerning tech and tech implants aboard the Hive-ship. Xakt&#039;yagz&#039;isk&#039;s brood contains mostly bound, a much higher percentage than any other Lesser Queen. She also supervised Reclamation, the process of reclaiming the implants of dead Vaurca, making many Zo&#039;ra associate Xakt&#039;yagz&#039;isk with death. Upon Luthien itself, her brood has thrived, creating massive kois fields that pose little risk to their surroundings. The fungus burrows into the silt-like sand of the desert, and finds little purchase, but grows all the same. The sands make it harder for the plant to grow uncontrollably, allowing large-scale cultivation. Armies of bound Ka work tirelessly in the sweltering heat of the blooming desert, exporting tons of kois throughout the system. Unbound Ka and Za also find work with several exotic florae, or weapons testing labs scattered throughout the planet, respectively. Others may field massive scrap yards, full of debris from across the galaxy, searching for exotic tech that may catch the Queens&#039; eyes. The single largest employer of Vaurca however, would be the Getmore Corporation, who source their refined kois products here. The massive plantations that cover the desert sands of Luthien are dwarfed only by the processing plants themselves. Since landing, Xakt&#039;yagz&#039;isk, with support from her Getmore suppliers has created several &#039;&#039;Uta&#039;ka&#039;yat&#039;&#039; or &#039;&#039;All-Factories&#039;&#039;. According to Vaurca claims, these All-Factories can fabricate any complex or simple part using revolutionary mass production techniques and are limited only by their size.&lt;br /&gt;
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===[[Athvur, The New Goddess]] ===&lt;br /&gt;
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The youngest of the Zor&#039;ane Lesser Queens, she molted into a Lesser Queen soon after Titan Prime left Sedantis. Born of Ta&#039;Akaix&#039;Vaur&#039;skiyet&#039;sca Zo&#039;ra, she seeks to fill in the void created when her mother ascended to High Queen. Currently, she sees day to day operations planetside upon Biesel, overseeing a small population of Vaurca within Phoenixport. Of Athvur&#039;zekt&#039;azi amongst Lesser Queens, much is unsaid. She has yet to prove herself towards any of the other Lesser Queens. To the Zo&#039;ra at large, they see Athvur&#039;zekt&#039;azi as a reminder of the past and a new hope for the future. Athvur&#039;zekt&#039;azi shares her mother&#039;s ideals towards humanity, and have taken steps to integrate her brood. She takes delight in many human traditions, often showcasing Vaurca adaptations of human fashion. What Athvur&#039;zekt&#039;azi finds fashionable is known to Vaurca even beyond the Zo&#039;ra hive. Unlike her mother or any of the other Lesser Queens, she believes that past allegiances and vassals should remain such. To her, past obligations ended with their exodus from Sedantis. Athvur&#039;zekt&#039;azi and her brood seek to learn from their shared history and move forward together. Not because of a romanticized sense of idealism, but rather a practical one. To her, the Zo&#039;ra are not what they once were. She understands that change is needed. That to continue forward pretending otherwise is to invite disaster within the political spheres that the hive is ensnared in.&lt;br /&gt;
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==K&#039;lax==&lt;br /&gt;
K&#039;lax - &amp;quot;The Deceivers.&amp;quot;&lt;br /&gt;
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K&#039;lax, the second most powerful hive and second faction discovered by humanity after an additional Hive-ship Klo’zxera appeared in the [[Skrell#Political_Structure|Jargon Federation]] system Glorashi. The K&#039;lax hive is a client state to the Zo&#039;ra, but since contact with the Vaurca homeworld has been lost, both factions in known space are completely cut off. This has lead to a sort of fuel for independence, with many K&#039;lax outright rejecting the claims of leadership the Zo&#039;ra in known space have over them. Based on secondary accounts it is believed that they have 33 billion individuals in Vaurca space. (14.3 million in known space.) After arriving within Skrell space, the Kloxa&#039;xia or the Fortoken as it is called by the Unathi, quickly moved into Izweski Hegemon space. Following a tense first contact situation, the K&#039;lax became the newest vassal of the Izweski Hegemony and settled Tret, the second planet of Uueoa-Esa system. They maintain subtly warm, if terse relations with the Hegemon as a whole, and have committed to its terraforming agenda, being instrumental in the implementation of such a monumental undertaking.&lt;br /&gt;
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Similar to the Zo&#039;ra, the K&#039;lax Hiveship is represented by three Lesser Queens who once claimed a divine connection to the High Queen of K&#039;lax. This claim is disputed by most of the Zo&#039;ra, who claim to be the only rightful rulers of the K&#039;lax. Unlike the Zo&#039;ra however, they have not been purposefully decentralized, leaving the machinations of each Lesser Queen more aligned with one another.&lt;br /&gt;
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===[[Zkaii, The Sleepwalker]]===&lt;br /&gt;
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The current High overlord of Tret, and the de facto representative of all K&#039;lax to the Izweski Hegemony. Zkaii&#039;xay&#039;yil and her brood have been largely busy with expansion and colonization efforts over the last few years. Ever the tinkerers, her brood are known for their natural curiosity for all things mechanical, much to the chagrin of local mining companies who prefer their equipment in one piece. In the year since news of the Zo&#039;ra high queens ultimate fate, Zkaii&#039;xay&#039;yil has been under pressure to assume the role of High Queen by her fellow Lesser Queens, a subject that she is quick to change, should it arise. For perhaps more than any other brood of K&#039;lax, Zkaii&#039;xay&#039;yil&#039;s spawn share a deeply spiritual connection to their High Queen, that even surpasses what is experienced in VR by other Vaurca.&lt;br /&gt;
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===[[Vetju, Iron Queen]]===&lt;br /&gt;
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If Ta&#039;Akaix&#039;Zkaii&#039;xay&#039;yil K&#039;lax could have a polar opposite, it would be Ta&#039;Akaix&#039; Vetju&#039;tenx&#039;sil K&#039;lax. The oldest K&#039;laxan Vaurca within known space, pragmatic Vetju&#039;tenx&#039;sil and her brood do not busy themselves with the expansion of the hives colonies. Instead, her brood recycles and melts down parts of the hive ship as well maintain the technology that all K&#039;lax enjoy. It was Vetju&#039;tenx&#039;sil who plotted the great hive ship Kloxa&#039;xia to its final resting place. Much as they did when they entered the system, Vetju&#039;tenx&#039;sil used Trets environment to land the gargantuan craft on the ground. The Kloxa&#039;xia impacted the northern pole of Tret, obliterating its ice cap and cushioning the impact of the monolithic vessel. It is from here that Vetju&#039;tenx&#039;sil makes her home. Within the bowels of the earth and the ship, billions of tons of plasteel and technology are melted down into lakes of molten metal heated by the miles long dismembered engines of the great Kloxa&#039;xia. Though the ship may have landed, its engines burn still at the center of a sea of ice. Ignited with residual heat and flame from two thousand years of travel.&lt;br /&gt;
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===[[Leto, The Seeker]]===&lt;br /&gt;
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The second youngest of the Klaxian queens, Leto&#039;yahkt&#039;zor&#039;s brood is home to the hives general Ka population. Food production and logistics are common duties for the bound. Still more bound and unbound get shipped out of system for work throughout known space. To other broods amongst the Klax, Leto&#039;yahkt&#039;zor spawn share a furtive mania of digging up the past that is often seen as annoying. Even 2000 years removed from their native area of space, Leto&#039;yahkt&#039;zor and her brood still try to trace any artifacts found back to the Era of Augments or even further. Citing a long discredited and disbelieved theory that ancient aliens interfered with their species so long ago. While dueful to their hive, the Ka and Za of Leto&#039;yahkt&#039;zor&#039;s brood tend to share her obsession with the past, seeing it as the only way to return to the glory of old. Letyk&#039;aht&#039;zor herself believes much the same, and has come to the conclusion that older races of the galaxy need to be examined.&lt;br /&gt;
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===[[Vedhra, Princess of Configurations]]===&lt;br /&gt;
Seeing the stark technological disadvantage their hive has over what forces they have seen from the Lii’dra thus far caused Ta&#039;Akaix&#039;Vetju&#039;tenx&#039;sil K&#039;lax to birth Vedhra with one goal in mind, to prepare for continued war with the Lii’dra. Vedha’s and by proxy, her brood are fatalistic by design, flirting with or passing alien and Vaurca ethical boundaries for the sole purpose of winning a prophesied conflict simply called the Endwar. So ingrained is their mission to win this conflict that her brood have revitalized an ancient sect of Vaurca religious canon to explain the role of aliens in the Endwar. It is the belief of modern K’lax in this brood that they are to witness the end of days come time of the Endwar, that the Goddess will emerge from the breaking of the universe should they succeed in their conflict against the Lii’dra.&lt;br /&gt;
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==C&#039;thur==&lt;br /&gt;
C&#039;thur- &amp;quot;The Weavers&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;The C&#039;thur hive&#039;s unbound Do not require an avowel before taking a station role. They are still prohibited from taking command roles.&#039;&#039;&#039;&lt;br /&gt;
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The third hive that the species of the Orion Spur have been able to communicate with, the C&#039;thur and their arrival has been a closely guarded secret of the [[Skrell#Political_Structure|Jargon Federation]] for the last few years. The revelation of their survival has re-ignited diplomatic disputes between the K&#039;lax and Zo&#039;ra, with outright hostility met by some K&#039;lax towards the C&#039;thur. Historically a minor hive, the C&#039;thur were instrumental in developing inter-hive diplomacy upon Sedantis, often acting as neutral third parties to delegate issues. Indeed for much of their history, the C&#039;thur wove complex political alliances to protect themselves as well as acting as a sort of information broker for many of the larger hives. Prior to their exodus from Sedantis, they maintained relations with both the K&#039;lax and Zo&#039;ra.&lt;br /&gt;
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The C&#039;thur arrived within [[Notable Skrell Systems and Locations|Glorashi]], a system within skrell space only two weeks after the Klaxian hiveship, the Klo’zxera left the area. It is now known that C&#039;thur hiveship, the Kloxa&#039;xia was originally A Klaxian hive ship meant to rendezvous with the Klo’zxera within Glorashi, but left soon after detecting incoming Jargon Federation vessels. The C&#039;thur continue to report that they secured the hiveship in diplomatic negotiations with the K&#039;lax upon Sedantis, but the validity of this claim is yet to be proven. The C&#039;thur have quickly integrated into Skrellian colonies within Glorashi and are predominately accepted in skrellian socioeconomic systems.Unlike all other hives, the C&#039;thur are led by their original hive queen, who, with a council of three other Lesser Queens leads the hive in this new age. In this effort, the hive has begun dealing with the multitude of governments and corporations of the galaxy, all under the auspices of their skrellian saviors.&lt;br /&gt;
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===[[C&#039;thur, Queen of Masques]]===&lt;br /&gt;
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High Queen of the C&#039;thur, she is one of the oldest beings known to exist amongst the Vaurca and indeed the rest of the Orion Spur. C&#039;thur has borne the C&#039;thur hive since its inception, taking careful first steps with her brood in the then war-torn Sedantis during the closing of the Agricultural Revolution. The C&#039;thur hive began as a birth vassal of the Zo&#039;ra hive, being produced from the absorption of T&#039;yat, another hive of conquest within the Zo&#039;ra hive. With firm biological roots in both hives, history would think that the C&#039;thur would be another nameless lesser hive, forgotten by all with the slow passage of time. This would have likely been the case if not for clever maneuvering by the high queen that saw the founding of the Court of Queens. However, the biggest contributor to their prominence would be the original Lii&#039;dra and Zo&#039;ra conflict, nearly 6000 years ago. Through their efforts in that conflict, the C&#039;thur brought to arms hundreds of lesser hives that would otherwise be consumed by the Lii&#039;dra assault. Their contribution as a unifying force to the Zo&#039;ra was apparent, who rewarded the hive with independence contingent upon their continued diplomatic forays. C&#039;thur succeeded in this and more, creating the modern power structure of hives that is known today through various mergers and vassaldoms.&lt;br /&gt;
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===[[Mouv, The Recondite Queen]]===&lt;br /&gt;
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Mouv&#039;lek&#039;tanta is the oldest daughter of C&#039;thur and has quickly developed political alliances within and outside of Federation space. Indeed, As the oldest lesser queen, Mouv&#039;lek&#039;s brood has thrived under the care of Jargon, with thousands of her unbound Ka and Za working in tandem with scientists from the Jargon federation to develop new technologies, as well to provide information about the enemies the federation may face. Upon planet Diulszi most of her bound spawn has taken to the sea, assisting the skrell with dozens of underwater construction projects.A practitioner of mutable biology, her brood, especially the bound, possess a wide variety of body forms, with new ones being developed continuously. Typically lightly colored, Mouv&#039;lek&#039;s brood used this to their advantage historically as the hives primary diplomats. By virtue of being clearly visible in the darkened chasms of old Sedantis, it was harder to mistake them as hostile or armed. She has kept this mutation alive in her spawn, holding onto the hope that perceptions of her hive remain disarming to those that view them. Diplomacy aside, she has made inroads within Eriandi, buying a significant portion of Einstein Engines through various skrellian intermediaries by selling off some of the more complex Vaurcan virtual reality technology. Perhaps more than any other of her hive, Mouv&#039;lek realizes the power of money in the new society the C&#039;thur finds itself in and has done all she can to acquire more of it.&lt;br /&gt;
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===[[Vytel, The Just Queen]]===&lt;br /&gt;
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A gregarious queen, Vytel, and her brood maintain the C&#039;thur&#039;s hives warriors. Vytel was lauded as a champion amongst smaller hive vassals upon Sedantis. She crafted an image of neutrality and fairness that remains to this day. The youngest of the lesser queens brought with the C&#039;thur hive, little was ever expected of Vytel beyond her peacekeeping missions, who maintained her brood in such numbers more as an afterthought in the consensus of the hive queens. Still, they were historically small brood, as the C&#039;thur made a point of using as little force whenever possible. In what her brood lacked in numbers Vytel made up for it with profound charisma. Her broods duties typically concerned peacekeeping and as such many of her brood interacted regularly with other hives. Ever since the exodus from Sedantis however, Vytel&#039;s brood has been pressed the hardest. For the length of their 2000 year journey to the Orion spur, Vytel and her brood would be tasked with investigating the function of unknown devices and areas of the massive Klaxian hive ship. Through almost 2000 years of trial and error, as well as many bound and unbound deaths she was able to approximate the functions of every device and room upon the hive ship. This unexpected use that the hive has called her for has colored her perceptions of the other lesser queens, sanitizing their relationship.&lt;br /&gt;
&lt;br /&gt;
===[[Xetl, The Voracious Queen]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Xetl&#039;jyatk&#039;yatu is the middle daughter of high queen C&#039;thur. Tales of Xetl&#039;s excess are legendary, and it is with pride that many C&#039;thur of her brood recount stories of such. Despite her hedonistic lifestyle,  Xetl&#039;jyatk maintains her hives implants, overseeing the process of Reclamation and development of new implants. She takes pride in her broods work, a trait that most of her spawn share. Her brood primarily consists of bound, and it is these bound that tales of excess stem from. Perhaps more than any other brood of Vaurca, the exploitation of the bound here has reached new heights. Bound from her brood could be born for something as trivial as being a chair that moves on its own, as well as countless other superfluous examples. When compared to the exploitation of bound from other broods, Xetl&#039;jyatk&#039;s is the exception to the standard. Unbound from her brood are often desensitized to pleasurable experiences, causing them to look to ever greater highs to satisfy their needs. Prone to taking risks, her brood is largely left out of diplomatic dealings within the hive, leaving her brood to fill the void of many utilitarian duties that the hive may need. Unbound of her brood are primarily Ka, with tens of thousands of them currently developing the hives new colonies. As for the few Za of her brood, they primarily guard their queen, who remains aboard the Kloxa&#039;xia. The broods VR is actively edited on a whim by Xetl&#039;jyatk, who may change its very nature on something as simple as a feeling or the day of the week. As such, those few that live within it are often swept into her machinations for better or worse and are used to stark changes in their very reality. As for Xetl&#039;jyatk herself, she is obsessed with sensation in all its forms, and as such, some static features within her realm remain.&lt;br /&gt;
&lt;br /&gt;
==Lii&#039;dra==&lt;br /&gt;
&lt;br /&gt;
Most of what is known about their hive comes from Zorane records discovered upon Titan Prime. The few Vaurca alive that would possess direct information about this time tend to describe them reluctantly, often in the most foulest terms. Indeed, this is how much of the populations in the Zo&#039;ra, K&#039;lax and C&#039;thur hives view the Lii&#039;dra, a contempt and hatred born from centuries of second hand accounts. Primary sources do exist however, and several human and skrellian scientists have uncovered new information regarding the Lii&#039;dra hive, its history, and possibly a motive for the destruction and hostility they exhibit to the galaxy at large. A recording, dating back to 36674 BCE Galactic Standard Time depicts a sort of assembly, with several Vaurca from several hives in attendance. From what can be inferred from Vaurcan accounts and translations, this was a meeting within the Court of Queens, a type of inter-hive regulatory body. In it a Lii&#039;dra representative details the revolutionary technology of Virtual Reality, making a case for the allotment of resources to the assembled major hives, most notably the Zo&#039;ra. A small hive then, the Lii&#039;dra representative succeeded in securing the resources needed to begin serious research and development, provided that this technology was made available to all member hives, with the Zo&#039;ra first amongst equals.&lt;br /&gt;
&lt;br /&gt;
The video ends at the conclusion of the meeting, and it would be nearly 700 years before any further mention of the Lii&#039;dra hive is found within the Titan Prime databanks. A video of the meeting begins much as it did 700 years prior, with representatives of each hive in attendance. It&#039;s clear that by now some measure of VR has prevaded within Vaurcan society, with many hives congratulating the Lii&#039;dra upon their success, and questions about their next project. The Lii&#039;dra details an even greater form of VR in its presentation, transmitting more than just sensory information, but thought itself. It proposes that with enough interconnectedness, individual thought ceases to be. The Lii&#039;dra representative details horrifying experiments performed on smaller, nameless hives, consuming their entire populations within the Lii&#039;dra VR intelligence, a type of overriding mind that is speaking to them, even now through its own body. This VR intelligence explains to an increasingly silent assembly the potential of uniting all thought of a hive into one, of all thought of all hives into one and truly unifying their entire species into one supreme intelligence before the video cuts to static. The video is too corrupted to make out further detail, but the best estimates place the original conflict between the Lii&#039;dra occurring not long after this recording.&lt;br /&gt;
&lt;br /&gt;
Observing Lii&#039;dra specimens themselves is difficult, but the few observed seem to go into a type of shock when isolated from all forms of wavelengths within anechoic chambers. Thought patterns are still present, but prolonged stay within such chambers cause death from apparent circulatory shock. Similar experiments to willing Vaurca from the Zo&#039;ra and K&#039;lax hives reveal a much more muted response, with each describing extreme discomfort within a anechoic chamber. While still being researched, it&#039;s clear that the Lii&#039;dra are more biologically dependant upon VR than the other Vaurca of their species, but the ultimate reason for this is unknown at this time.&lt;br /&gt;
&lt;br /&gt;
[[Category:Vaurca]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Venus&amp;diff=11806</id>
		<title>Venus</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Venus&amp;diff=11806"/>
		<updated>2019-05-20T02:43:48Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: reshuffling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[Image:VenusAerostat.jpg|thumb|250px|A view of a newer design of the Cytherean aerostat.]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Venus is a microcosm of Solarian culture with its glittering cities floating above the clouds and a dirty underbelly below them. The capital of Venus is Binyaria, the largest aerostat and home to the best Sol has to offer in holovids, VR, orchestration, engine parts, and weaponry. Cythereans live in the luxurious habitable zone above the clouds. Jintarians live on the surface of Venus far below the Cythereans, both physically and metaphorically. The primary language is Sol Common.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
Venus is an incredibly hot and miserable planet. The mass of its atmosphere is 93 times that of Earth&#039;s, equivalent to the crushing depths of the deep ocean. This atmosphere is extremely thick and toxic, composed primarily of carbon dioxide and nitrogen, and this generates the strongest greenhouse effect in the Solar System, creating an average surface temperature of at least 462 C (864 F). Despite this, there have been genetically-modified organisms introduced to the surface and upper atmosphere that can withstand the extreme conditions, such as the Yudina, otherwise known as the Jintarian Dragon Mole.&lt;br /&gt;
&lt;br /&gt;
A Venusian year lasts 225 Earth days. A normal day on Venus lasts much longer than that of Earth due to the slow rotation, taking 243 Earth days to make one Venusian day. Venus spins backwards when compared to the other planets in the Sol system, causing the sun to rise in the west and set in the east. It rains sulphuric acid on the surface and the atmosphere is so thick that it exerts massive amounts of pressure on the surface. This crushes all but the most structurally reinforced of habitats below the cloud layer, with the rest destroyed by caustic acid rain. The planet hosts massive amounts of volcanic activity, which spew more toxic gases into the atmosphere. Almost no sunlight reaches the surface of the planet, despite the temperature.&lt;br /&gt;
&lt;br /&gt;
==Population and Major Aerostats and Habitats==&lt;br /&gt;
===Binyaria===&lt;br /&gt;
Binyaria, the first and largest aerostat, is widely known as the jewel of Venus and houses just about 19 million people. Those from across the galaxy flock to Binyaria to experience Solarian culture, with tourists roaming the famous Binyarian vineyards and partying into the artificial, neon-lit night. It is widely known that Binyarians don’t get the best first; they make the best first. This reputation of being the most beautiful, the most cultured, the most advanced, and the greatest has lead to an extremely aggressive, cutthroat environment for those looking to get ahead. Actors, idols, politicians, and scientists all face heavy scrutiny by their fellow Binyarians and must constantly keep their mask polished and their persona unbreakable in order to become even the most minor celebrity.&lt;br /&gt;
Like most aerostats, Binyaria is divided into layers, which are further subdivided into districts. The most well known districts on Binyaria are Wajiu District on Layer 1, Chiye-Gyo District on Layer 3, and Parabing District on Layer 6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Binyarian Districts  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Binyaria’s government developed &#039;&#039;&#039;Wajiu District&#039;&#039;&#039; with the utmost care and foresight, leading to the district’s gardens becoming one of the biggest tourist attractions. Pervasive genetic engineering has helped the plants become beautiful, delicious, potent, or a combination of the three and an aesthetic-based design philosophy has only furthered the plants’ appealing appearance. Among these gardens lie the famed Yuyuan Vineyard where tourists flock to see by far the most attractive and artistic garden in Wajiu District and, of course, try the excellent Yuyuan Wine for a discounted price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chiye-Gyo District&#039;&#039;&#039;, similarly, was helped to fame by corporate investment. For a long time, Chiye-Gyo District was in a strange place, being mostly made up lower-middle class housing and failing businesses. The government of Binyaria, set to improve the district, announced that the district would be sold out to corporations. Early on in the redesign of the district, &#039;&#039;&#039;Ingi Usang Entertainment Co.&#039;&#039;&#039; and &#039;&#039;&#039;BP Entertainment Inc.&#039;&#039;&#039;, subsidiaries of NanoTrasen Corporation and Idris Incorporated respectively, invested heavily into Chiye-Gyo District recognizing the emerging celebrity culture of Venus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;InUs&#039;&#039;&#039; and &#039;&#039;&#039;BPEI&#039;&#039;&#039;, as the companies are abbreviated today, formed and debuted various musical groups, all of whom gained a dedicated following whether big or small, and have achieved great financial success. More importantly, however, these pop bands, hip-hop groups, and solo ballad artists helped give rise to the celebrity-based culture Venus is known for today. In more recent years, Amijin-Kyodai Corp. and TakeOff! Entertainment Inc., subsidiaries of Zeng-Hu Pharmaceuticals and Hephaestus Industries respectively, have broken into both the corporate battle and the hearts of Venusians with their own outrageously successful debut artists.&lt;br /&gt;
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With all of Binyaria’s aspiring artists, it was only a matter of time before &#039;&#039;&#039;Parabing District&#039;&#039;&#039; became as popular as it is today. Though mostly focused on the lower- and middle-class, Parabing District holds a number of high-energy clubs, PC cafes, karaoke joints, laid-back bars, and fast food restaurants, all of which become progressively seedier closer to Binyaria’s hull. The district’s dynamic lighting is paused at midnight, but is lit up by the thousands of neon signs competing for attention.&lt;br /&gt;
&lt;br /&gt;
Furthest from the hull, street food vendors set up their carts and offer drunk food to the exhausted, inerbiatered clubbers on their way out of the district. Toward the center of the district, host and hostess bars offer companionship to the many business people of Binyaria while young, attractive college students advertise themselves for compensated dates nearby outside. Along the hull, brothels hidden behind heavy curtains and tucked into alleys are frequented by people with intricate tattooing and expensive clothing. Anyone can find something fun in Parabing with a bit of luck and cash.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tethering Station Medio===&lt;br /&gt;
Medio is one of the oldest habitation complexes on the surface. Built on Verdandi Corona, Medio was once used as an anchor for an aerostat by the name of Arianrhod, which was destroyed in a long-forgotten incident. Revanchist feelings against Cythereans run particularly strong here, residents still emboldened by their past “victory.” Owing to its various refueling, processing, and recycling facilities, Medio has become a popular stationing for illegal surfacers, their presence only being slightly uncomfortable for residents. Other ventures here tend to be of a manufacturing nature.&lt;br /&gt;
&lt;br /&gt;
===Subterranean Complex 74-F, “Rason”===&lt;br /&gt;
A newer complex, Rason is one of the few built near-completely underground with only a single observational spire above the rocky surface. Civilian affairs here primarily deal in textiles and hydroponics, the work rather strenuous. Long hours are devoted to the creation of expensive clothes, polychromic fabrics, and holographic inlays that workers will never wear. A popular hobby is freerunning with a monthly (based on Terran months) Climb The Complex competition held where citizens must start at the bottom of the complex and make it all the way to the top of the spire. &lt;br /&gt;
&lt;br /&gt;
Dropped from orbit around thirty years ago, Rason’s impact and construction were based around a promising xenoarcheological find, which was nearly destroyed. It is said that partial ruins exist around Rason’s depth of 200 feet (~61 meters); despite having no publicly known entrances, many xenoarcheologists have disappeared underneath the complex. Often the dwellers of the complex have described seeing shadowy, vaguely humanoid figures walking around in their dreams. The figures have reportedly murdered people in their dreams by whispering a single, incomprehensible word that causes great agony and distress which vanishes once the dreamer awakens.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 13.1% Cytherean&lt;br /&gt;
* 21.8% Jintarian&lt;br /&gt;
* 63.8% Other Human Ethnicities&lt;br /&gt;
* 0.9% Skrell&lt;br /&gt;
* 0.2% Tajara&lt;br /&gt;
* 0.2% Unathi&lt;br /&gt;
&lt;br /&gt;
IPCs enjoy a certain status above even some alien residents of Venus, lofted by the ethereal beauty and flawless movements of a Venusian-made Shell or the ability to make other frames as aesthetically pleasing as possible in the most avant garde ways, to say nothing of how easily they can be manipulated. Under the clouds, robots and IPCs alike are valued for their reliability in an industrial environment, even among potentially shady mining guilds. However, the love of the aesthetic of IPCs does not reach the surface, as those Downstairs consider them more as tools than art. This mentality of IPCs being the ultimate display of artistry or a handy piece of hardware hinders IPCs quite a bit; no free IPCs exist either in the Zone or Downstairs.&lt;br /&gt;
&lt;br /&gt;
===Cytherean Culture===&lt;br /&gt;
Cythereans dwell in aerostats floating in the habitable layer, nicknamed “the Zone”, above the sulphuric acid clouds masking the surface. These floating cities are primarily held in place by their natural oxygen content and large bags of hydrogen. Though varying in size, the largest aerostats are no bigger than four miles across. Many take the shape of an upside down teardrop. The topmost section hosts a large, open-air park dedicated to help with the claustrophobic feelings in the aerostats and to maintaining a large amount of oxygen to keep the city afloat in the carbon dioxide. Below the park lies a mass of apartments, offices, shops, and other-such buildings arranged in a similar fashion to a shopping mall. There are numerous open spaces built into aerostats that provide both public space for citizens and more air chambers for buoyancy. Aerostats are mobile, possessing both microthrusters and rudders for stability and the occasional docking with surface elevators or tethers. The other less common format of aerostats are donut-shaped and are used for the immensely lucrative farming business. These aerostats are equipped to collect sulphuric acid and carbon dioxide from the atmosphere, often taking cloud dives to produce fertilizer and water.&lt;br /&gt;
&lt;br /&gt;
Despite their precarious living situation, Cytherean Venus is the primary pop culture center of Sol, with a populace often dressed in bright, dramatic clothing. Many Solarian celebrities either live or were born on one of Venus’s aerostats, growing up in the privileged Cytherean culture. The best actors, comedians, chefs, musicians, and pop stars enjoy almost constant coverage on holo-screens, only occasionally replaced by adverts for startup beauty products, cutting-edge gaming hardware, or the newest diet fad. These celebrities enjoy high class treatment and something akin to worship from the Cythereans. Many come from across the galaxy, human and alien alike, seeking to turn their fortunes around. However, Cythereans are not immune to poverty and hardship in their laissez-faire society. Those looking to become the next big thing sometimes wind up on the opposite end of the spectrum, relying on morally and legally ambiguous means to get by. Aliens, although welcome, are typically sidelined in favor of human actors and models due to most moguls desiring to “play it safe”. They are typically seen as understudies, extras, dancers, and occasionally backup singers or instrumentalists. &lt;br /&gt;
&lt;br /&gt;
The Cytherean environment is very cutthroat as both culture and copyright law change rapidly to suit whoever is rich and whatever is popular at the time in any given arcology, given the heavy celebrity-based culture. Law enforcement, while much more strict and present than on the surface, are easily evaded. In the end, one can get away with almost anything as long as one has the right contacts and enough money. The party culture thrives in the aerostats, with the grand cocktail parties and fundraising schmooze-fests toward the top of teardrop slowly fading into the high-energy festivals and drug-fueled orgies of the lower sections. Toward the top, one can overhear the latest gossip and glimpse envelopes of credits sliding under tables. Toward the bottom, one can see the most hedonistic displays of luxury and passionate kisses passing the newest street pill.&lt;br /&gt;
&lt;br /&gt;
Though many work in the entertainment industry as stars and producers, there are great opportunities for a Cytherean scientist. The development of pharmaceutical drugs and new medicines is a common field for Cytherean scientists, with a booming genetic engineering field to aid residents on Venus. There are also a fairly large number of farmers and gardeners from Venus, some of whom leave the planet more a more relaxed atmosphere. Many of these scientists are enticed to NanoTrasen by recruiters.&lt;br /&gt;
&lt;br /&gt;
In Cytherean Venus, it&#039;s a sort of faux pas to even mention the surface dwellers. It is a known secret that there are many below scraping by in constant hardship, though very few offworlders other than criminals know much of the true life of a surface dweller.&lt;br /&gt;
&lt;br /&gt;
Cytherean farmers living in the donut-shaped aerostats are a different bunch. With much of the farming rings are dedicated solely to growing crops, the living quarters of donut dwellers are somewhat more open, and very scenic. Farmers often come from families with a history in hydroponics and are usually raised to carry on the family legacy. Typically, these aerostats take on a country-clubesque approach, having just as egotistical an atmosphere as typical Cytherean environments: wealthy farmers with massive crop arrangements; automated sprayers; and plenty of robots, aliens, and otherwise-poor Surfacers to help out. Freetime is ample, and this is spent on all sorts of frivolities: shooting, swimming, Terran and alien animal husbandry, playing sports, and doing plenty of social activities. Life here can be just as stratified as the teardrop aerostats with dwellers either being “members” or “helpers” depending on their connections and charisma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jintarian Culture===&lt;br /&gt;
Despite the crushing pressure and the lead-melting hellscape that is the surface of Venus, colloquially known as Downstairs, many habitats exist there. Compared to the many independent cities that lurk above the cloud layer, there are few individual habitats, with many often structured as sprawling complexes. Hab-complexes tend to lack windows due to the immense pressure and the windows that do exist are primarily in the form of thick, expensive borosilicate used solely in expensive observatories. Greenery aided by artificial means are a common sight in these complexes. Lighting is tuned to simulate a relatively Earth-like environment.&lt;br /&gt;
&lt;br /&gt;
Those on the Venusian surface tend to be researchers, foreigners who couldn’t make it in the floating Cytherean palaces, or criminals from the cloud layer. The desolation of the Venusian surface has lead to a culture focused on escapism. Craftworks, holodecks, and stadium-complexes are commonplace. Parkour and freerunning are also popular pastimes, with annual and casual competitions often held in holodecks. Jintarian runners duck through cramped maintenance shafts, shimmy inside air vents, and slide through industrial complexes. Following pop culture fed in through the cloud layer, though, is the primary means of forgetting the surface hellscape. There are also Screenpod Studios housing dozens of Screenpods for a viewer to crawl into and experience their favorite movies and shows in 4D. There are also many AR experiences available to the Jintarians, fully immersing them in fantastical, dramatic, or sensual situations and environments. Jintarians typically become nervous in wide-open spaces, preferring the tight comfort of a hab-complex or tunnel.&lt;br /&gt;
&lt;br /&gt;
Work for Jintarians, however, remains mostly practical and physical. Engineering jobs are an essential part of hab-complexes, with some even managing to work their way back above the clouds to upkeep the floating Cytherean cities. Industrial work is also common, with many factors making shield generators, firearms, and vehicles for exportation. Because of the extremely hostile conditions of Venus and the incredibly quality materials required to build homes on the surface, Jintarian products are known for being highly reliable, durable, and of great quality.&lt;br /&gt;
&lt;br /&gt;
===Illegal Surfacers===&lt;br /&gt;
Not all of the people who dwell on the Venusian surface live in hab-complexes. Some have taken like swarms of locusts to the lead-melting wastelands of the planet. These people are mostly miners and illegal traders, blazing on their huge, over-engineered motor and hovercrafts that serve as formidable war machines, functional living bases, and heavy mining rovers all at once. These almost mind-bogglingly complex vehicles are crafted from metal scrap dropped from the Zone and surface wrecks and ruins. Outside of vehicles, extremely robust hardsuits are employed, resembling something closer to antique diving suits than the sleeky, contemporary designs of Tau Ceti. Both rapid-firing PDWs, heavy coilguns, and super-sized kinetic accelerators are employed on foot as well. Convoys of tank-bases are typically followed by herds of Yudina, a burrowing Venusian beast. These creatures can grow up to thirty feet long, lack eyes, and have very thick skin. Their massive claws make quick work of the virgin surface, exposing wealths of natural resources, partially through their digestive processes.&lt;br /&gt;
&lt;br /&gt;
While initially many operated independently and gunned down each other on sight, eventually a proper organization with a division of labor formed quickly. Simply called the Venusian Company, they found black market deals more lucrative than selling materials to megacorporations. The Company presents themselves as a somewhat-corporate organization and has constructed static bases across the surface of Venus to house families. As they attempted to expand further from Venus, the Company faced difficulty as a known criminal faction. Thus, they formally established and registered the Azulite Mining Guild, pretending to be a small mining company. The Azulite Mining Guild got a relatively large number of holdings in the Sol system, owning large patches of land on Mercury, and plenty of various entire moons of Saturn and Jupiter. The Company, however, withholds a fair share of the profits, leading to the formation of many small, rebellious gangs. However, there has been no successful joined effort to create a proper opposing faction. The Company usually attempts to destroy gang vehicles on sight making many of these gangs arm themselves to the teeth. Alternatively, some like the Masquers gang, named after a famous Zone-made movie, employ ragtag cloaking technology to conduct their operations covertly.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
The class divided on Venus between Cythereans and Jintarians is evident even in their clothes. Cythereans often wear avant garde, nearly-impractical clothing while Jintarians usually perfer comfort and function over style.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Cytherean Fashion  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;There a number of Cytherean fashion trends just entering the public eye, being sold by stores, and falling out of fashion at any time. Anything a non-Cytherean can put together that is appealing to the eye, and sometimes not, has been the height of fashion at some point somewhere in the clouds. There are a few popular looks and rules Cytherean fashion tends to follow, though.&lt;br /&gt;
&lt;br /&gt;
The most important rule for an aspiring Cytherean fashionista is that the best part of the body is the skin. A lot of clean, unblemished, hairless skin is shown in Cytherean fashion whether it be through a high-slit dress, a translucent button-up shirt, a pair of short shorts, a fitted tank top, or a low cut blouse. More masculine figures tend to show off the upper body, especially the arms, while more feminine looks show off the lower body, specifically the legs. It should be noted that showing too much skin is a great faux pas; looks are often balanced so that if a lot of the upper body is shown, the lower body is mostly covered.&lt;br /&gt;
&lt;br /&gt;
Another important note that while minor body modifications are considered fine, a more natural appearance is preferred. Body-sculpting procedures are common, especially among celebrities. The most common body-sculpting procedures include improving facial features and structure, removing all body hair “below the eyelashes”, tightening the skin, removing excess body fat, enhancing or emphasizing musculature, and balancing body proportions, usually in favor of the legs. However, extensive piercing, more extreme body-sculpting, heavy tattooing, and other modifications that break the “pure skin” rule are frowned upon. In particular, tattooing, even minor tattooing in some cases, is considered unsightly due to its long-standing connection with criminals.&lt;br /&gt;
&lt;br /&gt;
The source of many trends has stemmed from Binyaria’s Parabing District, named “wankukai” trends. Wankukai clothes are either what’s popular in the Parabing clubbing scene or, less popularly, something slightly more appropriate for streetwear. Masculine looks often have plain, solid colored pants in dark colors with slim, usually designer belts, and often have simple dress shoes or sneakers. Translucent button-ups with LED or neon-tubing designs up the arms or across the chest are popular, as well as similarly designed, fitted tank tops to accentuate the arms. Some even elect to go shirtless. Suit jackets matching one’s pants are also common, as well as leather jackets with LED or neon designs on the back. As for more femme looks, miniskirts, short shorts, and, for the brave, microskirts are commonplace, often paired with simple, low heels, flats, or sneakers. Colorful dress shirts, qipao blouses, and standard blouses are all common as well, featuring designs similar to masculine looks. Dresses of all lengths usually have a high-slit, reaching all the way up the thigh, and are often intricately decorated with LED and neon-tubing. Though suit jackets and leather jackets with designs are common among feminine looks as well, they are occasionally cropped to just below or at the ribs.&lt;br /&gt;
&lt;br /&gt;
Recently, there has been a rise in traditional and “neo-traditional” clothes. For example, “faying” dresses and suits are based off Victorian Era British and French formalwear, but modified to better fit today’s fast paced society. Faying are less restrictive and faying dresses in particular have a much smaller bell skirt and are occasionally shortened to the mid-calf or knee. Another example are “neo-hanbok”, which are the traditional Korean hanbok similarly updated like faying. Feminine hanbok have a thinner bell and sometimes have a shorter skirt and masculine hanbok often have tighter sleeves and a pair of pants and vest instead of a robe. Another popular look is to add LED lighting, neon graphics, or simply different colors. Standard qipao/cheongsam, changshan, kimono, and yukata are also staples among the traditional fashion movement.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Jintarian Fashion  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Due to the rough life on the Venusian surface, Jintarian fashion is mostly practical. For the most part, Jintarians wear simple jumpsuits, overalls, t-shirts, and jeans. It is not uncommon, though, for Jintarians to decorate their clothes with pins, badges, armbands, or graphics. Military-style, bomber, and leather jackets are also common among fashion-forward Jintarians. Among Jintarian freerunners, it is a sort of tradition to hide one’s identity. Generally, freerunners wear fitted hoodies, plain athletic shorts, running shoes, and either a blank mask or a combination of an air mask and a lowered baseball cap, sunglasses, or tight beanie.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ethnicity on Venus==&lt;br /&gt;
===Cytherean===&lt;br /&gt;
The average Cytherean look is:&lt;br /&gt;
* Skin Tone: 50 - 140&lt;br /&gt;
* Average Height: 5&#039;9&amp;quot; - 6&#039;3&amp;quot; / 175 cm - 190 cm&lt;br /&gt;
* Black to dark brown hair, though often dyed.&lt;br /&gt;
* Dark brown to light brown eyes.&lt;br /&gt;
===Jintarian===&lt;br /&gt;
The average Jintarian look is:&lt;br /&gt;
* Skin Tone: 1 - 50&lt;br /&gt;
* Average Height: 5&#039;3&amp;quot; - 5&#039;9&amp;quot; / 160 cm - 175 cm&lt;br /&gt;
* Black to dark brown hair.&lt;br /&gt;
* Dark brown to light brown eyes.&lt;br /&gt;
&lt;br /&gt;
Jintarians raised on Venus usually have broad, thick builds due to the pressure of the atmosphere.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
As with all Solarian holdings, Venus has a representative, currently Heidi Kim, in the SolGov Senate who handles most of the world&#039;s interaction with the Sol Alliance as a whole. At the planetary level, Venus is a Democratic Populist Technocracy. Each aerostat and surface habitat has its own elected governor who presides over a council. The council size varies from place to place, based on the population of the habitat. The high number of science personnel mixed with the planet’s celebrity-worship culture has lead to many influential scientists, celebrities, or some of both generally being elected. Many governors and councillors are elected via popularity and easily carry out their manifestos with gusto, lacking any real public opposition due to their position. Commercial and industrial industries are rarely targeted and thus remain stable, ensuring the planets profitability to the Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
The Sol Alliance military handles all affairs of planetary defense, with the exception of only the VHEC Reg. Venus Hazardous Environment Combat Regiment or &amp;quot;VHEC Reg&amp;quot;. Trained for orbital insertion into extremely hostile and hazardous environments, VHEC Reg serves as a Venusian special forces group. Recruits are trained in close quarter combat and are unsurpassed in their field with many hopefuls applying every month from across the Sol Alliance.&lt;br /&gt;
The Venusian military is highly skilled, although only theoretically. It is noted that historically, they have had little to no actual combat experience.&lt;br /&gt;
See [[Sol Alliance Military]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Most of the early history of Venus has been lost to the ages, with the Cythereans viewing it as unimportant. However, it is generally accepted that the first aerostats were constructed for scientific purposes. The first built, and the largest even today, was Binyaria. The surfacer habitation complexes were built much later on, and all of them originally featured tethers to the aerostats before more efficient stabilization technology was made. The disposal of these planetary tethers allowed for the Jintarians to be gradually forgotten by mainstream Cytherean society.&lt;br /&gt;
&lt;br /&gt;
==Potential Character Concepts==&lt;br /&gt;
&#039;&#039;&#039;Characters from Venus are likely to:&#039;&#039;&#039;&lt;br /&gt;
* Have worked with or used products by Zeng-Hu Pharmaceuticals, Einstein Engines, and Necropolis Industries.&lt;br /&gt;
* Either value beauty or efficiency very highly.&lt;br /&gt;
* Have positive feelings towards IPCs, especially Shells or industrial frames.&lt;br /&gt;
* Speak Sol Common.&lt;br /&gt;
&#039;&#039;&#039;Here is an example character from Venus:&#039;&#039;&#039;&lt;br /&gt;
* Chia-ling “Novae” Soyer, 21, is a bartender currently employed for the NSS Aurora. She is a bit airy and blunt, but is a friendly person at heart.&lt;br /&gt;
* Novae is about 5’11” and has a slender build with long legs and is about 140 lbs. She has excellent posture and her movements are trained and graceful. She has dark brown eyes and long, curly white hair that is naturally dark brown. Her nails are somewhat long and intricately decorated with bright novae.&lt;br /&gt;
* Novae was a former idol trainee before a fake but scalding scandal forced her off of Venus. She currently lives in an apartment with her boyfriends in Mendell City. Novae is agnostic. Novae doesn’t understand Tau Ceti politics much, but devoutly believes in equality for everyone, no matter species or synthetic brand.&lt;br /&gt;
* Novae doesn’t know much of alien culture, but is very fond of them and treats them equally. She also tries very hard to make IPCs feel like people, often obviously so.&lt;br /&gt;
* Novae speaks Sol Common and Tau Ceti Basic, and she even knows some Terran English and Mandarin phrases.&lt;br /&gt;
&#039;&#039;&#039;Here is a second example character from Venus:&#039;&#039;&#039;&lt;br /&gt;
Cesar Moon, 33, is a shaft miner working for NanoTrasen. He is reclusive, but always does as he is told.&lt;br /&gt;
* Moon is 5’8” and has a stocky, muscled build, likely 190 lbs. He has fairly defensive posture and a slight hunch, and his movements are fast but awkward. He keeps his black hair buzzed close to his scalp. Due to a rare disease caused by a difficult birth, he had to replace his eyes with prosthetics.&lt;br /&gt;
* Although Moon was born on the surface of Venus and worked for the Company for almost his entire life, he eventually began to fear his employers. He chose Biesel as the place to go to due to its open borders, and currently rents a room on the Odin. Moon is Buddhist. He finds politics somewhat difficult to grasp.&lt;br /&gt;
* Moon has rubbed shoulders with many other alien races in his life and believes that people should be judged by merit, not by species. However, he tends to like Unathi more because of their strict code of honor and has a hard time understanding Dionaea.&lt;br /&gt;
* Moon speaks Sol Common as his main language and has a rocky understanding of Tau Ceti Basic.&lt;br /&gt;
&#039;&#039;&#039;Here is a third example character from Venus:&#039;&#039;&#039;&lt;br /&gt;
* Sunmi Ford, 28, is an engineer currently on the NSS Aurora. She is hardworking and gruff, but has a soft side.&lt;br /&gt;
* Ford is 5’4” and has a lightly muscled build, likely 150 lbs. She has poor posture, and her movements are fast and direct. She keeps her dark brown hair in a short ponytail. Ford has several small scars scattered across her body, as well as one long one up her thigh.&lt;br /&gt;
* Having always hated the cramped, claustrophobic feeling of the Venusian surface, Ford managed to save enough money to go to Earth where she was recruited by NanoTrasen. She lives in a small apartment in Mendell City with her partners and two kids. Ford is Christian. She supports any political idea or reform that will supposedly get her more money in the end.&lt;br /&gt;
* Ford is very practical, not caring for species whatsoever. She does, however, have a strange pull to IPCs, especially Shells.&lt;br /&gt;
* Ford speaks Sol Common and barely has working fluency in Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Venus&amp;diff=11804</id>
		<title>Venus</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Venus&amp;diff=11804"/>
		<updated>2019-05-19T22:22:03Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[Image:VenusAerostat.jpg|thumb|250px|A view of a newer design of the Cytherean aerostat.]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Venus is a microcosm of Solarian culture with its glittering cities floating above the clouds and a dirty underbelly below them. The capital of Venus is Binyaria, the largest aerostat and home to the best Sol has to offer in holovids, VR, orchestration, engine parts, and weaponry. Cythereans live in the luxurious habitable zone above the clouds. Jintarians live on the surface of Venus far below the Cythereans, both physically and metaphorically. The primary language is Sol Common.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
Venus is an incredibly hot and miserable planet. The mass of its atmosphere is 93 times that of Earth&#039;s, equivalent to the crushing depths of the deep ocean. This atmosphere is extremely thick and toxic, composed primarily of carbon dioxide and nitrogen, and this generates the strongest greenhouse effect in the Solar System, creating an average surface temperature of at least 462 C (864 F). Despite this, there have been genetically-modified organisms introduced to the surface and upper atmosphere that can withstand the extreme conditions, such as the Yudina, otherwise known as the Jintarian Dragon Mole.&lt;br /&gt;
&lt;br /&gt;
A Venusian year lasts 225 Earth days. A normal day on Venus lasts much longer than that of Earth due to the slow rotation, taking 243 Earth days to make one Venusian day. Venus spins backwards when compared to the other planets in the Sol system, causing the sun to rise in the west and set in the east. It rains sulphuric acid on the surface and the atmosphere is so thick that it exerts massive amounts of pressure on the surface. This crushes all but the most structurally reinforced of habitats below the cloud layer, with the rest destroyed by caustic acid rain. The planet hosts massive amounts of volcanic activity, which spew more toxic gases into the atmosphere. Almost no sunlight reaches the surface of the planet, despite the temperature.&lt;br /&gt;
&lt;br /&gt;
==Population and Major Aerostats and Habitats==&lt;br /&gt;
===Binyaria===&lt;br /&gt;
Binyaria, the first and largest aerostat, is widely known as the jewel of Venus and houses just about 19 million people. Those from across the galaxy flock to Binyaria to experience Solarian culture, with tourists roaming the famous Binyarian vineyards and partying into the artificial, neon-lit night. It is widely known that Binyarians don’t get the best first; they make the best first. This reputation of being the most beautiful, the most cultured, the most advanced, and the greatest has lead to an extremely aggressive, cutthroat environment for those looking to get ahead. Actors, idols, politicians, and scientists all face heavy scrutiny by their fellow Binyarians and must constantly keep their mask polished and their persona unbreakable in order to become even the most minor celebrity.&lt;br /&gt;
Like most aerostats, Binyaria is divided into layers, which are further subdivided into districts. The most well known districts on Binyaria are Wajiu District on Layer 1, Chiye-Gyo District on Layer 3, and Parabing District on Layer 6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Binyarian Districts  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Binyaria’s government developed &#039;&#039;&#039;Wajiu District&#039;&#039;&#039; with the utmost care and foresight, leading to the district’s gardens becoming one of the biggest tourist attractions. Pervasive genetic engineering has helped the plants become beautiful, delicious, potent, or a combination of the three and an aesthetic-based design philosophy has only furthered the plants’ appealing appearance. Among these gardens lie the famed Yuyuan Vineyard where tourists flock to see by far the most attractive and artistic garden in Wajiu District and, of course, try the excellent Yuyuan Wine for a discounted price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chiye-Gyo District&#039;&#039;&#039;, similarly, was helped to fame by corporate investment. For a long time, Chiye-Gyo District was in a strange place, being mostly made up lower-middle class housing and failing businesses. The government of Binyaria, set to improve the district, announced that the district would be sold out to corporations. Early on in the redesign of the district, &#039;&#039;&#039;Ingi Usang Entertainment Co.&#039;&#039;&#039; and &#039;&#039;&#039;BP Entertainment Inc.&#039;&#039;&#039;, subsidiaries of NanoTrasen Corporation and Idris Incorporated respectively, invested heavily into Chiye-Gyo District recognizing the emerging celebrity culture of Venus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;InUs&#039;&#039;&#039; and &#039;&#039;&#039;BPEI&#039;&#039;&#039;, as the companies are abbreviated today, formed and debuted various musical groups, all of whom gained a dedicated following whether big or small, and have achieved great financial success. More importantly, however, these pop bands, hip-hop groups, and solo ballad artists helped give rise to the celebrity-based culture Venus is known for today. In more recent years, Amijin-Kyodai Corp. and TakeOff! Entertainment Inc., subsidiaries of Zeng-Hu Pharmaceuticals and Hephaestus Industries respectively, have broken into both the corporate battle and the hearts of Venusians with their own outrageously successful debut artists.&lt;br /&gt;
&lt;br /&gt;
With all of Binyaria’s aspiring artists, it was only a matter of time before &#039;&#039;&#039;Parabing District&#039;&#039;&#039; became as popular as it is today. Though mostly focused on the lower- and middle-class, Parabing District holds a number of high-energy clubs, PC cafes, karaoke joints, laid-back bars, and fast food restaurants, all of which become progressively seedier closer to Binyaria’s hull. The district’s dynamic lighting is paused at midnight, but is lit up by the thousands of neon signs competing for attention.&lt;br /&gt;
&lt;br /&gt;
Furthest from the hull, street food vendors set up their carts and offer drunk food to the exhausted, inerbiatered clubbers on their way out of the district. Toward the center of the district, host and hostess bars offer companionship to the many business people of Binyaria while young, attractive college students advertise themselves for compensated dates nearby outside. Along the hull, brothels hidden behind heavy curtains and tucked into alleys are frequented by people with intricate tattooing and expensive clothing. Anyone can find something fun in Parabing with a bit of luck and cash.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tethering Station Medio===&lt;br /&gt;
Medio is one of the oldest habitation complexes on the surface. Built on Verdandi Corona, Medio was once used as an anchor for an aerostat by the name of Arianrhod, which was destroyed in a long-forgotten incident. Revanchist feelings against Cythereans run particularly strong here, residents still emboldened by their past “victory.” Owing to its various refueling, processing, and recycling facilities, Medio has become a popular stationing for illegal surfacers, their presence only being slightly uncomfortable for residents. Other ventures here tend to be of a manufacturing nature.&lt;br /&gt;
&lt;br /&gt;
===Subterranean Complex 74-F, “Rason”===&lt;br /&gt;
A newer complex, Rason is one of the few built near-completely underground with only a single observational spire above the rocky surface. Civilian affairs here primarily deal in textiles and hydroponics, the work rather strenuous. Long hours are devoted to the creation of expensive clothes, polychromic fabrics, and holographic inlays that workers will never wear. A popular hobby is freerunning with a monthly (based on Terran months) Climb The Complex competition held where citizens must start at the bottom of the complex and make it all the way to the top of the spire. &lt;br /&gt;
&lt;br /&gt;
Dropped from orbit around thirty years ago, Rason’s impact and construction were based around a promising xenoarcheological find, which was nearly destroyed. It is said that partial ruins exist around Rason’s depth of 200 feet (~61 meters); despite having no publicly known entrances, many xenoarcheologists have disappeared underneath the complex. Often the dwellers of the complex have described seeing shadowy, vaguely humanoid figures walking around in their dreams. The figures have reportedly murdered people in their dreams by whispering a single, incomprehensible word that causes great agony and distress which vanishes once the dreamer awakens.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 13.1% Cytherean&lt;br /&gt;
* 21.8% Jintarian&lt;br /&gt;
* 63.8% Other Human Ethnicities&lt;br /&gt;
* 0.9% Skrell&lt;br /&gt;
* 0.2% Tajara&lt;br /&gt;
* 0.2% Unathi&lt;br /&gt;
&lt;br /&gt;
===Cytherean Culture===&lt;br /&gt;
Cythereans dwell in aerostats floating in the habitable layer, nicknamed “the Zone”, above the sulphuric acid clouds masking the surface. These floating cities are primarily held in place by their natural oxygen content and large bags of hydrogen. Though varying in size, the largest aerostats are no bigger than four miles across. Many take the shape of an upside down teardrop. The topmost section hosts a large, open-air park dedicated to help with the claustrophobic feelings in the aerostats and to maintaining a large amount of oxygen to keep the city afloat in the carbon dioxide. Below the park lies a mass of apartments, offices, shops, and other-such buildings arranged in a similar fashion to a shopping mall. There are numerous open spaces built into aerostats that provide both public space for citizens and more air chambers for buoyancy. Aerostats are mobile, possessing both microthrusters and rudders for stability and the occasional docking with surface elevators or tethers. The other less common format of aerostats are donut-shaped and are used for the immensely lucrative farming business. These aerostats are equipped to collect sulphuric acid and carbon dioxide from the atmosphere, often taking cloud dives to produce fertilizer and water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Despite their precarious living situation, Cytherean Venus is the primary pop culture center of Sol, with a populace often dressed in bright, dramatic clothing. Many Solarian celebrities either live or were born on one of Venus’s aerostats, growing up in the privileged Cytherean culture. The best actors, comedians, chefs, musicians, and pop stars enjoy almost constant coverage on holo-screens, only occasionally replaced by adverts for startup beauty products, cutting-edge gaming hardware, or the newest diet fad. These celebrities enjoy high class treatment and something akin to worship from the Cythereans. Many come from across the galaxy, human and alien alike, seeking to turn their fortunes around. However, Cythereans are not immune to poverty and hardship in their laissez-faire society. Those looking to become the next big thing sometimes wind up on the opposite end of the spectrum, relying on morally and legally ambiguous means to get by. Aliens, although welcome, are typically sidelined in favor of human actors and models due to most moguls desiring to “play it safe”. They are typically seen as understudies, extras, dancers, and occasionally backup singers or instrumentalists. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Cytherean environment is very cutthroat as both culture and copyright law change rapidly to suit whoever is rich and whatever is popular at the time in any given arcology, given the heavy celebrity-based culture. Law enforcement, while much more strict and present than on the surface, are easily evaded. In the end, one can get away with almost anything as long as one has the right contacts and enough money. The party culture thrives in the aerostats, with the grand cocktail parties and fundraising schmooze-fests toward the top of teardrop slowly fading into the high-energy festivals and drug-fueled orgies of the lower sections. Toward the top, one can overhear the latest gossip and glimpse envelopes of credits sliding under tables. Toward the bottom, one can see the most hedonistic displays of luxury and passionate kisses passing the newest street pill.&lt;br /&gt;
&lt;br /&gt;
Though many work in the entertainment industry as stars and producers, there are great opportunities for a Cytherean scientist. The development of pharmaceutical drugs and new medicines is a common field for Cytherean scientists, with a booming genetic engineering field to aid residents on Venus. There are also a fairly large number of farmers and gardeners from Venus, some of whom leave the planet more a more relaxed atmosphere. Many of these scientists are enticed to NanoTrasen by recruiters.&lt;br /&gt;
&lt;br /&gt;
In Cytherean Venus, it&#039;s a sort of faux pas to even mention the surface dwellers. It is a known secret that there are many below scraping by in constant hardship, though very few offworlders other than criminals know much of the true life of a surface dweller.&lt;br /&gt;
&lt;br /&gt;
Cytherean farmers living in the donut-shaped aerostats are a different bunch. With much of the farming rings are dedicated solely to growing crops, the living quarters of donut dwellers are somewhat more open, and very scenic. Farmers often come from families with a history in hydroponics and are usually raised to carry on the family legacy. Typically, these aerostats take on a country-clubesque approach, having just as egotistical an atmosphere as typical Cytherean environments: wealthy farmers with massive crop arrangements; automated sprayers; and plenty of robots, aliens, and otherwise-poor Surfacers to help out. Freetime is ample, and this is spent on all sorts of frivolities: shooting, swimming, Terran and alien animal husbandry, playing sports, and doing plenty of social activities. Life here can be just as stratified as the teardrop aerostats with dwellers either being “members” or “helpers” depending on their connections and charisma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jintarian Culture===&lt;br /&gt;
Despite the crushing pressure and the lead-melting hellscape that is the surface of Venus, colloquially known as Downstairs, many habitats exist there. Compared to the many independent cities that lurk above the cloud layer, there are few individual habitats, with many often structured as sprawling complexes. Hab-complexes tend to lack windows due to the immense pressure and the windows that do exist are primarily in the form of thick, expensive borosilicate used solely in expensive observatories. Greenery aided by artificial means are a common sight in these complexes. Lighting is tuned to simulate a relatively Earth-like environment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those on the Venusian surface tend to be researchers, foreigners who couldn’t make it in the floating Cytherean palaces, or criminals from the cloud layer. The desolation of the Venusian surface has lead to a culture focused on escapism. Craftworks, holodecks, and stadium-complexes are commonplace. Parkour and freerunning are also popular pastimes, with annual and casual competitions often held in holodecks. Jintarian runners duck through cramped maintenance shafts, shimmy inside air vents, and slide through industrial complexes. Following pop culture fed in through the cloud layer, though, is the primary means of forgetting the surface hellscape. There are also Screenpod Studios housing dozens of Screenpods for a viewer to crawl into and experience their favorite movies and shows in 4D. There are also many AR experiences available to the Jintarians, fully immersing them in fantastical, dramatic, or sensual situations and environments. Jintarians typically become nervous in wide-open spaces, preferring the tight comfort of a hab-complex or tunnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work for Jintarians, however, remains mostly practical and physical. Engineering jobs are an essential part of hab-complexes, with some even managing to work their way back above the clouds to upkeep the floating Cytherean cities. Industrial work is also common, with many factors making shield generators, firearms, and vehicles for exportation. Because of the extremely hostile conditions of Venus and the incredibly quality materials required to build homes on the surface, Jintarian products are known for being highly reliable, durable, and of great quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IPCs enjoy a certain status above even some alien residents of Venus, lofted by the ethereal beauty and flawless movements of a Venusian-made Shell or the ability to make other frames as aesthetically pleasing as possible in the most avant garde ways, to say nothing of how easily they can be manipulated. Under the clouds, robots and IPCs alike are valued for their reliability in an industrial environment, even among potentially shady mining guilds. However, the love of the aesthetic of IPCs does not reach the surface, as those Downstairs consider them more as tools than art. This mentality of IPCs being the ultimate display of artistry or a handy piece of hardware hinders IPCs quite a bit; no free IPCs exist either in the Zone or Downstairs.&lt;br /&gt;
&lt;br /&gt;
===Illegal Surfacers===&lt;br /&gt;
Not all of the people who dwell on the Venusian surface live in hab-complexes. Some have taken like swarms of locusts to the lead-melting wastelands of the planet. These people are mostly miners and illegal traders, blazing on their huge, over-engineered motor and hovercrafts that serve as formidable war machines, functional living bases, and heavy mining rovers all at once. These almost mind-bogglingly complex vehicles are crafted from metal scrap dropped from the Zone and surface wrecks and ruins. Outside of vehicles, extremely robust hardsuits are employed, resembling something closer to antique diving suits than the sleeky, contemporary designs of Tau Ceti. Both rapid-firing PDWs, heavy coilguns, and super-sized kinetic accelerators are employed on foot as well. Convoys of tank-bases are typically followed by herds of Yudina, a burrowing Venusian beast. These creatures can grow up to thirty feet long, lack eyes, and have very thick skin. Their massive claws make quick work of the virgin surface, exposing wealths of natural resources, partially through their digestive processes.&lt;br /&gt;
&lt;br /&gt;
While initially many operated independently and gunned down each other on sight, eventually a proper organization with a division of labor formed quickly. Simply called the Venusian Company, they found black market deals more lucrative than selling materials to megacorporations. The Company presents themselves as a somewhat-corporate organization and has constructed static bases across the surface of Venus to house families. As they attempted to expand further from Venus, the Company faced difficulty as a known criminal faction. Thus, they formally established and registered the Azulite Mining Guild, pretending to be a small mining company. The Azulite Mining Guild got a relatively large number of holdings in the Sol system, owning large patches of land on Mercury, and plenty of various entire moons of Saturn and Jupiter. The Company, however, withholds a fair share of the profits, leading to the formation of many small, rebellious gangs. However, there has been no successful joined effort to create a proper opposing faction. The Company usually attempts to destroy gang vehicles on sight making many of these gangs arm themselves to the teeth. Alternatively, some like the Masquers gang, named after a famous Zone-made movie, employ ragtag cloaking technology to conduct their operations covertly.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
The class divided on Venus between Cythereans and Jintarians is evident even in their clothes. Cythereans often wear avant garde, nearly-impractical clothing while Jintarians usually perfer comfort and function over style.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Cytherean Fashion  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;There a number of Cytherean fashion trends just entering the public eye, being sold by stores, and falling out of fashion at any time. Anything a non-Cytherean can put together that is appealing to the eye, and sometimes not, has been the height of fashion at some point somewhere in the clouds. There are a few popular looks and rules Cytherean fashion tends to follow, though.&lt;br /&gt;
&lt;br /&gt;
The most important rule for an aspiring Cytherean fashionista is that the best part of the body is the skin. A lot of clean, unblemished, hairless skin is shown in Cytherean fashion whether it be through a high-slit dress, a translucent button-up shirt, a pair of short shorts, a fitted tank top, or a low cut blouse. More masculine figures tend to show off the upper body, especially the arms, while more feminine looks show off the lower body, specifically the legs. It should be noted that showing too much skin is a great faux pas; looks are often balanced so that if a lot of the upper body is shown, the lower body is mostly covered.&lt;br /&gt;
&lt;br /&gt;
Another important note that while minor body modifications are considered fine, a more natural appearance is preferred. Body-sculpting procedures are common, especially among celebrities. The most common body-sculpting procedures include improving facial features and structure, removing all body hair “below the eyelashes”, tightening the skin, removing excess body fat, enhancing or emphasizing musculature, and balancing body proportions, usually in favor of the legs. However, extensive piercing, more extreme body-sculpting, heavy tattooing, and other modifications that break the “pure skin” rule are frowned upon. In particular, tattooing, even minor tattooing in some cases, is considered unsightly due to its long-standing connection with criminals.&lt;br /&gt;
&lt;br /&gt;
The source of many trends has stemmed from Binyaria’s Parabing District, named “wankukai” trends. Wankukai clothes are either what’s popular in the Parabing clubbing scene or, less popularly, something slightly more appropriate for streetwear. Masculine looks often have plain, solid colored pants in dark colors with slim, usually designer belts, and often have simple dress shoes or sneakers. Translucent button-ups with LED or neon-tubing designs up the arms or across the chest are popular, as well as similarly designed, fitted tank tops to accentuate the arms. Some even elect to go shirtless. Suit jackets matching one’s pants are also common, as well as leather jackets with LED or neon designs on the back. As for more femme looks, miniskirts, short shorts, and, for the brave, microskirts are commonplace, often paired with simple, low heels, flats, or sneakers. Colorful dress shirts, qipao blouses, and standard blouses are all common as well, featuring designs similar to masculine looks. Dresses of all lengths usually have a high-slit, reaching all the way up the thigh, and are often intricately decorated with LED and neon-tubing. Though suit jackets and leather jackets with designs are common among feminine looks as well, they are occasionally cropped to just below or at the ribs.&lt;br /&gt;
&lt;br /&gt;
Recently, there has been a rise in traditional and “neo-traditional” clothes. For example, “faying” dresses and suits are based off Victorian Era British and French formalwear, but modified to better fit today’s fast paced society. Faying are less restrictive and faying dresses in particular have a much smaller bell skirt and are occasionally shortened to the mid-calf or knee. Another example are “neo-hanbok”, which are the traditional Korean hanbok similarly updated like faying. Feminine hanbok have a thinner bell and sometimes have a shorter skirt and masculine hanbok often have tighter sleeves and a pair of pants and vest instead of a robe. Another popular look is to add LED lighting, neon graphics, or simply different colors. Standard qipao/cheongsam, changshan, kimono, and yukata are also staples among the traditional fashion movement.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Jintarian Fashion  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Due to the rough life on the Venusian surface, Jintarian fashion is mostly practical. For the most part, Jintarians wear simple jumpsuits, overalls, t-shirts, and jeans. It is not uncommon, though, for Jintarians to decorate their clothes with pins, badges, armbands, or graphics. Military-style, bomber, and leather jackets are also common among fashion-forward Jintarians. Among Jintarian freerunners, it is a sort of tradition to hide one’s identity. Generally, freerunners wear fitted hoodies, plain athletic shorts, running shoes, and either a blank mask or a combination of an air mask and a lowered baseball cap, sunglasses, or tight beanie.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ethnicity on Venus==&lt;br /&gt;
===Cytherean===&lt;br /&gt;
The average Cytherean look is:&lt;br /&gt;
* Skin Tone: 50 - 140&lt;br /&gt;
* Average Height: 5&#039;9&amp;quot; - 6&#039;3&amp;quot; / 175 cm - 190 cm&lt;br /&gt;
* Black to dark brown hair, though often dyed.&lt;br /&gt;
* Dark brown to light brown eyes.&lt;br /&gt;
===Jintarian===&lt;br /&gt;
The average Jintarian look is:&lt;br /&gt;
* Skin Tone: 1 - 50&lt;br /&gt;
* Average Height: 5&#039;3&amp;quot; - 5&#039;9&amp;quot; / 160 cm - 175 cm&lt;br /&gt;
* Black to dark brown hair.&lt;br /&gt;
* Dark brown to light brown eyes.&lt;br /&gt;
&lt;br /&gt;
Jintarians raised on Venus usually have broad, thick builds due to the pressure of the atmosphere.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
As with all Solarian holdings, Venus has a representative, currently Heidi Kim, in the SolGov Senate who handles most of the world&#039;s interaction with the Sol Alliance as a whole. At the planetary level, Venus is a Democratic Populist Technocracy. Each aerostat and surface habitat has its own elected governor who presides over a council. The council size varies from place to place, based on the population of the habitat. The high number of science personnel mixed with the planet’s celebrity-worship culture has lead to many influential scientists, celebrities, or some of both generally being elected. Many governors and councillors are elected via popularity and easily carry out their manifestos with gusto, lacking any real public opposition due to their position. Commercial and industrial industries are rarely targeted and thus remain stable, ensuring the planets profitability to the Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
The Sol Alliance military handles all affairs of planetary defense, with the exception of only the VHEC Reg. Venus Hazardous Environment Combat Regiment or &amp;quot;VHEC Reg&amp;quot;. Trained for orbital insertion into extremely hostile and hazardous environments, VHEC Reg serves as a Venusian special forces group. Recruits are trained in close quarter combat and are unsurpassed in their field with many hopefuls applying every month from across the Sol Alliance.&lt;br /&gt;
The Venusian military is highly skilled, although only theoretically. It is noted that historically, they have had little to no actual combat experience.&lt;br /&gt;
See [[Sol Alliance Military]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Most of the early history of Venus has been lost to the ages, with the Cythereans viewing it as unimportant. However, it is generally accepted that the first aerostats were constructed for scientific purposes. The first built, and the largest even today, was Binyaria. The surfacer habitation complexes were built much later on, and all of them originally featured tethers to the aerostats before more efficient stabilization technology was made. The disposal of these planetary tethers allowed for the Jintarians to be gradually forgotten by mainstream Cytherean society.&lt;br /&gt;
&lt;br /&gt;
==Potential Character Concepts==&lt;br /&gt;
&#039;&#039;&#039;Characters from Venus are likely to:&#039;&#039;&#039;&lt;br /&gt;
* Have worked with or used products by Zeng-Hu Pharmaceuticals, Einstein Engines, and Necropolis Industries.&lt;br /&gt;
* Either value beauty or efficiency very highly.&lt;br /&gt;
* Have positive feelings towards IPCs, especially Shells or industrial frames.&lt;br /&gt;
* Speak Sol Common.&lt;br /&gt;
&#039;&#039;&#039;Here is an example character from Venus:&#039;&#039;&#039;&lt;br /&gt;
* Chia-ling “Novae” Soyer, 21, is a bartender currently employed for the NSS Aurora. She is a bit airy and blunt, but is a friendly person at heart.&lt;br /&gt;
* Novae is about 5’11” and has a slender build with long legs and is about 140 lbs. She has excellent posture and her movements are trained and graceful. She has dark brown eyes and long, curly white hair that is naturally dark brown. Her nails are somewhat long and intricately decorated with bright novae.&lt;br /&gt;
* Novae was a former idol trainee before a fake but scalding scandal forced her off of Venus. She currently lives in an apartment with her boyfriends in Mendell City. Novae is agnostic. Novae doesn’t understand Tau Ceti politics much, but devoutly believes in equality for everyone, no matter species or synthetic brand.&lt;br /&gt;
* Novae doesn’t know much of alien culture, but is very fond of them and treats them equally. She also tries very hard to make IPCs feel like people, often obviously so.&lt;br /&gt;
* Novae speaks Sol Common and Tau Ceti Basic, and she even knows some Terran English and Mandarin phrases.&lt;br /&gt;
&#039;&#039;&#039;Here is a second example character from Venus:&#039;&#039;&#039;&lt;br /&gt;
Cesar Moon, 33, is a shaft miner working for NanoTrasen. He is reclusive, but always does as he is told.&lt;br /&gt;
* Moon is 5’8” and has a stocky, muscled build, likely 190 lbs. He has fairly defensive posture and a slight hunch, and his movements are fast but awkward. He keeps his black hair buzzed close to his scalp. Due to a rare disease caused by a difficult birth, he had to replace his eyes with prosthetics.&lt;br /&gt;
* Although Moon was born on the surface of Venus and worked for the Company for almost his entire life, he eventually began to fear his employers. He chose Biesel as the place to go to due to its open borders, and currently rents a room on the Odin. Moon is Buddhist. He finds politics somewhat difficult to grasp.&lt;br /&gt;
* Moon has rubbed shoulders with many other alien races in his life and believes that people should be judged by merit, not by species. However, he tends to like Unathi more because of their strict code of honor and has a hard time understanding Dionaea.&lt;br /&gt;
* Moon speaks Sol Common as his main language and has a rocky understanding of Tau Ceti Basic.&lt;br /&gt;
&#039;&#039;&#039;Here is a third example character from Venus:&#039;&#039;&#039;&lt;br /&gt;
* Sunmi Ford, 28, is an engineer currently on the NSS Aurora. She is hardworking and gruff, but has a soft side.&lt;br /&gt;
* Ford is 5’4” and has a lightly muscled build, likely 150 lbs. She has poor posture, and her movements are fast and direct. She keeps her dark brown hair in a short ponytail. Ford has several small scars scattered across her body, as well as one long one up her thigh.&lt;br /&gt;
* Having always hated the cramped, claustrophobic feeling of the Venusian surface, Ford managed to save enough money to go to Earth where she was recruited by NanoTrasen. She lives in a small apartment in Mendell City with her partners and two kids. Ford is Christian. She supports any political idea or reform that will supposedly get her more money in the end.&lt;br /&gt;
* Ford is very practical, not caring for species whatsoever. She does, however, have a strange pull to IPCs, especially Shells.&lt;br /&gt;
* Ford speaks Sol Common and barely has working fluency in Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Venus&amp;diff=11803</id>
		<title>Venus</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Venus&amp;diff=11803"/>
		<updated>2019-05-19T22:16:39Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: fashion summary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[Image:VenusAerostat.jpg|thumb|250px|A view of a newer design of the Cytherean aerostat.]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Venus is a microcosm of Solarian culture with its glittering cities floating above the clouds and a dirty underbelly below them. The capital of Venus is Binyaria, the largest aerostat and home to the best Sol has to offer in holovids, VR, orchestration, engine parts, and weaponry. Cythereans live in the luxurious habitable zone above the clouds. Jintarians live on the surface of Venus far below the Cythereans, both physically and metaphorically. The primary language is Sol Common.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
Venus is an incredibly hot and miserable planet. The mass of its atmosphere is 93 times that of Earth&#039;s, equivalent to the crushing depths of the deep ocean. This atmosphere is extremely thick and toxic, composed primarily of carbon dioxide and nitrogen, and this generates the strongest greenhouse effect in the Solar System, creating an average surface temperature of at least 462 C (864 F). Despite this, there have been genetically-modified organisms introduced to the surface and upper atmosphere that can withstand the extreme conditions, such as the Yudina, otherwise known as the Jintarian Dragon Mole.&lt;br /&gt;
&lt;br /&gt;
A Venusian year lasts 225 Earth days. A normal day on Venus lasts much longer than that of Earth due to the slow rotation, taking 243 Earth days to make one Venusian day. Venus spins backwards when compared to the other planets in the Sol system, causing the sun to rise in the west and set in the east. It rains sulphuric acid on the surface and the atmosphere is so thick that it exerts massive amounts of pressure on the surface. This crushes all but the most structurally reinforced of habitats below the cloud layer, with the rest destroyed by caustic acid rain. The planet hosts massive amounts of volcanic activity, which spew more toxic gases into the atmosphere. Almost no sunlight reaches the surface of the planet, despite the temperature.&lt;br /&gt;
&lt;br /&gt;
==Population and Major Aerostats and Habitats==&lt;br /&gt;
===Binyaria===&lt;br /&gt;
Binyaria, the first and largest aerostat, is widely known as the jewel of Venus and houses just about 19 million people. Those from across the galaxy flock to Binyaria to experience Solarian culture, with tourists roaming the famous Binyarian vineyards and partying into the artificial, neon-lit night. It is widely known that Binyarians don’t get the best first; they make the best first. This reputation of being the most beautiful, the most cultured, the most advanced, and the greatest has lead to an extremely aggressive, cutthroat environment for those looking to get ahead. Actors, idols, politicians, and scientists all face heavy scrutiny by their fellow Binyarians and must constantly keep their mask polished and their persona unbreakable in order to become even the most minor celebrity.&lt;br /&gt;
Like most aerostats, Binyaria is divided into layers, which are further subdivided into districts. The most well known districts on Binyaria are Wajiu District on Layer 1, Chiye-Gyo District on Layer 3, and Parabing District on Layer 6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Binyarian Districts  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Binyaria’s government developed &#039;&#039;&#039;Wajiu District&#039;&#039;&#039; with the utmost care and foresight, leading to the district’s gardens becoming one of the biggest tourist attractions. Pervasive genetic engineering has helped the plants become beautiful, delicious, potent, or a combination of the three and an aesthetic-based design philosophy has only furthered the plants’ appealing appearance. Among these gardens lie the famed Yuyuan Vineyard where tourists flock to see by far the most attractive and artistic garden in Wajiu District and, of course, try the excellent Yuyuan Wine for a discounted price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chiye-Gyo District&#039;&#039;&#039;, similarly, was helped to fame by corporate investment. For a long time, Chiye-Gyo District was in a strange place, being mostly made up lower-middle class housing and failing businesses. The government of Binyaria, set to improve the district, announced that the district would be sold out to corporations. Early on in the redesign of the district, &#039;&#039;&#039;Ingi Usang Entertainment Co.&#039;&#039;&#039; and &#039;&#039;&#039;BP Entertainment Inc.&#039;&#039;&#039;, subsidiaries of NanoTrasen Corporation and Idris Incorporated respectively, invested heavily into Chiye-Gyo District recognizing the emerging celebrity culture of Venus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;InUs&#039;&#039;&#039; and &#039;&#039;&#039;BPEI&#039;&#039;&#039;, as the companies are abbreviated today, formed and debuted various musical groups, all of whom gained a dedicated following whether big or small, and have achieved great financial success. More importantly, however, these pop bands, hip-hop groups, and solo ballad artists helped give rise to the celebrity-based culture Venus is known for today. In more recent years, Amijin-Kyodai Corp. and TakeOff! Entertainment Inc., subsidiaries of Zeng-Hu Pharmaceuticals and Hephaestus Industries respectively, have broken into both the corporate battle and the hearts of Venusians with their own outrageously successful debut artists.&lt;br /&gt;
&lt;br /&gt;
With all of Binyaria’s aspiring artists, it was only a matter of time before &#039;&#039;&#039;Parabing District&#039;&#039;&#039; became as popular as it is today. Though mostly focused on the lower- and middle-class, Parabing District holds a number of high-energy clubs, PC cafes, karaoke joints, laid-back bars, and fast food restaurants, all of which become progressively seedier closer to Binyaria’s hull. The district’s dynamic lighting is paused at midnight, but is lit up by the thousands of neon signs competing for attention.&lt;br /&gt;
&lt;br /&gt;
Furthest from the hull, street food vendors set up their carts and offer drunk food to the exhausted, inerbiatered clubbers on their way out of the district. Toward the center of the district, host and hostess bars offer companionship to the many business people of Binyaria while young, attractive college students advertise themselves for compensated dates nearby outside. Along the hull, brothels hidden behind heavy curtains and tucked into alleys are frequented by people with intricate tattooing and expensive clothing. Anyone can find something fun in Parabing with a bit of luck and cash.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tethering Station Medio===&lt;br /&gt;
Medio is one of the oldest habitation complexes on the surface. Built on Verdandi Corona, Medio was once used as an anchor for an aerostat by the name of Arianrhod, which was destroyed in a long-forgotten incident. Revanchist feelings against Cythereans run particularly strong here, residents still emboldened by their past “victory.” Owing to its various refueling, processing, and recycling facilities, Medio has become a popular stationing for illegal surfacers, their presence only being slightly uncomfortable for residents. Other ventures here tend to be of a manufacturing nature.&lt;br /&gt;
&lt;br /&gt;
===Subterranean Complex 74-F, “Rason”===&lt;br /&gt;
A newer complex, Rason is one of the few built near-completely underground with only a single observational spire above the rocky surface. Civilian affairs here primarily deal in textiles and hydroponics, the work rather strenuous. Long hours are devoted to the creation of expensive clothes, polychromic fabrics, and holographic inlays that workers will never wear. A popular hobby is freerunning with a monthly (based on Terran months) Climb The Complex competition held where citizens must start at the bottom of the complex and make it all the way to the top of the spire. &lt;br /&gt;
&lt;br /&gt;
Dropped from orbit around thirty years ago, Rason’s impact and construction were based around a promising xenoarcheological find, which was nearly destroyed. It is said that partial ruins exist around Rason’s depth of 200 feet (~61 meters); despite having no publicly known entrances, many xenoarcheologists have disappeared underneath the complex. Often the dwellers of the complex have described seeing shadowy, vaguely humanoid figures walking around in their dreams. The figures have reportedly murdered people in their dreams by whispering a single, incomprehensible word that causes great agony and distress which vanishes once the dreamer awakens.&lt;br /&gt;
Diaspar City&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 13.1% Cytherean&lt;br /&gt;
* 21.8% Jintarian&lt;br /&gt;
* 63.8% Other Human Ethnicities&lt;br /&gt;
* 0.9% Skrell&lt;br /&gt;
* 0.2% Tajara&lt;br /&gt;
* 0.2% Unathi&lt;br /&gt;
&lt;br /&gt;
===Cytherean Culture===&lt;br /&gt;
Cythereans dwell in aerostats floating in the habitable layer, nicknamed “the Zone”, above the sulphuric acid clouds masking the surface. These floating cities are primarily held in place by their natural oxygen content and large bags of hydrogen. Though varying in size, the largest aerostats are no bigger than four miles across. Many take the shape of an upside down teardrop. The topmost section hosts a large, open-air park dedicated to help with the claustrophobic feelings in the aerostats and to maintaining a large amount of oxygen to keep the city afloat in the carbon dioxide. Below the park lies a mass of apartments, offices, shops, and other-such buildings arranged in a similar fashion to a shopping mall. There are numerous open spaces built into aerostats that provide both public space for citizens and more air chambers for buoyancy. Aerostats are mobile, possessing both microthrusters and rudders for stability and the occasional docking with surface elevators or tethers. The other less common format of aerostats are donut-shaped and are used for the immensely lucrative farming business. These aerostats are equipped to collect sulphuric acid and carbon dioxide from the atmosphere, often taking cloud dives to produce fertilizer and water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Despite their precarious living situation, Cytherean Venus is the primary pop culture center of Sol, with a populace often dressed in bright, dramatic clothing. Many Solarian celebrities either live or were born on one of Venus’s aerostats, growing up in the privileged Cytherean culture. The best actors, comedians, chefs, musicians, and pop stars enjoy almost constant coverage on holo-screens, only occasionally replaced by adverts for startup beauty products, cutting-edge gaming hardware, or the newest diet fad. These celebrities enjoy high class treatment and something akin to worship from the Cythereans. Many come from across the galaxy, human and alien alike, seeking to turn their fortunes around. However, Cythereans are not immune to poverty and hardship in their laissez-faire society. Those looking to become the next big thing sometimes wind up on the opposite end of the spectrum, relying on morally and legally ambiguous means to get by. Aliens, although welcome, are typically sidelined in favor of human actors and models due to most moguls desiring to “play it safe”. They are typically seen as understudies, extras, dancers, and occasionally backup singers or instrumentalists. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Cytherean environment is very cutthroat as both culture and copyright law change rapidly to suit whoever is rich and whatever is popular at the time in any given arcology, given the heavy celebrity-based culture. Law enforcement, while much more strict and present than on the surface, are easily evaded. In the end, one can get away with almost anything as long as one has the right contacts and enough money. The party culture thrives in the aerostats, with the grand cocktail parties and fundraising schmooze-fests toward the top of teardrop slowly fading into the high-energy festivals and drug-fueled orgies of the lower sections. Toward the top, one can overhear the latest gossip and glimpse envelopes of credits sliding under tables. Toward the bottom, one can see the most hedonistic displays of luxury and passionate kisses passing the newest street pill.&lt;br /&gt;
&lt;br /&gt;
Though many work in the entertainment industry as stars and producers, there are great opportunities for a Cytherean scientist. The development of pharmaceutical drugs and new medicines is a common field for Cytherean scientists, with a booming genetic engineering field to aid residents on Venus. There are also a fairly large number of farmers and gardeners from Venus, some of whom leave the planet more a more relaxed atmosphere. Many of these scientists are enticed to NanoTrasen by recruiters.&lt;br /&gt;
&lt;br /&gt;
In Cytherean Venus, it&#039;s a sort of faux pas to even mention the surface dwellers. It is a known secret that there are many below scraping by in constant hardship, though very few offworlders other than criminals know much of the true life of a surface dweller.&lt;br /&gt;
&lt;br /&gt;
Cytherean farmers living in the donut-shaped aerostats are a different bunch. With much of the farming rings are dedicated solely to growing crops, the living quarters of donut dwellers are somewhat more open, and very scenic. Farmers often come from families with a history in hydroponics and are usually raised to carry on the family legacy. Typically, these aerostats take on a country-clubesque approach, having just as egotistical an atmosphere as typical Cytherean environments: wealthy farmers with massive crop arrangements; automated sprayers; and plenty of robots, aliens, and otherwise-poor Surfacers to help out. Freetime is ample, and this is spent on all sorts of frivolities: shooting, swimming, Terran and alien animal husbandry, playing sports, and doing plenty of social activities. Life here can be just as stratified as the teardrop aerostats with dwellers either being “members” or “helpers” depending on their connections and charisma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jintarian Culture===&lt;br /&gt;
Despite the crushing pressure and the lead-melting hellscape that is the surface of Venus, colloquially known as Downstairs, many habitats exist there. Compared to the many independent cities that lurk above the cloud layer, there are few individual habitats, with many often structured as sprawling complexes. Hab-complexes tend to lack windows due to the immense pressure and the windows that do exist are primarily in the form of thick, expensive borosilicate used solely in expensive observatories. Greenery aided by artificial means are a common sight in these complexes. Lighting is tuned to simulate a relatively Earth-like environment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those on the Venusian surface tend to be researchers, foreigners who couldn’t make it in the floating Cytherean palaces, or criminals from the cloud layer. The desolation of the Venusian surface has lead to a culture focused on escapism. Craftworks, holodecks, and stadium-complexes are commonplace. Parkour and freerunning are also popular pastimes, with annual and casual competitions often held in holodecks. Jintarian runners duck through cramped maintenance shafts, shimmy inside air vents, and slide through industrial complexes. Following pop culture fed in through the cloud layer, though, is the primary means of forgetting the surface hellscape. There are also Screenpod Studios housing dozens of Screenpods for a viewer to crawl into and experience their favorite movies and shows in 4D. There are also many AR experiences available to the Jintarians, fully immersing them in fantastical, dramatic, or sensual situations and environments. Jintarians typically become nervous in wide-open spaces, preferring the tight comfort of a hab-complex or tunnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work for Jintarians, however, remains mostly practical and physical. Engineering jobs are an essential part of hab-complexes, with some even managing to work their way back above the clouds to upkeep the floating Cytherean cities. Industrial work is also common, with many factors making shield generators, firearms, and vehicles for exportation. Because of the extremely hostile conditions of Venus and the incredibly quality materials required to build homes on the surface, Jintarian products are known for being highly reliable, durable, and of great quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IPCs enjoy a certain status above even some alien residents of Venus, lofted by the ethereal beauty and flawless movements of a Venusian-made Shell or the ability to make other frames as aesthetically pleasing as possible in the most avant garde ways, to say nothing of how easily they can be manipulated. Under the clouds, robots and IPCs alike are valued for their reliability in an industrial environment, even among potentially shady mining guilds. However, the love of the aesthetic of IPCs does not reach the surface, as those Downstairs consider them more as tools than art. This mentality of IPCs being the ultimate display of artistry or a handy piece of hardware hinders IPCs quite a bit; no free IPCs exist either in the Zone or Downstairs.&lt;br /&gt;
&lt;br /&gt;
===Illegal Surfacers===&lt;br /&gt;
Not all of the people who dwell on the Venusian surface live in hab-complexes. Some have taken like swarms of locusts to the lead-melting wastelands of the planet. These people are mostly miners and illegal traders, blazing on their huge, over-engineered motor and hovercrafts that serve as formidable war machines, functional living bases, and heavy mining rovers all at once. These almost mind-bogglingly complex vehicles are crafted from metal scrap dropped from the Zone and surface wrecks and ruins. Outside of vehicles, extremely robust hardsuits are employed, resembling something closer to antique diving suits than the sleeky, contemporary designs of Tau Ceti. Both rapid-firing PDWs, heavy coilguns, and super-sized kinetic accelerators are employed on foot as well. Convoys of tank-bases are typically followed by herds of Yudina, a burrowing Venusian beast. These creatures can grow up to thirty feet long, lack eyes, and have very thick skin. Their massive claws make quick work of the virgin surface, exposing wealths of natural resources, partially through their digestive processes.&lt;br /&gt;
&lt;br /&gt;
While initially many operated independently and gunned down each other on sight, eventually a proper organization with a division of labor formed quickly. Simply called the Venusian Company, they found black market deals more lucrative than selling materials to megacorporations. The Company presents themselves as a somewhat-corporate organization and has constructed static bases across the surface of Venus to house families. As they attempted to expand further from Venus, the Company faced difficulty as a known criminal faction. Thus, they formally established and registered the Azulite Mining Guild, pretending to be a small mining company. The Azulite Mining Guild got a relatively large number of holdings in the Sol system, owning large patches of land on Mercury, and plenty of various entire moons of Saturn and Jupiter. The Company, however, withholds a fair share of the profits, leading to the formation of many small, rebellious gangs. However, there has been no successful joined effort to create a proper opposing faction. The Company usually attempts to destroy gang vehicles on sight making many of these gangs arm themselves to the teeth. Alternatively, some like the Masquers gang, named after a famous Zone-made movie, employ ragtag cloaking technology to conduct their operations covertly.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
The class divided on Venus between Cythereans and Jintarians is evident even in their clothes. Cythereans often wear avant garde, nearly-impractical clothing while Jintarians usually perfer comfort and function over style.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Cytherean Fashion  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;There a number of Cytherean fashion trends just entering the public eye, being sold by stores, and falling out of fashion at any time. Anything a non-Cytherean can put together that is appealing to the eye, and sometimes not, has been the height of fashion at some point somewhere in the clouds. There are a few popular looks and rules Cytherean fashion tends to follow, though.&lt;br /&gt;
&lt;br /&gt;
The most important rule for an aspiring Cytherean fashionista is that the best part of the body is the skin. A lot of clean, unblemished, hairless skin is shown in Cytherean fashion whether it be through a high-slit dress, a translucent button-up shirt, a pair of short shorts, a fitted tank top, or a low cut blouse. More masculine figures tend to show off the upper body, especially the arms, while more feminine looks show off the lower body, specifically the legs. It should be noted that showing too much skin is a great faux pas; looks are often balanced so that if a lot of the upper body is shown, the lower body is mostly covered.&lt;br /&gt;
&lt;br /&gt;
Another important note that while minor body modifications are considered fine, a more natural appearance is preferred. Body-sculpting procedures are common, especially among celebrities. The most common body-sculpting procedures include improving facial features and structure, removing all body hair “below the eyelashes”, tightening the skin, removing excess body fat, enhancing or emphasizing musculature, and balancing body proportions, usually in favor of the legs. However, extensive piercing, more extreme body-sculpting, heavy tattooing, and other modifications that break the “pure skin” rule are frowned upon. In particular, tattooing, even minor tattooing in some cases, is considered unsightly due to its long-standing connection with criminals.&lt;br /&gt;
&lt;br /&gt;
The source of many trends has stemmed from Binyaria’s Parabing District, named “wankukai” trends. Wankukai clothes are either what’s popular in the Parabing clubbing scene or, less popularly, something slightly more appropriate for streetwear. Masculine looks often have plain, solid colored pants in dark colors with slim, usually designer belts, and often have simple dress shoes or sneakers. Translucent button-ups with LED or neon-tubing designs up the arms or across the chest are popular, as well as similarly designed, fitted tank tops to accentuate the arms. Some even elect to go shirtless. Suit jackets matching one’s pants are also common, as well as leather jackets with LED or neon designs on the back. As for more femme looks, miniskirts, short shorts, and, for the brave, microskirts are commonplace, often paired with simple, low heels, flats, or sneakers. Colorful dress shirts, qipao blouses, and standard blouses are all common as well, featuring designs similar to masculine looks. Dresses of all lengths usually have a high-slit, reaching all the way up the thigh, and are often intricately decorated with LED and neon-tubing. Though suit jackets and leather jackets with designs are common among feminine looks as well, they are occasionally cropped to just below or at the ribs.&lt;br /&gt;
&lt;br /&gt;
Recently, there has been a rise in traditional and “neo-traditional” clothes. For example, “faying” dresses and suits are based off Victorian Era British and French formalwear, but modified to better fit today’s fast paced society. Faying are less restrictive and faying dresses in particular have a much smaller bell skirt and are occasionally shortened to the mid-calf or knee. Another example are “neo-hanbok”, which are the traditional Korean hanbok similarly updated like faying. Feminine hanbok have a thinner bell and sometimes have a shorter skirt and masculine hanbok often have tighter sleeves and a pair of pants and vest instead of a robe. Another popular look is to add LED lighting, neon graphics, or simply different colors. Standard qipao/cheongsam, changshan, kimono, and yukata are also staples among the traditional fashion movement.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Jintarian Fashion  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Due to the rough life on the Venusian surface, Jintarian fashion is mostly practical. For the most part, Jintarians wear simple jumpsuits, overalls, t-shirts, and jeans. It is not uncommon, though, for Jintarians to decorate their clothes with pins, badges, armbands, or graphics. Military-style, bomber, and leather jackets are also common among fashion-forward Jintarians. Among Jintarian freerunners, it is a sort of tradition to hide one’s identity. Generally, freerunners wear fitted hoodies, plain athletic shorts, running shoes, and either a blank mask or a combination of an air mask and a lowered baseball cap, sunglasses, or tight beanie.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ethnicity on Venus==&lt;br /&gt;
===Cytherean===&lt;br /&gt;
The average Cytherean look is:&lt;br /&gt;
* Skin Tone: 50 - 140&lt;br /&gt;
* Average Height: 5&#039;9&amp;quot; - 6&#039;3&amp;quot; / 175 cm - 190 cm&lt;br /&gt;
* Black to dark brown hair, though often dyed.&lt;br /&gt;
* Dark brown to light brown eyes.&lt;br /&gt;
===Jintarian===&lt;br /&gt;
The average Jintarian look is:&lt;br /&gt;
* Skin Tone: 1 - 50&lt;br /&gt;
* Average Height: 5&#039;3&amp;quot; - 5&#039;9&amp;quot; / 160 cm - 175 cm&lt;br /&gt;
* Black to dark brown hair.&lt;br /&gt;
* Dark brown to light brown eyes.&lt;br /&gt;
&lt;br /&gt;
Jintarians raised on Venus usually have broad, thick builds due to the pressure of the atmosphere.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
As with all Solarian holdings, Venus has a representative, currently Heidi Kim, in the SolGov Senate who handles most of the world&#039;s interaction with the Sol Alliance as a whole. At the planetary level, Venus is a Democratic Populist Technocracy. Each aerostat and surface habitat has its own elected governor who presides over a council. The council size varies from place to place, based on the population of the habitat. The high number of science personnel mixed with the planet’s celebrity-worship culture has lead to many influential scientists, celebrities, or some of both generally being elected. Many governors and councillors are elected via popularity and easily carry out their manifestos with gusto, lacking any real public opposition due to their position. Commercial and industrial industries are rarely targeted and thus remain stable, ensuring the planets profitability to the Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
The Sol Alliance military handles all affairs of planetary defense, with the exception of only the VHEC Reg. Venus Hazardous Environment Combat Regiment or &amp;quot;VHEC Reg&amp;quot;. Trained for orbital insertion into extremely hostile and hazardous environments, VHEC Reg serves as a Venusian special forces group. Recruits are trained in close quarter combat and are unsurpassed in their field with many hopefuls applying every month from across the Sol Alliance.&lt;br /&gt;
The Venusian military is highly skilled, although only theoretically. It is noted that historically, they have had little to no actual combat experience.&lt;br /&gt;
See [[Sol Alliance Military]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Most of the early history of Venus has been lost to the ages, with the Cythereans viewing it as unimportant. However, it is generally accepted that the first aerostats were constructed for scientific purposes. The first built, and the largest even today, was Binyaria. The surfacer habitation complexes were built much later on, and all of them originally featured tethers to the aerostats before more efficient stabilization technology was made. The disposal of these planetary tethers allowed for the Jintarians to be gradually forgotten by mainstream Cytherean society.&lt;br /&gt;
&lt;br /&gt;
==Potential Character Concepts==&lt;br /&gt;
&#039;&#039;&#039;Characters from Venus are likely to:&#039;&#039;&#039;&lt;br /&gt;
* Have worked with or used products by Zeng-Hu Pharmaceuticals, Einstein Engines, and Necropolis Industries.&lt;br /&gt;
* Either value beauty or efficiency very highly.&lt;br /&gt;
* Have positive feelings towards IPCs, especially Shells or industrial frames.&lt;br /&gt;
* Speak Sol Common.&lt;br /&gt;
&#039;&#039;&#039;Here is an example character from Venus:&#039;&#039;&#039;&lt;br /&gt;
* Chia-ling “Novae” Soyer, 21, is a bartender currently employed for the NSS Aurora. She is a bit airy and blunt, but is a friendly person at heart.&lt;br /&gt;
* Novae is about 5’11” and has a slender build with long legs and is about 140 lbs. She has excellent posture and her movements are trained and graceful. She has dark brown eyes and long, curly white hair that is naturally dark brown. Her nails are somewhat long and intricately decorated with bright novae.&lt;br /&gt;
* Novae was a former idol trainee before a fake but scalding scandal forced her off of Venus. She currently lives in an apartment with her boyfriends in Mendell City. Novae is agnostic. Novae doesn’t understand Tau Ceti politics much, but devoutly believes in equality for everyone, no matter species or synthetic brand.&lt;br /&gt;
* Novae doesn’t know much of alien culture, but is very fond of them and treats them equally. She also tries very hard to make IPCs feel like people, often obviously so.&lt;br /&gt;
* Novae speaks Sol Common and Tau Ceti Basic, and she even knows some Terran English and Mandarin phrases.&lt;br /&gt;
&#039;&#039;&#039;Here is a second example character from Venus:&#039;&#039;&#039;&lt;br /&gt;
Cesar Moon, 33, is a shaft miner working for NanoTrasen. He is reclusive, but always does as he is told.&lt;br /&gt;
* Moon is 5’8” and has a stocky, muscled build, likely 190 lbs. He has fairly defensive posture and a slight hunch, and his movements are fast but awkward. He keeps his black hair buzzed close to his scalp. Due to a rare disease caused by a difficult birth, he had to replace his eyes with prosthetics.&lt;br /&gt;
* Although Moon was born on the surface of Venus and worked for the Company for almost his entire life, he eventually began to fear his employers. He chose Biesel as the place to go to due to its open borders, and currently rents a room on the Odin. Moon is Buddhist. He finds politics somewhat difficult to grasp.&lt;br /&gt;
* Moon has rubbed shoulders with many other alien races in his life and believes that people should be judged by merit, not by species. However, he tends to like Unathi more because of their strict code of honor and has a hard time understanding Dionaea.&lt;br /&gt;
* Moon speaks Sol Common as his main language and has a rocky understanding of Tau Ceti Basic.&lt;br /&gt;
&#039;&#039;&#039;Here is a third example character from Venus:&#039;&#039;&#039;&lt;br /&gt;
* Sunmi Ford, 28, is an engineer currently on the NSS Aurora. She is hardworking and gruff, but has a soft side.&lt;br /&gt;
* Ford is 5’4” and has a lightly muscled build, likely 150 lbs. She has poor posture, and her movements are fast and direct. She keeps her dark brown hair in a short ponytail. Ford has several small scars scattered across her body, as well as one long one up her thigh.&lt;br /&gt;
* Having always hated the cramped, claustrophobic feeling of the Venusian surface, Ford managed to save enough money to go to Earth where she was recruited by NanoTrasen. She lives in a small apartment in Mendell City with her partners and two kids. Ford is Christian. She supports any political idea or reform that will supposedly get her more money in the end.&lt;br /&gt;
* Ford is very practical, not caring for species whatsoever. She does, however, have a strange pull to IPCs, especially Shells.&lt;br /&gt;
* Ford speaks Sol Common and barely has working fluency in Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sol&amp;diff=11802</id>
		<title>Sol</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sol&amp;diff=11802"/>
		<updated>2019-05-19T22:00:57Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: no it&amp;#039;s not farmworld&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Toc_right}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Being the birthplace of [[Timeline of Humanity]], the Sol System and holding over 22 billion inhabitants, the Sol System is the bustling core of the [[Sol Alliance]]. It holds the oldest human colonies dating back to the 22nd century. It is considered the metropolis of human space and holds the Core Worlds. The venerable age of the human settlements means many of them have gone through many changes and shifts throughout the ages. Despite holding the bulk of the Alliances&#039; shrinking middle class, extreme wealth disparities exist, which have proven to be a constant source of contention.&lt;br /&gt;
&lt;br /&gt;
Sol also holds the official capital of the Sol Alliance, [[Unity Station]], in orbit of [[Earth]].&lt;br /&gt;
&lt;br /&gt;
The star Sol is a stable G-class main-sequence yellow dwarf star classified in the spectral class of G2. It is almost 4.5 billion years old and has eight planets in orbit around it as well as other bodies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Planets and Major Bodies==&lt;br /&gt;
&lt;br /&gt;
===Mercury (Sol I)===&lt;br /&gt;
Mercury is the nearest planet in orbit around Sol. It completes one full revolution around its parent star every 88 standard days, and has a day that is a little more than 58.6 standard days long. It is a small terrestrial planet, being smaller than Earth’s moon. It’s surface is pitted with craters from eons of meteor impacts. The planet has a very thin exosphere composed of mainly oxygen, though it it much too thin to sustain any form of life. Mercury experiences wild variation in terms of surface temperature, with its daytime side reaching temperatures of 430 °C, and the night side dropping to the range of -180 °C. The planet faces constant bombardment from small meteors and solar wind, with no atmosphere thick enough to prevent it. No attempts were ever made to colonize the planet due to its utter lack of resources and extreme conditions, but manned scientific expeditions are rare. Civilian travel is not advised.&lt;br /&gt;
&lt;br /&gt;
===[[Venus|Venus (Sol II)]]===&lt;br /&gt;
[[Image:Venera.jpg|thumb|250px|The surface of Venus is uninhabitable to humans, yet the population thrives.]]Venus is the second terrestrial planet in the Sol system. A Venusian year lasts 225 standard days, while a Venusian day is longer, at 243 standard days. Venus spins retrograde when compared to the other planets in the Sol system, causing the sun to rise in the west and set in the east in its sky. Venus has an extremely thick and toxic atmosphere while its surface is an incredibly hostile environment.&lt;br /&gt;
&lt;br /&gt;
Despite this, the upper atmosphere is known to be calm. Most colonies on Venus take either the form of floating aerostats, or bulky habitation complexes on the surface. While the temperature here is still a blistering 75C, some of the sealed, floating colonies tend to specialize in using the atmosphere&#039;s massive concentration of C02 to cultivate extremely bountiful hydroponic farms.&lt;br /&gt;
&lt;br /&gt;
===[[Earth|Earth (Sol III)]]===&lt;br /&gt;
[[Image:Earth_greencity.jpg|thumb|250px|Earth is the homeworld of humanity. Despite several upheavals, it has made a dramatic recovery.]] &lt;br /&gt;
&lt;br /&gt;
Earth is the third planet out from Sol. Earth has since regained its status as the jewel of humanity; it&#039;s central and arguably most important world. Earth is a Garden world, harboring millions of unique species of flora and fauna. It possesses extremely diverse ecosystems, with huge deserts, sprawling tundra, massive mountain ranges, rolling grasslands, and thick swaths of tropical rain forest. 71% of the Earth’s surface is covered in salt water while massive lakes of fresh water are found within continental areas. Humanity&#039;s home world is densely inhabited and every corner of the planet has a long, well-recorded history and culture.&lt;br /&gt;
&lt;br /&gt;
Earth is home to a stable 19 billion humans and a small non-human population. The planet suffers from moderate space debris in high-orbit, a consequence of centuries of space travel. The Alliance maintains a significant naval presence around the planet.&lt;br /&gt;
&lt;br /&gt;
Earth has one moon, Luna, which has developed into a fully fledged state of the Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
====[[Luna]]====&lt;br /&gt;
[[Image:Luna Biodomes.png|thumb|250px|A photograph of Harmony City and the Harmony Biodome. Luna&#039;s subterranean and domed cities are connected by environmentally sealed subways.]]&lt;br /&gt;
Luna is the sole moon of Earth. It is tidally locked to its parent and makes a complete revolution every 28 standard days. It formed when a rogue planetoid collided with Earth during the early stages of its formation. The moon came together from the resultant orbital debris. Luna was the first target of spacefaring humans as they pierced the outer layers of the atmosphere. It was largely ignored until the age of FTL travel and colonization, when small colonies were established, mostly as refueling and launching posts for re-entry craft. &lt;br /&gt;
&lt;br /&gt;
Luna is something of a mishmash of human society. It&#039;s population is roughly split between descendants of refugees and immigrants from Earth, and &#039;native&#039; Lunans who settled in their subterranean cities over a century ago.&lt;br /&gt;
&lt;br /&gt;
Luna, being directly administered by the Alliance, has an elected governor.&lt;br /&gt;
&lt;br /&gt;
===[[Mars|Mars (Sol IV)]]===&lt;br /&gt;
[[Image:Mars_Biodomes.jpg|thumb|250px|Most of Mars&#039; residents inhabit sprawling megacities containing up to half a billion individuals.]]&lt;br /&gt;
Mars is the fourth planet out from Sol. A Martian day is only slightly longer than a standard day at 25 standard hours, but the Martian year is 687 standard days long. It is the outermost terrestrial planet in the Sol system. It is known as the Red Planet, because the iron-rich dust that covers most of the planet’s surface gives it a reddish tinge that was visible to the naked eyes of astronomers on Earth in ancient times. Mars had a thin atmosphere, but centuries of terraforming efforts have made it breathable. &lt;br /&gt;
&lt;br /&gt;
Mars was a target of one of the first bodies colonized by humanity. It&#039;s population swelled in the early days of the Second Space Age.&lt;br /&gt;
&lt;br /&gt;
Mars has suffered two catastrophes while colonized: the abrupt failure of its terraforming infrastructure and widespread damage as a result of the First Interstellar War, when most of the planet attempted to secede from the Alliance. Mars is home to millions of descendants of refugees, cramped in centuries old bio domes or ruins. Yet Mars has proved resilient and today is one of the most populated worlds in human space with a highly advanced economy. Areas of the planet have been fully terraformed, allowing for massive, open air cities. These tend to be near the coastal areas.&lt;br /&gt;
&lt;br /&gt;
The planetary capital of Mars is Olympia, located within the Galle Crater Terraformed Zone, but a majority of senior administration facilities and personnel reside in orbit on New Concordia station.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Belt===&lt;br /&gt;
[[Image:icemining.png|thumb|250px|Asteroid mining is a lucrative business among Sol&#039;s asteroid belt.]]&lt;br /&gt;
&lt;br /&gt;
The Asteroid Belt is an area around Sol where thousands of rocky bodies, too small to be called planets or even dwarf planets, orbit. The zone encompasses an area between 2.2 AU and 3.2 AU away from Sol. The asteroids in the belt are rich in precious and semi-precious metals, hydrogen and water. The density of asteroids in the zone is relatively low, which was an important factor in allowing asteroid mining companies to establish footholds. The oldest and largest of these asteroid mining companies is the Beltway Mining Company, which has claimed the rights to mine most of the Asteroid Belt. Other fledgeling companies have often been pushed out through strategic economic maneuvers, intimidation, and sometimes force. Beltway has a main base located on the planetoid Ceres, the largest body in the asteroid belt. Over the years, the planetoid has been hollowed out by intensive mining operations, and now serves as a massive complex that the rest of their operations are based out of. Roughly 7 million people reside in the asteroid belt.&lt;br /&gt;
&lt;br /&gt;
===[[Jupiter|Jupiter (Sol V)]]===&lt;br /&gt;
&lt;br /&gt;
Jupiter is the fifth planet out from Sol. It is the largest gas giant in the system and is actually two times larger than all the other planets of the Solar system combined. It is composed of Helium and Hydrogen in similar ratios as Sol itself, suggesting that Jupiter may have been on the road to becoming a dwarf star, but never achieved the mass to ignite. A Jovian day lasts approximately 10 standard hours, while a Jovian year is almost 11.9 standard years long. Jupiter is known for the multicolored bands and massive storms that are visible on the top of the planet’s atmosphere. The most well-known feature of Jupiter is its Great Red Spot, a massive hurricane many times the size of Earth that has been raging for centuries. Jupiter has more than 67 moons in total, though only the Galilean moons (Europa, Ganymede, Io, Callisto) are home to outposts that serve more as tourist destinations than actual military installations. Settlements on the gas giant are giatn floating cities that grace the upper atmosphere, held aloft by massive, reinforced zepplins. Jupiter is the second largest source of tourism for the Solar system.&lt;br /&gt;
&lt;br /&gt;
The combined population is 1.4 million people.&lt;br /&gt;
&lt;br /&gt;
===Saturn (Sol VI)===&lt;br /&gt;
&lt;br /&gt;
Saturn is the sixth planet of Sol, and the second largest gas giant in the system. It is known for the spectacular systems of rings that encircle the planet. It is the second largest gas giant in the system, with a composition similar to Jupiter. A day on Saturn lasts approximately 10.7 standard hours, while it takes almost 29 standard years for it to complete one full revolution around Sol. Saturn has more than 62 moons, most of them home to at least small settlements. With its hundreds of brilliant rings, Saturn is a major tourist attraction within the Solar system. &lt;br /&gt;
&lt;br /&gt;
The combined population of the planet&#039;s floating settlements is roughly 1.2 million people.&lt;br /&gt;
&lt;br /&gt;
===Uranus (Sol VII)===&lt;br /&gt;
&lt;br /&gt;
Uranus is the seventh planet of Sol. It is an ice giant that is tilted on its side so that its equator is at a right angle to its orbit. A day on Uranus lasts approximately 17 standard hours, while its orbital period is approximately 84 standard years long. The planet has 27 moons, with most of them holding small outposts. &lt;br /&gt;
&lt;br /&gt;
The combined population within the planet&#039;s floating settlements is roughly 950,000 people.&lt;br /&gt;
&lt;br /&gt;
===Neptune (Sol VIII)===&lt;br /&gt;
&lt;br /&gt;
Neptune is the eighth planet of Sol, and the sister ice giant to Uranus. It has a very similar composition, with high amounts of methane present in the atmosphere. Large amounts of water are also present in the planet’s mantle. A Neptunian day lasts approximately 16 standard hours, while a Neptunian year is 165 standard years long. Neptune has 17 moons. Triton, the largest, had an active outpost on it at one point in history, but it was abandoned several hundred years ago.&lt;br /&gt;
&lt;br /&gt;
There is only one floating settlement, New Pacific, with a declining population of 56,000.&lt;br /&gt;
&lt;br /&gt;
===The Kuiper Belt===&lt;br /&gt;
The Kuiper Belt is the region beyond the orbit of Neptune that is home to tens of thousands of icy bodies, and potentially hundreds of thousands more. The Kuiper Belt encompasses an area from 30 AU to 55 AU away from Sol. Of the icy bodies present in the belt, Pluto and Eris are the most well known. The icy bodies here are rich in hydrogen and water, but lacking in terms of other resources, such as metals. The Kuiper Belt may also be home to up billions of comets too small to be detected.&lt;br /&gt;
&lt;br /&gt;
===The Oort Cloud===&lt;br /&gt;
The Oort Cloud is a spherical area of space that encases the Sol system. It begins where the Kuiper Belt ends, and extends outward until almost 1.5 LY away from Sol. It is estimated that Oort Cloud may contain up to a trillion icy bodies, including planetoids and comets. Unlike the Romanovich Cloud of Tau Ceti, the bodies in the Oort cloud are metal-deficient, making the effort of locating bodies in this region to mine a pointless endeavor.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Venera.jpg&amp;diff=11801</id>
		<title>File:Venera.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Venera.jpg&amp;diff=11801"/>
		<updated>2019-05-19T21:58:57Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: Credit: Remastered Soviet Venera probe Image of Venus by Don P. Mitchell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Credit: Remastered Soviet Venera probe Image of Venus by Don P. Mitchell&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Venus&amp;diff=11800</id>
		<title>Venus</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Venus&amp;diff=11800"/>
		<updated>2019-05-19T21:55:33Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[Image:VenusAerostat.jpg|thumb|250px|A view of a newer design of the Cytherean aerostat.]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Venus is a microcosm of Solarian culture with its glittering cities floating above the clouds and a dirty underbelly below them. The capital of Venus is Binyaria, the largest aerostat and home to the best Sol has to offer in holovids, VR, orchestration, engine parts, and weaponry. Cythereans live in the luxurious habitable zone above the clouds. Jintarians live on the surface of Venus far below the Cythereans, both physically and metaphorically. The primary language is Sol Common.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
Venus is an incredibly hot and miserable planet. The mass of its atmosphere is 93 times that of Earth&#039;s, equivalent to the crushing depths of the deep ocean. This atmosphere is extremely thick and toxic, composed primarily of carbon dioxide and nitrogen, and this generates the strongest greenhouse effect in the Solar System, creating an average surface temperature of at least 462 C (864 F). Despite this, there have been genetically-modified organisms introduced to the surface and upper atmosphere that can withstand the extreme conditions, such as the Yudina, otherwise known as the Jintarian Dragon Mole.&lt;br /&gt;
&lt;br /&gt;
A Venusian year lasts 225 Earth days. A normal day on Venus lasts much longer than that of Earth due to the slow rotation, taking 243 Earth days to make one Venusian day. Venus spins backwards when compared to the other planets in the Sol system, causing the sun to rise in the west and set in the east. It rains sulphuric acid on the surface and the atmosphere is so thick that it exerts massive amounts of pressure on the surface. This crushes all but the most structurally reinforced of habitats below the cloud layer, with the rest destroyed by caustic acid rain. The planet hosts massive amounts of volcanic activity, which spew more toxic gases into the atmosphere. Almost no sunlight reaches the surface of the planet, despite the temperature.&lt;br /&gt;
&lt;br /&gt;
==Population and Major Aerostats and Habitats==&lt;br /&gt;
===Binyaria===&lt;br /&gt;
Binyaria, the first and largest aerostat, is widely known as the jewel of Venus and houses just about 19 million people. Those from across the galaxy flock to Binyaria to experience Solarian culture, with tourists roaming the famous Binyarian vineyards and partying into the artificial, neon-lit night. It is widely known that Binyarians don’t get the best first; they make the best first. This reputation of being the most beautiful, the most cultured, the most advanced, and the greatest has lead to an extremely aggressive, cutthroat environment for those looking to get ahead. Actors, idols, politicians, and scientists all face heavy scrutiny by their fellow Binyarians and must constantly keep their mask polished and their persona unbreakable in order to become even the most minor celebrity.&lt;br /&gt;
Like most aerostats, Binyaria is divided into layers, which are further subdivided into districts. The most well known districts on Binyaria are Wajiu District on Layer 1, Chiye-Gyo District on Layer 3, and Parabing District on Layer 6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Binyarian Districts  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Binyaria’s government developed &#039;&#039;&#039;Wajiu District&#039;&#039;&#039; with the utmost care and foresight, leading to the district’s gardens becoming one of the biggest tourist attractions. Pervasive genetic engineering has helped the plants become beautiful, delicious, potent, or a combination of the three and an aesthetic-based design philosophy has only furthered the plants’ appealing appearance. Among these gardens lie the famed Yuyuan Vineyard where tourists flock to see by far the most attractive and artistic garden in Wajiu District and, of course, try the excellent Yuyuan Wine for a discounted price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chiye-Gyo District&#039;&#039;&#039;, similarly, was helped to fame by corporate investment. For a long time, Chiye-Gyo District was in a strange place, being mostly made up lower-middle class housing and failing businesses. The government of Binyaria, set to improve the district, announced that the district would be sold out to corporations. Early on in the redesign of the district, &#039;&#039;&#039;Ingi Usang Entertainment Co.&#039;&#039;&#039; and &#039;&#039;&#039;BP Entertainment Inc.&#039;&#039;&#039;, subsidiaries of NanoTrasen Corporation and Idris Incorporated respectively, invested heavily into Chiye-Gyo District recognizing the emerging celebrity culture of Venus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;InUs&#039;&#039;&#039; and &#039;&#039;&#039;BPEI&#039;&#039;&#039;, as the companies are abbreviated today, formed and debuted various musical groups, all of whom gained a dedicated following whether big or small, and have achieved great financial success. More importantly, however, these pop bands, hip-hop groups, and solo ballad artists helped give rise to the celebrity-based culture Venus is known for today. In more recent years, Amijin-Kyodai Corp. and TakeOff! Entertainment Inc., subsidiaries of Zeng-Hu Pharmaceuticals and Hephaestus Industries respectively, have broken into both the corporate battle and the hearts of Venusians with their own outrageously successful debut artists.&lt;br /&gt;
&lt;br /&gt;
With all of Binyaria’s aspiring artists, it was only a matter of time before &#039;&#039;&#039;Parabing District&#039;&#039;&#039; became as popular as it is today. Though mostly focused on the lower- and middle-class, Parabing District holds a number of high-energy clubs, PC cafes, karaoke joints, laid-back bars, and fast food restaurants, all of which become progressively seedier closer to Binyaria’s hull. The district’s dynamic lighting is paused at midnight, but is lit up by the thousands of neon signs competing for attention.&lt;br /&gt;
&lt;br /&gt;
Furthest from the hull, street food vendors set up their carts and offer drunk food to the exhausted, inerbiatered clubbers on their way out of the district. Toward the center of the district, host and hostess bars offer companionship to the many business people of Binyaria while young, attractive college students advertise themselves for compensated dates nearby outside. Along the hull, brothels hidden behind heavy curtains and tucked into alleys are frequented by people with intricate tattooing and expensive clothing. Anyone can find something fun in Parabing with a bit of luck and cash.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tethering Station Medio===&lt;br /&gt;
Medio is one of the oldest habitation complexes on the surface. Built on Verdandi Corona, Medio was once used as an anchor for an aerostat by the name of Arianrhod, which was destroyed in a long-forgotten incident. Revanchist feelings against Cythereans run particularly strong here, residents still emboldened by their past “victory.” Owing to its various refueling, processing, and recycling facilities, Medio has become a popular stationing for illegal surfacers, their presence only being slightly uncomfortable for residents. Other ventures here tend to be of a manufacturing nature.&lt;br /&gt;
&lt;br /&gt;
===Subterranean Complex 74-F, “Rason”===&lt;br /&gt;
A newer complex, Rason is one of the few built near-completely underground with only a single observational spire above the rocky surface. Civilian affairs here primarily deal in textiles and hydroponics, the work rather strenuous. Long hours are devoted to the creation of expensive clothes, polychromic fabrics, and holographic inlays that workers will never wear. A popular hobby is freerunning with a monthly (based on Terran months) Climb The Complex competition held where citizens must start at the bottom of the complex and make it all the way to the top of the spire. &lt;br /&gt;
&lt;br /&gt;
Dropped from orbit around thirty years ago, Rason’s impact and construction were based around a promising xenoarcheological find, which was nearly destroyed. It is said that partial ruins exist around Rason’s depth of 200 feet (~61 meters); despite having no publicly known entrances, many xenoarcheologists have disappeared underneath the complex. Often the dwellers of the complex have described seeing shadowy, vaguely humanoid figures walking around in their dreams. The figures have reportedly murdered people in their dreams by whispering a single, incomprehensible word that causes great agony and distress which vanishes once the dreamer awakens.&lt;br /&gt;
Diaspar City&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 13.1% Cytherean&lt;br /&gt;
* 21.8% Jintarian&lt;br /&gt;
* 63.8% Other Human Ethnicities&lt;br /&gt;
* 0.9% Skrell&lt;br /&gt;
* 0.2% Tajara&lt;br /&gt;
* 0.2% Unathi&lt;br /&gt;
&lt;br /&gt;
===Cytherean Culture===&lt;br /&gt;
Cythereans dwell in aerostats floating in the habitable layer, nicknamed “the Zone”, above the sulphuric acid clouds masking the surface. These floating cities are primarily held in place by their natural oxygen content and large bags of hydrogen. Though varying in size, the largest aerostats are no bigger than four miles across. Many take the shape of an upside down teardrop. The topmost section hosts a large, open-air park dedicated to help with the claustrophobic feelings in the aerostats and to maintaining a large amount of oxygen to keep the city afloat in the carbon dioxide. Below the park lies a mass of apartments, offices, shops, and other-such buildings arranged in a similar fashion to a shopping mall. There are numerous open spaces built into aerostats that provide both public space for citizens and more air chambers for buoyancy. Aerostats are mobile, possessing both microthrusters and rudders for stability and the occasional docking with surface elevators or tethers. The other less common format of aerostats are donut-shaped and are used for the immensely lucrative farming business. These aerostats are equipped to collect sulphuric acid and carbon dioxide from the atmosphere, often taking cloud dives to produce fertilizer and water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Despite their precarious living situation, Cytherean Venus is the primary pop culture center of Sol, with a populace often dressed in bright, dramatic clothing. Many Solarian celebrities either live or were born on one of Venus’s aerostats, growing up in the privileged Cytherean culture. The best actors, comedians, chefs, musicians, and pop stars enjoy almost constant coverage on holo-screens, only occasionally replaced by adverts for startup beauty products, cutting-edge gaming hardware, or the newest diet fad. These celebrities enjoy high class treatment and something akin to worship from the Cythereans. Many come from across the galaxy, human and alien alike, seeking to turn their fortunes around. However, Cythereans are not immune to poverty and hardship in their laissez-faire society. Those looking to become the next big thing sometimes wind up on the opposite end of the spectrum, relying on morally and legally ambiguous means to get by. Aliens, although welcome, are typically sidelined in favor of human actors and models due to most moguls desiring to “play it safe”. They are typically seen as understudies, extras, dancers, and occasionally backup singers or instrumentalists. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Cytherean environment is very cutthroat as both culture and copyright law change rapidly to suit whoever is rich and whatever is popular at the time in any given arcology, given the heavy celebrity-based culture. Law enforcement, while much more strict and present than on the surface, are easily evaded. In the end, one can get away with almost anything as long as one has the right contacts and enough money. The party culture thrives in the aerostats, with the grand cocktail parties and fundraising schmooze-fests toward the top of teardrop slowly fading into the high-energy festivals and drug-fueled orgies of the lower sections. Toward the top, one can overhear the latest gossip and glimpse envelopes of credits sliding under tables. Toward the bottom, one can see the most hedonistic displays of luxury and passionate kisses passing the newest street pill.&lt;br /&gt;
&lt;br /&gt;
Though many work in the entertainment industry as stars and producers, there are great opportunities for a Cytherean scientist. The development of pharmaceutical drugs and new medicines is a common field for Cytherean scientists, with a booming genetic engineering field to aid residents on Venus. There are also a fairly large number of farmers and gardeners from Venus, some of whom leave the planet more a more relaxed atmosphere. Many of these scientists are enticed to NanoTrasen by recruiters.&lt;br /&gt;
&lt;br /&gt;
In Cytherean Venus, it&#039;s a sort of faux pas to even mention the surface dwellers. It is a known secret that there are many below scraping by in constant hardship, though very few offworlders other than criminals know much of the true life of a surface dweller.&lt;br /&gt;
&lt;br /&gt;
Cytherean farmers living in the donut-shaped aerostats are a different bunch. With much of the farming rings are dedicated solely to growing crops, the living quarters of donut dwellers are somewhat more open, and very scenic. Farmers often come from families with a history in hydroponics and are usually raised to carry on the family legacy. Typically, these aerostats take on a country-clubesque approach, having just as egotistical an atmosphere as typical Cytherean environments: wealthy farmers with massive crop arrangements; automated sprayers; and plenty of robots, aliens, and otherwise-poor Surfacers to help out. Freetime is ample, and this is spent on all sorts of frivolities: shooting, swimming, Terran and alien animal husbandry, playing sports, and doing plenty of social activities. Life here can be just as stratified as the teardrop aerostats with dwellers either being “members” or “helpers” depending on their connections and charisma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jintarian Culture===&lt;br /&gt;
Despite the crushing pressure and the lead-melting hellscape that is the surface of Venus, colloquially known as Downstairs, many habitats exist there. Compared to the many independent cities that lurk above the cloud layer, there are few individual habitats, with many often structured as sprawling complexes. Hab-complexes tend to lack windows due to the immense pressure and the windows that do exist are primarily in the form of thick, expensive borosilicate used solely in expensive observatories. Greenery aided by artificial means are a common sight in these complexes. Lighting is tuned to simulate a relatively Earth-like environment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those on the Venusian surface tend to be researchers, foreigners who couldn’t make it in the floating Cytherean palaces, or criminals from the cloud layer. The desolation of the Venusian surface has lead to a culture focused on escapism. Craftworks, holodecks, and stadium-complexes are commonplace. Parkour and freerunning are also popular pastimes, with annual and casual competitions often held in holodecks. Jintarian runners duck through cramped maintenance shafts, shimmy inside air vents, and slide through industrial complexes. Following pop culture fed in through the cloud layer, though, is the primary means of forgetting the surface hellscape. There are also Screenpod Studios housing dozens of Screenpods for a viewer to crawl into and experience their favorite movies and shows in 4D. There are also many AR experiences available to the Jintarians, fully immersing them in fantastical, dramatic, or sensual situations and environments. Jintarians typically become nervous in wide-open spaces, preferring the tight comfort of a hab-complex or tunnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work for Jintarians, however, remains mostly practical and physical. Engineering jobs are an essential part of hab-complexes, with some even managing to work their way back above the clouds to upkeep the floating Cytherean cities. Industrial work is also common, with many factors making shield generators, firearms, and vehicles for exportation. Because of the extremely hostile conditions of Venus and the incredibly quality materials required to build homes on the surface, Jintarian products are known for being highly reliable, durable, and of great quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IPCs enjoy a certain status above even some alien residents of Venus, lofted by the ethereal beauty and flawless movements of a Venusian-made Shell or the ability to make other frames as aesthetically pleasing as possible in the most avant garde ways, to say nothing of how easily they can be manipulated. Under the clouds, robots and IPCs alike are valued for their reliability in an industrial environment, even among potentially shady mining guilds. However, the love of the aesthetic of IPCs does not reach the surface, as those Downstairs consider them more as tools than art. This mentality of IPCs being the ultimate display of artistry or a handy piece of hardware hinders IPCs quite a bit; no free IPCs exist either in the Zone or Downstairs.&lt;br /&gt;
&lt;br /&gt;
===Illegal Surfacers===&lt;br /&gt;
Not all of the people who dwell on the Venusian surface live in hab-complexes. Some have taken like swarms of locusts to the lead-melting wastelands of the planet. These people are mostly miners and illegal traders, blazing on their huge, over-engineered motor and hovercrafts that serve as formidable war machines, functional living bases, and heavy mining rovers all at once. These almost mind-bogglingly complex vehicles are crafted from metal scrap dropped from the Zone and surface wrecks and ruins. Outside of vehicles, extremely robust hardsuits are employed, resembling something closer to antique diving suits than the sleeky, contemporary designs of Tau Ceti. Both rapid-firing PDWs, heavy coilguns, and super-sized kinetic accelerators are employed on foot as well. Convoys of tank-bases are typically followed by herds of Yudina, a burrowing Venusian beast. These creatures can grow up to thirty feet long, lack eyes, and have very thick skin. Their massive claws make quick work of the virgin surface, exposing wealths of natural resources, partially through their digestive processes.&lt;br /&gt;
&lt;br /&gt;
While initially many operated independently and gunned down each other on sight, eventually a proper organization with a division of labor formed quickly. Simply called the Venusian Company, they found black market deals more lucrative than selling materials to megacorporations. The Company presents themselves as a somewhat-corporate organization and has constructed static bases across the surface of Venus to house families. As they attempted to expand further from Venus, the Company faced difficulty as a known criminal faction. Thus, they formally established and registered the Azulite Mining Guild, pretending to be a small mining company. The Azulite Mining Guild got a relatively large number of holdings in the Sol system, owning large patches of land on Mercury, and plenty of various entire moons of Saturn and Jupiter. The Company, however, withholds a fair share of the profits, leading to the formation of many small, rebellious gangs. However, there has been no successful joined effort to create a proper opposing faction. The Company usually attempts to destroy gang vehicles on sight making many of these gangs arm themselves to the teeth. Alternatively, some like the Masquers gang, named after a famous Zone-made movie, employ ragtag cloaking technology to conduct their operations covertly.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Cytherean Fashion  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;There a number of Cytherean fashion trends just entering the public eye, being sold by stores, and falling out of fashion at any time. Anything a non-Cytherean can put together that is appealing to the eye, and sometimes not, has been the height of fashion at some point somewhere in the clouds. There are a few popular looks and rules Cytherean fashion tends to follow, though.&lt;br /&gt;
&lt;br /&gt;
The most important rule for an aspiring Cytherean fashionista is that the best part of the body is the skin. A lot of clean, unblemished, hairless skin is shown in Cytherean fashion whether it be through a high-slit dress, a translucent button-up shirt, a pair of short shorts, a fitted tank top, or a low cut blouse. More masculine figures tend to show off the upper body, especially the arms, while more feminine looks show off the lower body, specifically the legs. It should be noted that showing too much skin is a great faux pas; looks are often balanced so that if a lot of the upper body is shown, the lower body is mostly covered.&lt;br /&gt;
&lt;br /&gt;
Another important note that while minor body modifications are considered fine, a more natural appearance is preferred. Body-sculpting procedures are common, especially among celebrities. The most common body-sculpting procedures include improving facial features and structure, removing all body hair “below the eyelashes”, tightening the skin, removing excess body fat, enhancing or emphasizing musculature, and balancing body proportions, usually in favor of the legs. However, extensive piercing, more extreme body-sculpting, heavy tattooing, and other modifications that break the “pure skin” rule are frowned upon. In particular, tattooing, even minor tattooing in some cases, is considered unsightly due to its long-standing connection with criminals.&lt;br /&gt;
&lt;br /&gt;
The source of many trends has stemmed from Binyaria’s Parabing District, named “wankukai” trends. Wankukai clothes are either what’s popular in the Parabing clubbing scene or, less popularly, something slightly more appropriate for streetwear. Masculine looks often have plain, solid colored pants in dark colors with slim, usually designer belts, and often have simple dress shoes or sneakers. Translucent button-ups with LED or neon-tubing designs up the arms or across the chest are popular, as well as similarly designed, fitted tank tops to accentuate the arms. Some even elect to go shirtless. Suit jackets matching one’s pants are also common, as well as leather jackets with LED or neon designs on the back. As for more femme looks, miniskirts, short shorts, and, for the brave, microskirts are commonplace, often paired with simple, low heels, flats, or sneakers. Colorful dress shirts, qipao blouses, and standard blouses are all common as well, featuring designs similar to masculine looks. Dresses of all lengths usually have a high-slit, reaching all the way up the thigh, and are often intricately decorated with LED and neon-tubing. Though suit jackets and leather jackets with designs are common among feminine looks as well, they are occasionally cropped to just below or at the ribs.&lt;br /&gt;
&lt;br /&gt;
Recently, there has been a rise in traditional and “neo-traditional” clothes. For example, “faying” dresses and suits are based off Victorian Era British and French formalwear, but modified to better fit today’s fast paced society. Faying are less restrictive and faying dresses in particular have a much smaller bell skirt and are occasionally shortened to the mid-calf or knee. Another example are “neo-hanbok”, which are the traditional Korean hanbok similarly updated like faying. Feminine hanbok have a thinner bell and sometimes have a shorter skirt and masculine hanbok often have tighter sleeves and a pair of pants and vest instead of a robe. Another popular look is to add LED lighting, neon graphics, or simply different colors. Standard qipao/cheongsam, changshan, kimono, and yukata are also staples among the traditional fashion movement.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Jintarian Fashion  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Due to the rough life on the Venusian surface, Jintarian fashion is mostly practical. For the most part, Jintarians wear simple jumpsuits, overalls, t-shirts, and jeans. It is not uncommon, though, for Jintarians to decorate their clothes with pins, badges, armbands, or graphics. Military-style, bomber, and leather jackets are also common among fashion-forward Jintarians. Among Jintarian freerunners, it is a sort of tradition to hide one’s identity. Generally, freerunners wear fitted hoodies, plain athletic shorts, running shoes, and either a blank mask or a combination of an air mask and a lowered baseball cap, sunglasses, or tight beanie.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ethnicity on Venus==&lt;br /&gt;
===Cytherean===&lt;br /&gt;
The average Cytherean look is:&lt;br /&gt;
* Skin Tone: 50 - 140&lt;br /&gt;
* Average Height: 5&#039;9&amp;quot; - 6&#039;3&amp;quot; / 175 cm - 190 cm&lt;br /&gt;
* Black to dark brown hair, though often dyed.&lt;br /&gt;
* Dark brown to light brown eyes.&lt;br /&gt;
===Jintarian===&lt;br /&gt;
The average Jintarian look is:&lt;br /&gt;
* Skin Tone: 1 - 50&lt;br /&gt;
* Average Height: 5&#039;3&amp;quot; - 5&#039;9&amp;quot; / 160 cm - 175 cm&lt;br /&gt;
* Black to dark brown hair.&lt;br /&gt;
* Dark brown to light brown eyes.&lt;br /&gt;
&lt;br /&gt;
Jintarians raised on Venus usually have broad, thick builds due to the pressure of the atmosphere.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
As with all Solarian holdings, Venus has a representative, currently Heidi Kim, in the SolGov Senate who handles most of the world&#039;s interaction with the Sol Alliance as a whole. At the planetary level, Venus is a Democratic Populist Technocracy. Each aerostat and surface habitat has its own elected governor who presides over a council. The council size varies from place to place, based on the population of the habitat. The high number of science personnel mixed with the planet’s celebrity-worship culture has lead to many influential scientists, celebrities, or some of both generally being elected. Many governors and councillors are elected via popularity and easily carry out their manifestos with gusto, lacking any real public opposition due to their position. Commercial and industrial industries are rarely targeted and thus remain stable, ensuring the planets profitability to the Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
The Sol Alliance military handles all affairs of planetary defense, with the exception of only the VHEC Reg. Venus Hazardous Environment Combat Regiment or &amp;quot;VHEC Reg&amp;quot;. Trained for orbital insertion into extremely hostile and hazardous environments, VHEC Reg serves as a Venusian special forces group. Recruits are trained in close quarter combat and are unsurpassed in their field with many hopefuls applying every month from across the Sol Alliance.&lt;br /&gt;
The Venusian military is highly skilled, although only theoretically. It is noted that historically, they have had little to no actual combat experience.&lt;br /&gt;
See [[Sol Alliance Military]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Most of the early history of Venus has been lost to the ages, with the Cythereans viewing it as unimportant. However, it is generally accepted that the first aerostats were constructed for scientific purposes. The first built, and the largest even today, was Binyaria. The surfacer habitation complexes were built much later on, and all of them originally featured tethers to the aerostats before more efficient stabilization technology was made. The disposal of these planetary tethers allowed for the Jintarians to be gradually forgotten by mainstream Cytherean society.&lt;br /&gt;
&lt;br /&gt;
==Potential Character Concepts==&lt;br /&gt;
&#039;&#039;&#039;Characters from Venus are likely to:&#039;&#039;&#039;&lt;br /&gt;
* Have worked with or used products by Zeng-Hu Pharmaceuticals, Einstein Engines, and Necropolis Industries.&lt;br /&gt;
* Either value beauty or efficiency very highly.&lt;br /&gt;
* Have positive feelings towards IPCs, especially Shells or industrial frames.&lt;br /&gt;
* Speak Sol Common.&lt;br /&gt;
&#039;&#039;&#039;Here is an example character from Venus:&#039;&#039;&#039;&lt;br /&gt;
* Chia-ling “Novae” Soyer, 21, is a bartender currently employed for the NSS Aurora. She is a bit airy and blunt, but is a friendly person at heart.&lt;br /&gt;
* Novae is about 5’11” and has a slender build with long legs and is about 140 lbs. She has excellent posture and her movements are trained and graceful. She has dark brown eyes and long, curly white hair that is naturally dark brown. Her nails are somewhat long and intricately decorated with bright novae.&lt;br /&gt;
* Novae was a former idol trainee before a fake but scalding scandal forced her off of Venus. She currently lives in an apartment with her boyfriends in Mendell City. Novae is agnostic. Novae doesn’t understand Tau Ceti politics much, but devoutly believes in equality for everyone, no matter species or synthetic brand.&lt;br /&gt;
* Novae doesn’t know much of alien culture, but is very fond of them and treats them equally. She also tries very hard to make IPCs feel like people, often obviously so.&lt;br /&gt;
* Novae speaks Sol Common and Tau Ceti Basic, and she even knows some Terran English and Mandarin phrases.&lt;br /&gt;
&#039;&#039;&#039;Here is a second example character from Venus:&#039;&#039;&#039;&lt;br /&gt;
Cesar Moon, 33, is a shaft miner working for NanoTrasen. He is reclusive, but always does as he is told.&lt;br /&gt;
* Moon is 5’8” and has a stocky, muscled build, likely 190 lbs. He has fairly defensive posture and a slight hunch, and his movements are fast but awkward. He keeps his black hair buzzed close to his scalp. Due to a rare disease caused by a difficult birth, he had to replace his eyes with prosthetics.&lt;br /&gt;
* Although Moon was born on the surface of Venus and worked for the Company for almost his entire life, he eventually began to fear his employers. He chose Biesel as the place to go to due to its open borders, and currently rents a room on the Odin. Moon is Buddhist. He finds politics somewhat difficult to grasp.&lt;br /&gt;
* Moon has rubbed shoulders with many other alien races in his life and believes that people should be judged by merit, not by species. However, he tends to like Unathi more because of their strict code of honor and has a hard time understanding Dionaea.&lt;br /&gt;
* Moon speaks Sol Common as his main language and has a rocky understanding of Tau Ceti Basic.&lt;br /&gt;
&#039;&#039;&#039;Here is a third example character from Venus:&#039;&#039;&#039;&lt;br /&gt;
* Sunmi Ford, 28, is an engineer currently on the NSS Aurora. She is hardworking and gruff, but has a soft side.&lt;br /&gt;
* Ford is 5’4” and has a lightly muscled build, likely 150 lbs. She has poor posture, and her movements are fast and direct. She keeps her dark brown hair in a short ponytail. Ford has several small scars scattered across her body, as well as one long one up her thigh.&lt;br /&gt;
* Having always hated the cramped, claustrophobic feeling of the Venusian surface, Ford managed to save enough money to go to Earth where she was recruited by NanoTrasen. She lives in a small apartment in Mendell City with her partners and two kids. Ford is Christian. She supports any political idea or reform that will supposedly get her more money in the end.&lt;br /&gt;
* Ford is very practical, not caring for species whatsoever. She does, however, have a strange pull to IPCs, especially Shells.&lt;br /&gt;
* Ford speaks Sol Common and barely has working fluency in Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Venus&amp;diff=11799</id>
		<title>Venus</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Venus&amp;diff=11799"/>
		<updated>2019-05-19T21:53:21Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[Image:VenusAerostat.jpg|thumb|250px|A view of a newer design of the Cytherean aerostat.]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Venus is a microcosm of Solarian culture with its glittering cities floating above the clouds and a dirty underbelly below them. The capital of Venus is Binyaria, the largest aerostat and home to the best Sol has to offer in holovids, VR, orchestration, engine parts, and weaponry. Cythereans live in the luxurious habitable zone above the clouds. Jintarians live on the surface of Venus far below the Cythereans, both physically and metaphorically. The primary language is Sol Common.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
Venus is an incredibly hot and miserable planet. The mass of its atmosphere is 93 times that of Earth&#039;s, equivalent to the crushing depths of the deep ocean. This atmosphere is extremely thick and toxic, composed primarily of carbon dioxide and nitrogen, and this generates the strongest greenhouse effect in the Solar System, creating an average surface temperature of at least 462 C (864 F). Despite this, there have been genetically-modified organisms introduced to the surface and upper atmosphere that can withstand the extreme conditions, such as . . . .&lt;br /&gt;
A Venusian year lasts 225 Earth days. A normal day on Venus lasts much longer than that of Earth due to the slow rotation, taking 243 Earth days to make one Venusian day. Venus spins backwards when compared to the other planets in the Sol system, causing the sun to rise in the west and set in the east. It rains sulphuric acid on the surface and the atmosphere is so thick that it exerts massive amounts of pressure on the surface. This crushes all but the most structurally reinforced of habitats below the cloud layer, with the rest destroyed by caustic acid rain. The planet hosts massive amounts of volcanic activity, which spew more toxic gases into the atmosphere. Almost no sunlight reaches the surface of the planet, despite the temperature.&lt;br /&gt;
&lt;br /&gt;
==Population and Major Aerostats and Habitats==&lt;br /&gt;
===Binyaria===&lt;br /&gt;
Binyaria, the first and largest aerostat, is widely known as the jewel of Venus and houses just about 19 million people. Those from across the galaxy flock to Binyaria to experience Solarian culture, with tourists roaming the famous Binyarian vineyards and partying into the artificial, neon-lit night. It is widely known that Binyarians don’t get the best first; they make the best first. This reputation of being the most beautiful, the most cultured, the most advanced, and the greatest has lead to an extremely aggressive, cutthroat environment for those looking to get ahead. Actors, idols, politicians, and scientists all face heavy scrutiny by their fellow Binyarians and must constantly keep their mask polished and their persona unbreakable in order to become even the most minor celebrity.&lt;br /&gt;
Like most aerostats, Binyaria is divided into layers, which are further subdivided into districts. The most well known districts on Binyaria are Wajiu District on Layer 1, Chiye-Gyo District on Layer 3, and Parabing District on Layer 6.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Binyarian Districts  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Binyaria’s government developed &#039;&#039;&#039;Wajiu District&#039;&#039;&#039; with the utmost care and foresight, leading to the district’s gardens becoming one of the biggest tourist attractions. Pervasive genetic engineering has helped the plants become beautiful, delicious, potent, or a combination of the three and an aesthetic-based design philosophy has only furthered the plants’ appealing appearance. Among these gardens lie the famed Yuyuan Vineyard where tourists flock to see by far the most attractive and artistic garden in Wajiu District and, of course, try the excellent Yuyuan Wine for a discounted price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chiye-Gyo District&#039;&#039;&#039;, similarly, was helped to fame by corporate investment. For a long time, Chiye-Gyo District was in a strange place, being mostly made up lower-middle class housing and failing businesses. The government of Binyaria, set to improve the district, announced that the district would be sold out to corporations. Early on in the redesign of the district, &#039;&#039;&#039;Ingi Usang Entertainment Co.&#039;&#039;&#039; and &#039;&#039;&#039;BP Entertainment Inc.&#039;&#039;&#039;, subsidiaries of NanoTrasen Corporation and Idris Incorporated respectively, invested heavily into Chiye-Gyo District recognizing the emerging celebrity culture of Venus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;InUs&#039;&#039;&#039; and &#039;&#039;&#039;BPEI&#039;&#039;&#039;, as the companies are abbreviated today, formed and debuted various musical groups, all of whom gained a dedicated following whether big or small, and have achieved great financial success. More importantly, however, these pop bands, hip-hop groups, and solo ballad artists helped give rise to the celebrity-based culture Venus is known for today. In more recent years, Amijin-Kyodai Corp. and TakeOff! Entertainment Inc., subsidiaries of Zeng-Hu Pharmaceuticals and Hephaestus Industries respectively, have broken into both the corporate battle and the hearts of Venusians with their own outrageously successful debut artists.&lt;br /&gt;
&lt;br /&gt;
With all of Binyaria’s aspiring artists, it was only a matter of time before &#039;&#039;&#039;Parabing District&#039;&#039;&#039; became as popular as it is today. Though mostly focused on the lower- and middle-class, Parabing District holds a number of high-energy clubs, PC cafes, karaoke joints, laid-back bars, and fast food restaurants, all of which become progressively seedier closer to Binyaria’s hull. The district’s dynamic lighting is paused at midnight, but is lit up by the thousands of neon signs competing for attention.&lt;br /&gt;
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Furthest from the hull, street food vendors set up their carts and offer drunk food to the exhausted, inerbiatered clubbers on their way out of the district. Toward the center of the district, host and hostess bars offer companionship to the many business people of Binyaria while young, attractive college students advertise themselves for compensated dates nearby outside. Along the hull, brothels hidden behind heavy curtains and tucked into alleys are frequented by people with intricate tattooing and expensive clothing. Anyone can find something fun in Parabing with a bit of luck and cash.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tethering Station Medio===&lt;br /&gt;
Medio is one of the oldest habitation complexes on the surface. Built on Verdandi Corona, Medio was once used as an anchor for an aerostat by the name of Arianrhod, which was destroyed in a long-forgotten incident. Revanchist feelings against Cythereans run particularly strong here, residents still emboldened by their past “victory.” Owing to its various refueling, processing, and recycling facilities, Medio has become a popular stationing for illegal surfacers, their presence only being slightly uncomfortable for residents. Other ventures here tend to be of a manufacturing nature.&lt;br /&gt;
&lt;br /&gt;
===Subterranean Complex 74-F, “Rason”===&lt;br /&gt;
A newer complex, Rason is one of the few built near-completely underground with only a single observational spire above the rocky surface. Civilian affairs here primarily deal in textiles and hydroponics, the work rather strenuous. Long hours are devoted to the creation of expensive clothes, polychromic fabrics, and holographic inlays that workers will never wear. A popular hobby is freerunning with a monthly (based on Terran months) Climb The Complex competition held where citizens must start at the bottom of the complex and make it all the way to the top of the spire. &lt;br /&gt;
&lt;br /&gt;
Dropped from orbit around thirty years ago, Rason’s impact and construction were based around a promising xenoarcheological find, which was nearly destroyed. It is said that partial ruins exist around Rason’s depth of 200 feet (~61 meters); despite having no publicly known entrances, many xenoarcheologists have disappeared underneath the complex. Often the dwellers of the complex have described seeing shadowy, vaguely humanoid figures walking around in their dreams. The figures have reportedly murdered people in their dreams by whispering a single, incomprehensible word that causes great agony and distress which vanishes once the dreamer awakens.&lt;br /&gt;
Diaspar City&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 13.1% Cytherean&lt;br /&gt;
* 21.8% Jintarian&lt;br /&gt;
* 63.8% Other Human Ethnicities&lt;br /&gt;
* 0.9% Skrell&lt;br /&gt;
* 0.2% Tajara&lt;br /&gt;
* 0.2% Unathi&lt;br /&gt;
&lt;br /&gt;
===Cytherean Culture===&lt;br /&gt;
Cythereans dwell in aerostats floating in the habitable layer, nicknamed “the Zone”, above the sulphuric acid clouds masking the surface. These floating cities are primarily held in place by their natural oxygen content and large bags of hydrogen. Though varying in size, the largest aerostats are no bigger than four miles across. Many take the shape of an upside down teardrop. The topmost section hosts a large, open-air park dedicated to help with the claustrophobic feelings in the aerostats and to maintaining a large amount of oxygen to keep the city afloat in the carbon dioxide. Below the park lies a mass of apartments, offices, shops, and other-such buildings arranged in a similar fashion to a shopping mall. There are numerous open spaces built into aerostats that provide both public space for citizens and more air chambers for buoyancy. Aerostats are mobile, possessing both microthrusters and rudders for stability and the occasional docking with surface elevators or tethers. The other less common format of aerostats are donut-shaped and are used for the immensely lucrative farming business. These aerostats are equipped to collect sulphuric acid and carbon dioxide from the atmosphere, often taking cloud dives to produce fertilizer and water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Despite their precarious living situation, Cytherean Venus is the primary pop culture center of Sol, with a populace often dressed in bright, dramatic clothing. Many Solarian celebrities either live or were born on one of Venus’s aerostats, growing up in the privileged Cytherean culture. The best actors, comedians, chefs, musicians, and pop stars enjoy almost constant coverage on holo-screens, only occasionally replaced by adverts for startup beauty products, cutting-edge gaming hardware, or the newest diet fad. These celebrities enjoy high class treatment and something akin to worship from the Cythereans. Many come from across the galaxy, human and alien alike, seeking to turn their fortunes around. However, Cythereans are not immune to poverty and hardship in their laissez-faire society. Those looking to become the next big thing sometimes wind up on the opposite end of the spectrum, relying on morally and legally ambiguous means to get by. Aliens, although welcome, are typically sidelined in favor of human actors and models due to most moguls desiring to “play it safe”. They are typically seen as understudies, extras, dancers, and occasionally backup singers or instrumentalists. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Cytherean environment is very cutthroat as both culture and copyright law change rapidly to suit whoever is rich and whatever is popular at the time in any given arcology, given the heavy celebrity-based culture. Law enforcement, while much more strict and present than on the surface, are easily evaded. In the end, one can get away with almost anything as long as one has the right contacts and enough money. The party culture thrives in the aerostats, with the grand cocktail parties and fundraising schmooze-fests toward the top of teardrop slowly fading into the high-energy festivals and drug-fueled orgies of the lower sections. Toward the top, one can overhear the latest gossip and glimpse envelopes of credits sliding under tables. Toward the bottom, one can see the most hedonistic displays of luxury and passionate kisses passing the newest street pill.&lt;br /&gt;
&lt;br /&gt;
Though many work in the entertainment industry as stars and producers, there are great opportunities for a Cytherean scientist. The development of pharmaceutical drugs and new medicines is a common field for Cytherean scientists, with a booming genetic engineering field to aid residents on Venus. There are also a fairly large number of farmers and gardeners from Venus, some of whom leave the planet more a more relaxed atmosphere. Many of these scientists are enticed to NanoTrasen by recruiters.&lt;br /&gt;
&lt;br /&gt;
In Cytherean Venus, it&#039;s a sort of faux pas to even mention the surface dwellers. It is a known secret that there are many below scraping by in constant hardship, though very few offworlders other than criminals know much of the true life of a surface dweller.&lt;br /&gt;
&lt;br /&gt;
Cytherean farmers living in the donut-shaped aerostats are a different bunch. With much of the farming rings are dedicated solely to growing crops, the living quarters of donut dwellers are somewhat more open, and very scenic. Farmers often come from families with a history in hydroponics and are usually raised to carry on the family legacy. Typically, these aerostats take on a country-clubesque approach, having just as egotistical an atmosphere as typical Cytherean environments: wealthy farmers with massive crop arrangements; automated sprayers; and plenty of robots, aliens, and otherwise-poor Surfacers to help out. Freetime is ample, and this is spent on all sorts of frivolities: shooting, swimming, Terran and alien animal husbandry, playing sports, and doing plenty of social activities. Life here can be just as stratified as the teardrop aerostats with dwellers either being “members” or “helpers” depending on their connections and charisma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jintarian Culture===&lt;br /&gt;
Despite the crushing pressure and the lead-melting hellscape that is the surface of Venus, colloquially known as Downstairs, many habitats exist there. Compared to the many independent cities that lurk above the cloud layer, there are few individual habitats, with many often structured as sprawling complexes. Hab-complexes tend to lack windows due to the immense pressure and the windows that do exist are primarily in the form of thick, expensive borosilicate used solely in expensive observatories. Greenery aided by artificial means are a common sight in these complexes. Lighting is tuned to simulate a relatively Earth-like environment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those on the Venusian surface tend to be researchers, foreigners who couldn’t make it in the floating Cytherean palaces, or criminals from the cloud layer. The desolation of the Venusian surface has lead to a culture focused on escapism. Craftworks, holodecks, and stadium-complexes are commonplace. Parkour and freerunning are also popular pastimes, with annual and casual competitions often held in holodecks. Jintarian runners duck through cramped maintenance shafts, shimmy inside air vents, and slide through industrial complexes. Following pop culture fed in through the cloud layer, though, is the primary means of forgetting the surface hellscape. There are also Screenpod Studios housing dozens of Screenpods for a viewer to crawl into and experience their favorite movies and shows in 4D. There are also many AR experiences available to the Jintarians, fully immersing them in fantastical, dramatic, or sensual situations and environments. Jintarians typically become nervous in wide-open spaces, preferring the tight comfort of a hab-complex or tunnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work for Jintarians, however, remains mostly practical and physical. Engineering jobs are an essential part of hab-complexes, with some even managing to work their way back above the clouds to upkeep the floating Cytherean cities. Industrial work is also common, with many factors making shield generators, firearms, and vehicles for exportation. Because of the extremely hostile conditions of Venus and the incredibly quality materials required to build homes on the surface, Jintarian products are known for being highly reliable, durable, and of great quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IPCs enjoy a certain status above even some alien residents of Venus, lofted by the ethereal beauty and flawless movements of a Venusian-made Shell or the ability to make other frames as aesthetically pleasing as possible in the most avant garde ways, to say nothing of how easily they can be manipulated. Under the clouds, robots and IPCs alike are valued for their reliability in an industrial environment, even among potentially shady mining guilds. However, the love of the aesthetic of IPCs does not reach the surface, as those Downstairs consider them more as tools than art. This mentality of IPCs being the ultimate display of artistry or a handy piece of hardware hinders IPCs quite a bit; no free IPCs exist either in the Zone or Downstairs.&lt;br /&gt;
&lt;br /&gt;
===Illegal Surfacers===&lt;br /&gt;
Not all of the people who dwell on the Venusian surface live in hab-complexes. Some have taken like swarms of locusts to the lead-melting wastelands of the planet. These people are mostly miners and illegal traders, blazing on their huge, over-engineered motor and hovercrafts that serve as formidable war machines, functional living bases, and heavy mining rovers all at once. These almost mind-bogglingly complex vehicles are crafted from metal scrap dropped from the Zone and surface wrecks and ruins. Outside of vehicles, extremely robust hardsuits are employed, resembling something closer to antique diving suits than the sleeky, contemporary designs of Tau Ceti. Both rapid-firing PDWs, heavy coilguns, and super-sized kinetic accelerators are employed on foot as well. Convoys of tank-bases are typically followed by herds of Yudina, a burrowing Venusian beast. These creatures can grow up to thirty feet long, lack eyes, and have very thick skin. Their massive claws make quick work of the virgin surface, exposing wealths of natural resources, partially through their digestive processes.&lt;br /&gt;
&lt;br /&gt;
While initially many operated independently and gunned down each other on sight, eventually a proper organization with a division of labor formed quickly. Simply called the Venusian Company, they found black market deals more lucrative than selling materials to megacorporations. The Company presents themselves as a somewhat-corporate organization and has constructed static bases across the surface of Venus to house families. As they attempted to expand further from Venus, the Company faced difficulty as a known criminal faction. Thus, they formally established and registered the Azulite Mining Guild, pretending to be a small mining company. The Azulite Mining Guild got a relatively large number of holdings in the Sol system, owning large patches of land on Mercury, and plenty of various entire moons of Saturn and Jupiter. The Company, however, withholds a fair share of the profits, leading to the formation of many small, rebellious gangs. However, there has been no successful joined effort to create a proper opposing faction. The Company usually attempts to destroy gang vehicles on sight making many of these gangs arm themselves to the teeth. Alternatively, some like the Masquers gang, named after a famous Zone-made movie, employ ragtag cloaking technology to conduct their operations covertly.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Cytherean Fashion  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;There a number of Cytherean fashion trends just entering the public eye, being sold by stores, and falling out of fashion at any time. Anything a non-Cytherean can put together that is appealing to the eye, and sometimes not, has been the height of fashion at some point somewhere in the clouds. There are a few popular looks and rules Cytherean fashion tends to follow, though.&lt;br /&gt;
&lt;br /&gt;
The most important rule for an aspiring Cytherean fashionista is that the best part of the body is the skin. A lot of clean, unblemished, hairless skin is shown in Cytherean fashion whether it be through a high-slit dress, a translucent button-up shirt, a pair of short shorts, a fitted tank top, or a low cut blouse. More masculine figures tend to show off the upper body, especially the arms, while more feminine looks show off the lower body, specifically the legs. It should be noted that showing too much skin is a great faux pas; looks are often balanced so that if a lot of the upper body is shown, the lower body is mostly covered.&lt;br /&gt;
&lt;br /&gt;
Another important note that while minor body modifications are considered fine, a more natural appearance is preferred. Body-sculpting procedures are common, especially among celebrities. The most common body-sculpting procedures include improving facial features and structure, removing all body hair “below the eyelashes”, tightening the skin, removing excess body fat, enhancing or emphasizing musculature, and balancing body proportions, usually in favor of the legs. However, extensive piercing, more extreme body-sculpting, heavy tattooing, and other modifications that break the “pure skin” rule are frowned upon. In particular, tattooing, even minor tattooing in some cases, is considered unsightly due to its long-standing connection with criminals.&lt;br /&gt;
&lt;br /&gt;
The source of many trends has stemmed from Binyaria’s Parabing District, named “wankukai” trends. Wankukai clothes are either what’s popular in the Parabing clubbing scene or, less popularly, something slightly more appropriate for streetwear. Masculine looks often have plain, solid colored pants in dark colors with slim, usually designer belts, and often have simple dress shoes or sneakers. Translucent button-ups with LED or neon-tubing designs up the arms or across the chest are popular, as well as similarly designed, fitted tank tops to accentuate the arms. Some even elect to go shirtless. Suit jackets matching one’s pants are also common, as well as leather jackets with LED or neon designs on the back. As for more femme looks, miniskirts, short shorts, and, for the brave, microskirts are commonplace, often paired with simple, low heels, flats, or sneakers. Colorful dress shirts, qipao blouses, and standard blouses are all common as well, featuring designs similar to masculine looks. Dresses of all lengths usually have a high-slit, reaching all the way up the thigh, and are often intricately decorated with LED and neon-tubing. Though suit jackets and leather jackets with designs are common among feminine looks as well, they are occasionally cropped to just below or at the ribs.&lt;br /&gt;
&lt;br /&gt;
Recently, there has been a rise in traditional and “neo-traditional” clothes. For example, “faying” dresses and suits are based off Victorian Era British and French formalwear, but modified to better fit today’s fast paced society. Faying are less restrictive and faying dresses in particular have a much smaller bell skirt and are occasionally shortened to the mid-calf or knee. Another example are “neo-hanbok”, which are the traditional Korean hanbok similarly updated like faying. Feminine hanbok have a thinner bell and sometimes have a shorter skirt and masculine hanbok often have tighter sleeves and a pair of pants and vest instead of a robe. Another popular look is to add LED lighting, neon graphics, or simply different colors. Standard qipao/cheongsam, changshan, kimono, and yukata are also staples among the traditional fashion movement.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Jintarian Fashion  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Due to the rough life on the Venusian surface, Jintarian fashion is mostly practical. For the most part, Jintarians wear simple jumpsuits, overalls, t-shirts, and jeans. It is not uncommon, though, for Jintarians to decorate their clothes with pins, badges, armbands, or graphics. Military-style, bomber, and leather jackets are also common among fashion-forward Jintarians. Among Jintarian freerunners, it is a sort of tradition to hide one’s identity. Generally, freerunners wear fitted hoodies, plain athletic shorts, running shoes, and either a blank mask or a combination of an air mask and a lowered baseball cap, sunglasses, or tight beanie.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ethnicity on Venus==&lt;br /&gt;
===Cytherean===&lt;br /&gt;
The average Cytherean look is:&lt;br /&gt;
* Skin Tone: 50 - 140&lt;br /&gt;
* Average Height: 5&#039;9&amp;quot; - 6&#039;3&amp;quot; / 175 cm - 190 cm&lt;br /&gt;
* Black to dark brown hair, though often dyed.&lt;br /&gt;
* Dark brown to light brown eyes.&lt;br /&gt;
===Jintarian===&lt;br /&gt;
The average Jintarian look is:&lt;br /&gt;
* Skin Tone: 1 - 50&lt;br /&gt;
* Average Height: 5&#039;3&amp;quot; - 5&#039;9&amp;quot; / 160 cm - 175 cm&lt;br /&gt;
* Black to dark brown hair.&lt;br /&gt;
* Dark brown to light brown eyes.&lt;br /&gt;
&lt;br /&gt;
Jintarians raised on Venus usually have broad, thick builds due to the pressure of the atmosphere.&lt;br /&gt;
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==Government==&lt;br /&gt;
As with all Solarian holdings, Venus has a representative, currently Heidi Kim, in the SolGov Senate who handles most of the world&#039;s interaction with the Sol Alliance as a whole. At the planetary level, Venus is a Democratic Populist Technocracy. Each aerostat and surface habitat has its own elected governor who presides over a council. The council size varies from place to place, based on the population of the habitat. The high number of science personnel mixed with the planet’s celebrity-worship culture has lead to many influential scientists, celebrities, or some of both generally being elected. Many governors and councillors are elected via popularity and easily carry out their manifestos with gusto, lacking any real public opposition due to their position. Commercial and industrial industries are rarely targeted and thus remain stable, ensuring the planets profitability to the Sol Alliance.&lt;br /&gt;
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==Military==&lt;br /&gt;
The Sol Alliance military handles all affairs of planetary defense, with the exception of only the VHEC Reg. Venus Hazardous Environment Combat Regiment or &amp;quot;VHEC Reg&amp;quot;. Trained for orbital insertion into extremely hostile and hazardous environments, VHEC Reg serves as a Venusian special forces group. Recruits are trained in close quarter combat and are unsurpassed in their field with many hopefuls applying every month from across the Sol Alliance.&lt;br /&gt;
The Venusian military is highly skilled, although only theoretically. It is noted that historically, they have had little to no actual combat experience.&lt;br /&gt;
See [[Sol Alliance Military]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Most of the early history of Venus has been lost to the ages, with the Cythereans viewing it as unimportant. However, it is generally accepted that the first aerostats were constructed for scientific purposes. The first built, and the largest even today, was Binyaria. The surfacer habitation complexes were built much later on, and all of them originally featured tethers to the aerostats before more efficient stabilization technology was made. The disposal of these planetary tethers allowed for the Jintarians to be gradually forgotten by mainstream Cytherean society.&lt;br /&gt;
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==Potential Character Concepts==&lt;br /&gt;
&#039;&#039;&#039;Characters from Venus are likely to:&#039;&#039;&#039;&lt;br /&gt;
* Have worked with or used products by Zeng-Hu Pharmaceuticals, Einstein Engines, and Necropolis Industries.&lt;br /&gt;
* Either value beauty or efficiency very highly.&lt;br /&gt;
* Have positive feelings towards IPCs, especially Shells or industrial frames.&lt;br /&gt;
* Speak Sol Common.&lt;br /&gt;
&#039;&#039;&#039;Here is an example character from Venus:&#039;&#039;&#039;&lt;br /&gt;
* Chia-ling “Novae” Soyer, 21, is a bartender currently employed for the NSS Aurora. She is a bit airy and blunt, but is a friendly person at heart.&lt;br /&gt;
* Novae is about 5’11” and has a slender build with long legs and is about 140 lbs. She has excellent posture and her movements are trained and graceful. She has dark brown eyes and long, curly white hair that is naturally dark brown. Her nails are somewhat long and intricately decorated with bright novae.&lt;br /&gt;
* Novae was a former idol trainee before a fake but scalding scandal forced her off of Venus. She currently lives in an apartment with her boyfriends in Mendell City. Novae is agnostic. Novae doesn’t understand Tau Ceti politics much, but devoutly believes in equality for everyone, no matter species or synthetic brand.&lt;br /&gt;
* Novae doesn’t know much of alien culture, but is very fond of them and treats them equally. She also tries very hard to make IPCs feel like people, often obviously so.&lt;br /&gt;
* Novae speaks Sol Common and Tau Ceti Basic, and she even knows some Terran English and Mandarin phrases.&lt;br /&gt;
&#039;&#039;&#039;Here is a second example character from Venus:&#039;&#039;&#039;&lt;br /&gt;
Cesar Moon, 33, is a shaft miner working for NanoTrasen. He is reclusive, but always does as he is told.&lt;br /&gt;
* Moon is 5’8” and has a stocky, muscled build, likely 190 lbs. He has fairly defensive posture and a slight hunch, and his movements are fast but awkward. He keeps his black hair buzzed close to his scalp. Due to a rare disease caused by a difficult birth, he had to replace his eyes with prosthetics.&lt;br /&gt;
* Although Moon was born on the surface of Venus and worked for the Company for almost his entire life, he eventually began to fear his employers. He chose Biesel as the place to go to due to its open borders, and currently rents a room on the Odin. Moon is Buddhist. He finds politics somewhat difficult to grasp.&lt;br /&gt;
* Moon has rubbed shoulders with many other alien races in his life and believes that people should be judged by merit, not by species. However, he tends to like Unathi more because of their strict code of honor and has a hard time understanding Dionaea.&lt;br /&gt;
* Moon speaks Sol Common as his main language and has a rocky understanding of Tau Ceti Basic.&lt;br /&gt;
&#039;&#039;&#039;Here is a third example character from Venus:&#039;&#039;&#039;&lt;br /&gt;
* Sunmi Ford, 28, is an engineer currently on the NSS Aurora. She is hardworking and gruff, but has a soft side.&lt;br /&gt;
* Ford is 5’4” and has a lightly muscled build, likely 150 lbs. She has poor posture, and her movements are fast and direct. She keeps her dark brown hair in a short ponytail. Ford has several small scars scattered across her body, as well as one long one up her thigh.&lt;br /&gt;
* Having always hated the cramped, claustrophobic feeling of the Venusian surface, Ford managed to save enough money to go to Earth where she was recruited by NanoTrasen. She lives in a small apartment in Mendell City with her partners and two kids. Ford is Christian. She supports any political idea or reform that will supposedly get her more money in the end.&lt;br /&gt;
* Ford is very practical, not caring for species whatsoever. She does, however, have a strange pull to IPCs, especially Shells.&lt;br /&gt;
* Ford speaks Sol Common and barely has working fluency in Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Venus&amp;diff=11798</id>
		<title>Venus</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Venus&amp;diff=11798"/>
		<updated>2019-05-19T21:50:33Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[Image:VenusAerostat.jpg|thumb|250px|A view of a newer design of the Cytherean aerostat.]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Venus is a microcosm of Solarian culture with its glittering cities floating above the clouds and a dirty underbelly below them. The capital of Venus is Binyaria, the largest aerostat and home to the best Sol has to offer in holovids, VR, orchestration, engine parts, and weaponry. Cythereans live in the luxurious habitable zone above the clouds. Jintarians live on the surface of Venus far below the Cythereans, both physically and metaphorically. The primary language is Sol Common.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
Venus is an incredibly hot and miserable planet. The mass of its atmosphere is 93 times that of Earth&#039;s, equivalent to the crushing depths of the deep ocean. This atmosphere is extremely thick and toxic, composed primarily of carbon dioxide and nitrogen, and this generates the strongest greenhouse effect in the Solar System, creating an average surface temperature of at least 462 C (864 F). Despite this, there have been genetically-modified organisms introduced to the surface and upper atmosphere that can withstand the extreme conditions, such as . . . .&lt;br /&gt;
A Venusian year lasts 225 Earth days. A normal day on Venus lasts much longer than that of Earth due to the slow rotation, taking 243 Earth days to make one Venusian day. Venus spins backwards when compared to the other planets in the Sol system, causing the sun to rise in the west and set in the east. It rains sulphuric acid on the surface and the atmosphere is so thick that it exerts massive amounts of pressure on the surface. This crushes all but the most structurally reinforced of habitats below the cloud layer, with the rest destroyed by caustic acid rain. The planet hosts massive amounts of volcanic activity, which spew more toxic gases into the atmosphere. Almost no sunlight reaches the surface of the planet, despite the temperature.&lt;br /&gt;
&lt;br /&gt;
==Population and Major Aerostats and Habitats==&lt;br /&gt;
===Binyaria===&lt;br /&gt;
Binyaria, the first and largest aerostat, is widely known as the jewel of Venus and houses just about 19 million people. Those from across the galaxy flock to Binyaria to experience Solarian culture, with tourists roaming the famous Binyarian vineyards and partying into the artificial, neon-lit night. It is widely known that Binyarians don’t get the best first; they make the best first. This reputation of being the most beautiful, the most cultured, the most advanced, and the greatest has lead to an extremely aggressive, cutthroat environment for those looking to get ahead. Actors, idols, politicians, and scientists all face heavy scrutiny by their fellow Binyarians and must constantly keep their mask polished and their persona unbreakable in order to become even the most minor celebrity.&lt;br /&gt;
Like most aerostats, Binyaria is divided into layers, which are further subdivided into districts. The most well known districts on Binyaria are Wajiu District on Layer 1, Chiye-Gyo District on Layer 3, and Parabing District on Layer 6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Binyarian Districts  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Binyaria’s government developed &#039;&#039;&#039;Wajiu District&#039;&#039;&#039; with the utmost care and foresight, leading to the district’s gardens becoming one of the biggest tourist attractions. Pervasive genetic engineering has helped the plants become beautiful, delicious, potent, or a combination of the three and an aesthetic-based design philosophy has only furthered the plants’ appealing appearance. Among these gardens lie the famed Yuyuan Vineyard where tourists flock to see by far the most attractive and artistic garden in Wajiu District and, of course, try the excellent Yuyuan Wine for a discounted price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chiye-Gyo District&#039;&#039;&#039;, similarly, was helped to fame by corporate investment. For a long time, Chiye-Gyo District was in a strange place, being mostly made up lower-middle class housing and failing businesses. The government of Binyaria, set to improve the district, announced that the district would be sold out to corporations. Early on in the redesign of the district, &#039;&#039;&#039;Ingi Usang Entertainment Co.&#039;&#039;&#039; and &#039;&#039;&#039;BP Entertainment Inc.&#039;&#039;&#039;, subsidiaries of NanoTrasen Corporation and Idris Incorporated respectively, invested heavily into Chiye-Gyo District recognizing the emerging celebrity culture of Venus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;InUs&#039;&#039;&#039; and &#039;&#039;&#039;BPEI&#039;&#039;&#039;, as the companies are abbreviated today, formed and debuted various musical groups, all of whom gained a dedicated following whether big or small, and have achieved great financial success. More importantly, however, these pop bands, hip-hop groups, and solo ballad artists helped give rise to the celebrity-based culture Venus is known for today. In more recent years, Amijin-Kyodai Corp. and TakeOff! Entertainment Inc., subsidiaries of Zeng-Hu Pharmaceuticals and Hephaestus Industries respectively, have broken into both the corporate battle and the hearts of Venusians with their own outrageously successful debut artists.&lt;br /&gt;
&lt;br /&gt;
With all of Binyaria’s aspiring artists, it was only a matter of time before &#039;&#039;&#039;Parabing District&#039;&#039;&#039; became as popular as it is today. Though mostly focused on the lower- and middle-class, Parabing District holds a number of high-energy clubs, PC cafes, karaoke joints, laid-back bars, and fast food restaurants, all of which become progressively seedier closer to Binyaria’s hull. The district’s dynamic lighting is paused at midnight, but is lit up by the thousands of neon signs competing for attention.&lt;br /&gt;
&lt;br /&gt;
Furthest from the hull, street food vendors set up their carts and offer drunk food to the exhausted, inerbiatered clubbers on their way out of the district. Toward the center of the district, host and hostess bars offer companionship to the many business people of Binyaria while young, attractive college students advertise themselves for compensated dates nearby outside. Along the hull, brothels hidden behind heavy curtains and tucked into alleys are frequented by people with intricate tattooing and expensive clothing. Anyone can find something fun in Parabing with a bit of luck and cash.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tethering Station Medio===&lt;br /&gt;
Medio is one of the oldest habitation complexes on the surface. Built on Verdandi Corona, Medio was once used as an anchor for an aerostat by the name of Arianrhod, which was destroyed in a long-forgotten incident. Revanchist feelings against Cythereans run particularly strong here, residents still emboldened by their past “victory.” Owing to its various refueling, processing, and recycling facilities, Medio has become a popular stationing for illegal surfacers, their presence only being slightly uncomfortable for residents. Other ventures here tend to be of a manufacturing nature.&lt;br /&gt;
&lt;br /&gt;
===Subterranean Complex 74-F, “Rason”===&lt;br /&gt;
A newer complex, Rason is one of the few built near-completely underground with only a single observational spire above the rocky surface. Civilian affairs here primarily deal in textiles and hydroponics, the work rather strenuous. Long hours are devoted to the creation of expensive clothes, polychromic fabrics, and holographic inlays that workers will never wear. A popular hobby is freerunning with a monthly (based on Terran months) Climb The Complex competition held where citizens must start at the bottom of the complex and make it all the way to the top of the spire. &lt;br /&gt;
&lt;br /&gt;
Dropped from orbit around thirty years ago, Rason’s impact and construction were based around a promising xenoarcheological find, which was nearly destroyed. It is said that partial ruins exist around Rason’s depth of 200 feet (~61 meters); despite having no publicly known entrances, many xenoarcheologists have disappeared underneath the complex. Often the dwellers of the complex have described seeing shadowy, vaguely humanoid figures walking around in their dreams. The figures have reportedly murdered people in their dreams by whispering a single, incomprehensible word that causes great agony and distress which vanishes once the dreamer awakens.&lt;br /&gt;
Diaspar City&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 13.1% Cytherean&lt;br /&gt;
* 21.8% Jintarian&lt;br /&gt;
* 63.8% Other Human Ethnicities&lt;br /&gt;
* 0.9% Skrell&lt;br /&gt;
* 0.2% Tajara&lt;br /&gt;
* 0.2% Unathi&lt;br /&gt;
&lt;br /&gt;
===Cytherean Culture===&lt;br /&gt;
Cythereans dwell in aerostats floating in the habitable layer, nicknamed “the Zone”, above the sulphuric acid clouds masking the surface. These floating cities are primarily held in place by their natural oxygen content and large bags of hydrogen. Though varying in size, the largest aerostats are no bigger than four miles across. Many take the shape of an upside down teardrop. The topmost section hosts a large, open-air park dedicated to help with the claustrophobic feelings in the aerostats and to maintaining a large amount of oxygen to keep the city afloat in the carbon dioxide. Below the park lies a mass of apartments, offices, shops, and other-such buildings arranged in a similar fashion to a shopping mall. There are numerous open spaces built into aerostats that provide both public space for citizens and more air chambers for buoyancy. Aerostats are mobile, possessing both microthrusters and rudders for stability and the occasional docking with surface elevators or tethers. The other less common format of aerostats are donut-shaped and are used for the immensely lucrative farming business. These aerostats are equipped to collect sulphuric acid and carbon dioxide from the atmosphere, often taking cloud dives to produce fertilizer and water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Despite their precarious living situation, Cytherean Venus is the primary pop culture center of Sol, with a populace often dressed in bright, dramatic clothing. Many Solarian celebrities either live or were born on one of Venus’s aerostats, growing up in the privileged Cytherean culture. The best actors, comedians, chefs, musicians, and pop stars enjoy almost constant coverage on holo-screens, only occasionally replaced by adverts for startup beauty products, cutting-edge gaming hardware, or the newest diet fad. These celebrities enjoy high class treatment and something akin to worship from the Cythereans. Many come from across the galaxy, human and alien alike, seeking to turn their fortunes around. However, Cythereans are not immune to poverty and hardship in their laissez-faire society. Those looking to become the next big thing sometimes wind up on the opposite end of the spectrum, relying on morally and legally ambiguous means to get by. Aliens, although welcome, are typically sidelined in favor of human actors and models due to most moguls desiring to “play it safe”. They are typically seen as understudies, extras, dancers, and occasionally backup singers or instrumentalists. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Cytherean environment is very cutthroat as both culture and copyright law change rapidly to suit whoever is rich and whatever is popular at the time in any given arcology, given the heavy celebrity-based culture. Law enforcement, while much more strict and present than on the surface, are easily evaded. In the end, one can get away with almost anything as long as one has the right contacts and enough money. The party culture thrives in the aerostats, with the grand cocktail parties and fundraising schmooze-fests toward the top of teardrop slowly fading into the high-energy festivals and drug-fueled orgies of the lower sections. Toward the top, one can overhear the latest gossip and glimpse envelopes of credits sliding under tables. Toward the bottom, one can see the most hedonistic displays of luxury and passionate kisses passing the newest street pill.&lt;br /&gt;
&lt;br /&gt;
Though many work in the entertainment industry as stars and producers, there are great opportunities for a Cytherean scientist. The development of pharmaceutical drugs and new medicines is a common field for Cytherean scientists, with a booming genetic engineering field to aid residents on Venus. There are also a fairly large number of farmers and gardeners from Venus, some of whom leave the planet more a more relaxed atmosphere. Many of these scientists are enticed to NanoTrasen by recruiters.&lt;br /&gt;
&lt;br /&gt;
In Cytherean Venus, it&#039;s a sort of faux pas to even mention the surface dwellers. It is a known secret that there are many below scraping by in constant hardship, though very few offworlders other than criminals know much of the true life of a surface dweller.&lt;br /&gt;
&lt;br /&gt;
Cytherean farmers living in the donut-shaped aerostats are a different bunch. With much of the farming rings are dedicated solely to growing crops, the living quarters of donut dwellers are somewhat more open, and very scenic. Farmers often come from families with a history in hydroponics and are usually raised to carry on the family legacy. Typically, these aerostats take on a country-clubesque approach, having just as egotistical an atmosphere as typical Cytherean environments: wealthy farmers with massive crop arrangements; automated sprayers; and plenty of robots, aliens, and otherwise-poor Surfacers to help out. Freetime is ample, and this is spent on all sorts of frivolities: shooting, swimming, Terran and alien animal husbandry, playing sports, and doing plenty of social activities. Life here can be just as stratified as the teardrop aerostats with dwellers either being “members” or “helpers” depending on their connections and charisma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jintarian Culture===&lt;br /&gt;
Despite the crushing pressure and the lead-melting hellscape that is the surface of Venus, colloquially known as Downstairs, many habitats exist there. Compared to the many independent cities that lurk above the cloud layer, there are few individual habitats, with many often structured as sprawling complexes. Hab-complexes tend to lack windows due to the immense pressure and the windows that do exist are primarily in the form of thick, expensive borosilicate used solely in expensive observatories. Greenery aided by artificial means are a common sight in these complexes. Lighting is tuned to simulate a relatively Earth-like environment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those on the Venusian surface tend to be researchers, foreigners who couldn’t make it in the floating Cytherean palaces, or criminals from the cloud layer. The desolation of the Venusian surface has lead to a culture focused on escapism. Craftworks, holodecks, and stadium-complexes are commonplace. Parkour and freerunning are also popular pastimes, with annual and casual competitions often held in holodecks. Jintarian runners duck through cramped maintenance shafts, shimmy inside air vents, and slide through industrial complexes. Following pop culture fed in through the cloud layer, though, is the primary means of forgetting the surface hellscape. There are also Screenpod Studios housing dozens of Screenpods for a viewer to crawl into and experience their favorite movies and shows in 4D. There are also many AR experiences available to the Jintarians, fully immersing them in fantastical, dramatic, or sensual situations and environments. Jintarians typically become nervous in wide-open spaces, preferring the tight comfort of a hab-complex or tunnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work for Jintarians, however, remains mostly practical and physical. Engineering jobs are an essential part of hab-complexes, with some even managing to work their way back above the clouds to upkeep the floating Cytherean cities. Industrial work is also common, with many factors making shield generators, firearms, and vehicles for exportation. Because of the extremely hostile conditions of Venus and the incredibly quality materials required to build homes on the surface, Jintarian products are known for being highly reliable, durable, and of great quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IPCs enjoy a certain status above even some alien residents of Venus, lofted by the ethereal beauty and flawless movements of a Venusian-made Shell or the ability to make other frames as aesthetically pleasing as possible in the most avant garde ways, to say nothing of how easily they can be manipulated. Under the clouds, robots and IPCs alike are valued for their reliability in an industrial environment, even among potentially shady mining guilds. However, the love of the aesthetic of IPCs does not reach the surface, as those Downstairs consider them more as tools than art. This mentality of IPCs being the ultimate display of artistry or a handy piece of hardware hinders IPCs quite a bit; no free IPCs exist either in the Zone or Downstairs.&lt;br /&gt;
&lt;br /&gt;
===Illegal Surfacers===&lt;br /&gt;
Not all of the people who dwell on the Venusian surface live in hab-complexes. Some have taken like swarms of locusts to the lead-melting wastelands of the planet. These people are mostly miners and illegal traders, blazing on their huge, over-engineered motor and hovercrafts that serve as formidable war machines, functional living bases, and heavy mining rovers all at once. These almost mind-bogglingly complex vehicles are crafted from metal scrap dropped from the Zone and surface wrecks and ruins. Outside of vehicles, extremely robust hardsuits are employed, resembling something closer to antique diving suits than the sleeky, contemporary designs of Tau Ceti. Both rapid-firing PDWs, heavy coilguns, and super-sized kinetic accelerators are employed on foot as well. Convoys of tank-bases are typically followed by herds of Yudina, a burrowing Venusian beast. These creatures can grow up to thirty feet long, lack eyes, and have very thick skin. Their massive claws make quick work of the virgin surface, exposing wealths of natural resources, partially through their digestive processes.&lt;br /&gt;
&lt;br /&gt;
While initially many operated independently and gunned down each other on sight, eventually a proper organization with a division of labor formed quickly. Simply called the Venusian Company, they found black market deals more lucrative than selling materials to megacorporations. The Company presents themselves as a somewhat-corporate organization and has constructed static bases across the surface of Venus to house families. As they attempted to expand further from Venus, the Company faced difficulty as a known criminal faction. Thus, they formally established and registered the Azulite Mining Guild, pretending to be a small mining company. The Azulite Mining Guild got a relatively large number of holdings in the Sol system, owning large patches of land on Mercury, and plenty of various entire moons of Saturn and Jupiter. The Company, however, withholds a fair share of the profits, leading to the formation of many small, rebellious gangs. However, there has been no successful joined effort to create a proper opposing faction. The Company usually attempts to destroy gang vehicles on sight making many of these gangs arm themselves to the teeth. Alternatively, some like the Masquers gang, named after a famous Zone-made movie, employ ragtag cloaking technology to conduct their operations covertly.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Cytherean Fashion  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;There a number of Cytherean fashion trends just entering the public eye, being sold by stores, and falling out of fashion at any time. Anything a non-Cytherean can put together that is appealing to the eye, and sometimes not, has been the height of fashion at some point somewhere in the clouds. There are a few popular looks and rules Cytherean fashion tends to follow, though.&lt;br /&gt;
&lt;br /&gt;
The most important rule for an aspiring Cytherean fashionista is that the best part of the body is the skin. A lot of clean, unblemished, hairless skin is shown in Cytherean fashion whether it be through a high-slit dress, a translucent button-up shirt, a pair of short shorts, a fitted tank top, or a low cut blouse. More masculine figures tend to show off the upper body, especially the arms, while more feminine looks show off the lower body, specifically the legs. It should be noted that showing too much skin is a great faux pas; looks are often balanced so that if a lot of the upper body is shown, the lower body is mostly covered.&lt;br /&gt;
&lt;br /&gt;
Another important note that while minor body modifications are considered fine, a more natural appearance is preferred. Body-sculpting procedures are common, especially among celebrities. The most common body-sculpting procedures include improving facial features and structure, removing all body hair “below the eyelashes”, tightening the skin, removing excess body fat, enhancing or emphasizing musculature, and balancing body proportions, usually in favor of the legs. However, extensive piercing, more extreme body-sculpting, heavy tattooing, and other modifications that break the “pure skin” rule are frowned upon. In particular, tattooing, even minor tattooing in some cases, is considered unsightly due to its long-standing connection with criminals.&lt;br /&gt;
&lt;br /&gt;
The source of many trends has stemmed from Binyaria’s Parabing District, named “wankukai” trends. Wankukai clothes are either what’s popular in the Parabing clubbing scene or, less popularly, something slightly more appropriate for streetwear. Masculine looks often have plain, solid colored pants in dark colors with slim, usually designer belts, and often have simple dress shoes or sneakers. Translucent button-ups with LED or neon-tubing designs up the arms or across the chest are popular, as well as similarly designed, fitted tank tops to accentuate the arms. Some even elect to go shirtless. Suit jackets matching one’s pants are also common, as well as leather jackets with LED or neon designs on the back. As for more femme looks, miniskirts, short shorts, and, for the brave, microskirts are commonplace, often paired with simple, low heels, flats, or sneakers. Colorful dress shirts, qipao blouses, and standard blouses are all common as well, featuring designs similar to masculine looks. Dresses of all lengths usually have a high-slit, reaching all the way up the thigh, and are often intricately decorated with LED and neon-tubing. Though suit jackets and leather jackets with designs are common among feminine looks as well, they are occasionally cropped to just below or at the ribs.&lt;br /&gt;
&lt;br /&gt;
Recently, there has been a rise in traditional and “neo-traditional” clothes. For example, “faying” dresses and suits are based off Victorian Era British and French formalwear, but modified to better fit today’s fast paced society. Faying are less restrictive and faying dresses in particular have a much smaller bell skirt and are occasionally shortened to the mid-calf or knee. Another example are “neo-hanbok”, which are the traditional Korean hanbok similarly updated like faying. Feminine hanbok have a thinner bell and sometimes have a shorter skirt and masculine hanbok often have tighter sleeves and a pair of pants and vest instead of a robe. Another popular look is to add LED lighting, neon graphics, or simply different colors. Standard qipao/cheongsam, changshan, kimono, and yukata are also staples among the traditional fashion movement.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Jintarian Fashion  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Due to the rough life on the Venusian surface, Jintarian fashion is mostly practical. For the most part, Jintarians wear simple jumpsuits, overalls, t-shirts, and jeans. It is not uncommon, though, for Jintarians to decorate their clothes with pins, badges, armbands, or graphics. Military-style, bomber, and leather jackets are also common among fashion-forward Jintarians. Among Jintarian freerunners, it is a sort of tradition to hide one’s identity. Generally, freerunners wear fitted hoodies, plain athletic shorts, running shoes, and either a blank mask or a combination of an air mask and a lowered baseball cap, sunglasses, or tight beanie.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ethnicity on Venus==&lt;br /&gt;
===Cytherean===&lt;br /&gt;
The average Cytherean look is:&lt;br /&gt;
* Skin Tone: 50 - 140&lt;br /&gt;
* Average Height: 5&#039;9&amp;quot; - 6&#039;3&amp;quot; / 175 cm - 190 cm&lt;br /&gt;
* Black to dark brown hair, though often dyed.&lt;br /&gt;
* Dark brown to light brown eyes.&lt;br /&gt;
===Jintarian===&lt;br /&gt;
The average Jintarian look is:&lt;br /&gt;
* Skin Tone: 1 - 50&lt;br /&gt;
* Average Height: 5&#039;3&amp;quot; - 5&#039;9&amp;quot; / 160 cm - 175 cm&lt;br /&gt;
* Black to dark brown hair.&lt;br /&gt;
* Dark brown to light brown eyes.&lt;br /&gt;
&lt;br /&gt;
Jintarians raised on Venus usually have broad, thick builds due to the pressure of the atmosphere.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
As with all Solarian holdings, Venus has a representative, currently Heidi Kim, in the SolGov Senate who handles most of the world&#039;s interaction with the Sol Alliance as a whole. At the planetary level, Venus is a Democratic Populist Technocracy. Each aerostat and surface habitat has its own elected governor who presides over a council. The council size varies from place to place, based on the population of the habitat. The high number of science personnel mixed with the planet’s celebrity-worship culture has lead to many influential scientists, celebrities, or some of both generally being elected. Many governors and councillors are elected via popularity and easily carry out their manifestos with gusto, lacking any real public opposition due to their position. Commercial and industrial industries are rarely targeted and thus remain stable, ensuring the planets profitability to the Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
The Sol Alliance military handles all affairs of planetary defense, with the exception of only the VHEC Reg. Venus Hazardous Environment Combat Regiment or &amp;quot;VHEC Reg&amp;quot;. Trained for orbital insertion into extremely hostile and hazardous environments, VHEC Reg serves as a Venusian special forces group. Recruits are trained in close quarter combat and are unsurpassed in their field with many hopefuls applying every month from across the Sol Alliance.&lt;br /&gt;
The Venusian military is highly skilled, although only theoretically. It is noted that historically, they have had little to no actual combat experience.&lt;br /&gt;
See [sol alliance military link]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Most of the early history of Venus has been lost to the ages, with the Cythereans viewing it as unimportant. However, it is generally accepted that the first aerostats were constructed for scientific purposes. The first built, and the largest even today, was Binyaria. The surfacer habitation complexes were built much later on, and all of them originally featured tethers to the aerostats before more efficient stabilization technology was made. The disposal of these planetary tethers allowed for the Jintarians to be gradually forgotten by mainstream Cytherean society.&lt;br /&gt;
&lt;br /&gt;
==Potential Character Concepts==&lt;br /&gt;
&#039;&#039;&#039;Characters from Venus are likely to:&#039;&#039;&#039;&lt;br /&gt;
* Have worked with or used products by Zeng-Hu Pharmaceuticals, Einstein Engines, and Necropolis Industries.&lt;br /&gt;
* Either value beauty or efficiency very highly.&lt;br /&gt;
* Have positive feelings towards IPCs, especially Shells or industrial frames.&lt;br /&gt;
* Speak Sol Common.&lt;br /&gt;
&#039;&#039;&#039;Here is an example character from Venus:&#039;&#039;&#039;&lt;br /&gt;
* Chia-ling “Novae” Soyer, 21, is a bartender currently employed for the NSS Aurora. She is a bit airy and blunt, but is a friendly person at heart.&lt;br /&gt;
* Novae is about 5’11” and has a slender build with long legs and is about 140 lbs. She has excellent posture and her movements are trained and graceful. She has dark brown eyes and long, curly white hair that is naturally dark brown. Her nails are somewhat long and intricately decorated with bright novae.&lt;br /&gt;
* Novae was a former idol trainee before a fake but scalding scandal forced her off of Venus. She currently lives in an apartment with her boyfriends in Mendell City. Novae is agnostic. Novae doesn’t understand Tau Ceti politics much, but devoutly believes in equality for everyone, no matter species or synthetic brand.&lt;br /&gt;
* Novae doesn’t know much of alien culture, but is very fond of them and treats them equally. She also tries very hard to make IPCs feel like people, often obviously so.&lt;br /&gt;
* Novae speaks Sol Common and Tau Ceti Basic, and she even knows some Terran English and Mandarin phrases.&lt;br /&gt;
&#039;&#039;&#039;Here is a second example character from Venus:&#039;&#039;&#039;&lt;br /&gt;
Cesar Moon, 33, is a shaft miner working for NanoTrasen. He is reclusive, but always does as he is told.&lt;br /&gt;
* Moon is 5’8” and has a stocky, muscled build, likely 190 lbs. He has fairly defensive posture and a slight hunch, and his movements are fast but awkward. He keeps his black hair buzzed close to his scalp. Due to a rare disease caused by a difficult birth, he had to replace his eyes with prosthetics.&lt;br /&gt;
* Although Moon was born on the surface of Venus and worked for the Company for almost his entire life, he eventually began to fear his employers. He chose Biesel as the place to go to due to its open borders, and currently rents a room on the Odin. Moon is Buddhist. He finds politics somewhat difficult to grasp.&lt;br /&gt;
* Moon has rubbed shoulders with many other alien races in his life and believes that people should be judged by merit, not by species. However, he tends to like Unathi more because of their strict code of honor and has a hard time understanding Dionaea.&lt;br /&gt;
* Moon speaks Sol Common as his main language and has a rocky understanding of Tau Ceti Basic.&lt;br /&gt;
&#039;&#039;&#039;Here is a third example character from Venus:&#039;&#039;&#039;&lt;br /&gt;
* Sunmi Ford, 28, is an engineer currently on the NSS Aurora. She is hardworking and gruff, but has a soft side.&lt;br /&gt;
* Ford is 5’4” and has a lightly muscled build, likely 150 lbs. She has poor posture, and her movements are fast and direct. She keeps her dark brown hair in a short ponytail. Ford has several small scars scattered across her body, as well as one long one up her thigh.&lt;br /&gt;
* Having always hated the cramped, claustrophobic feeling of the Venusian surface, Ford managed to save enough money to go to Earth where she was recruited by NanoTrasen. She lives in a small apartment in Mendell City with her partners and two kids. Ford is Christian. She supports any political idea or reform that will supposedly get her more money in the end.&lt;br /&gt;
* Ford is very practical, not caring for species whatsoever. She does, however, have a strange pull to IPCs, especially Shells.&lt;br /&gt;
* Ford speaks Sol Common and barely has working fluency in Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Venus&amp;diff=11797</id>
		<title>Venus</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Venus&amp;diff=11797"/>
		<updated>2019-05-19T21:50:17Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: adds that image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[Image:VenusAerostat|thumb|250px|A view of a newer design of the Cytherean aerostat.]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Venus is a microcosm of Solarian culture with its glittering cities floating above the clouds and a dirty underbelly below them. The capital of Venus is Binyaria, the largest aerostat and home to the best Sol has to offer in holovids, VR, orchestration, engine parts, and weaponry. Cythereans live in the luxurious habitable zone above the clouds. Jintarians live on the surface of Venus far below the Cythereans, both physically and metaphorically. The primary language is Sol Common.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
Venus is an incredibly hot and miserable planet. The mass of its atmosphere is 93 times that of Earth&#039;s, equivalent to the crushing depths of the deep ocean. This atmosphere is extremely thick and toxic, composed primarily of carbon dioxide and nitrogen, and this generates the strongest greenhouse effect in the Solar System, creating an average surface temperature of at least 462 C (864 F). Despite this, there have been genetically-modified organisms introduced to the surface and upper atmosphere that can withstand the extreme conditions, such as . . . .&lt;br /&gt;
A Venusian year lasts 225 Earth days. A normal day on Venus lasts much longer than that of Earth due to the slow rotation, taking 243 Earth days to make one Venusian day. Venus spins backwards when compared to the other planets in the Sol system, causing the sun to rise in the west and set in the east. It rains sulphuric acid on the surface and the atmosphere is so thick that it exerts massive amounts of pressure on the surface. This crushes all but the most structurally reinforced of habitats below the cloud layer, with the rest destroyed by caustic acid rain. The planet hosts massive amounts of volcanic activity, which spew more toxic gases into the atmosphere. Almost no sunlight reaches the surface of the planet, despite the temperature.&lt;br /&gt;
&lt;br /&gt;
==Population and Major Aerostats and Habitats==&lt;br /&gt;
===Binyaria===&lt;br /&gt;
Binyaria, the first and largest aerostat, is widely known as the jewel of Venus and houses just about 19 million people. Those from across the galaxy flock to Binyaria to experience Solarian culture, with tourists roaming the famous Binyarian vineyards and partying into the artificial, neon-lit night. It is widely known that Binyarians don’t get the best first; they make the best first. This reputation of being the most beautiful, the most cultured, the most advanced, and the greatest has lead to an extremely aggressive, cutthroat environment for those looking to get ahead. Actors, idols, politicians, and scientists all face heavy scrutiny by their fellow Binyarians and must constantly keep their mask polished and their persona unbreakable in order to become even the most minor celebrity.&lt;br /&gt;
Like most aerostats, Binyaria is divided into layers, which are further subdivided into districts. The most well known districts on Binyaria are Wajiu District on Layer 1, Chiye-Gyo District on Layer 3, and Parabing District on Layer 6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Binyarian Districts  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Binyaria’s government developed &#039;&#039;&#039;Wajiu District&#039;&#039;&#039; with the utmost care and foresight, leading to the district’s gardens becoming one of the biggest tourist attractions. Pervasive genetic engineering has helped the plants become beautiful, delicious, potent, or a combination of the three and an aesthetic-based design philosophy has only furthered the plants’ appealing appearance. Among these gardens lie the famed Yuyuan Vineyard where tourists flock to see by far the most attractive and artistic garden in Wajiu District and, of course, try the excellent Yuyuan Wine for a discounted price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chiye-Gyo District&#039;&#039;&#039;, similarly, was helped to fame by corporate investment. For a long time, Chiye-Gyo District was in a strange place, being mostly made up lower-middle class housing and failing businesses. The government of Binyaria, set to improve the district, announced that the district would be sold out to corporations. Early on in the redesign of the district, &#039;&#039;&#039;Ingi Usang Entertainment Co.&#039;&#039;&#039; and &#039;&#039;&#039;BP Entertainment Inc.&#039;&#039;&#039;, subsidiaries of NanoTrasen Corporation and Idris Incorporated respectively, invested heavily into Chiye-Gyo District recognizing the emerging celebrity culture of Venus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;InUs&#039;&#039;&#039; and &#039;&#039;&#039;BPEI&#039;&#039;&#039;, as the companies are abbreviated today, formed and debuted various musical groups, all of whom gained a dedicated following whether big or small, and have achieved great financial success. More importantly, however, these pop bands, hip-hop groups, and solo ballad artists helped give rise to the celebrity-based culture Venus is known for today. In more recent years, Amijin-Kyodai Corp. and TakeOff! Entertainment Inc., subsidiaries of Zeng-Hu Pharmaceuticals and Hephaestus Industries respectively, have broken into both the corporate battle and the hearts of Venusians with their own outrageously successful debut artists.&lt;br /&gt;
&lt;br /&gt;
With all of Binyaria’s aspiring artists, it was only a matter of time before &#039;&#039;&#039;Parabing District&#039;&#039;&#039; became as popular as it is today. Though mostly focused on the lower- and middle-class, Parabing District holds a number of high-energy clubs, PC cafes, karaoke joints, laid-back bars, and fast food restaurants, all of which become progressively seedier closer to Binyaria’s hull. The district’s dynamic lighting is paused at midnight, but is lit up by the thousands of neon signs competing for attention.&lt;br /&gt;
&lt;br /&gt;
Furthest from the hull, street food vendors set up their carts and offer drunk food to the exhausted, inerbiatered clubbers on their way out of the district. Toward the center of the district, host and hostess bars offer companionship to the many business people of Binyaria while young, attractive college students advertise themselves for compensated dates nearby outside. Along the hull, brothels hidden behind heavy curtains and tucked into alleys are frequented by people with intricate tattooing and expensive clothing. Anyone can find something fun in Parabing with a bit of luck and cash.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tethering Station Medio===&lt;br /&gt;
Medio is one of the oldest habitation complexes on the surface. Built on Verdandi Corona, Medio was once used as an anchor for an aerostat by the name of Arianrhod, which was destroyed in a long-forgotten incident. Revanchist feelings against Cythereans run particularly strong here, residents still emboldened by their past “victory.” Owing to its various refueling, processing, and recycling facilities, Medio has become a popular stationing for illegal surfacers, their presence only being slightly uncomfortable for residents. Other ventures here tend to be of a manufacturing nature.&lt;br /&gt;
&lt;br /&gt;
===Subterranean Complex 74-F, “Rason”===&lt;br /&gt;
A newer complex, Rason is one of the few built near-completely underground with only a single observational spire above the rocky surface. Civilian affairs here primarily deal in textiles and hydroponics, the work rather strenuous. Long hours are devoted to the creation of expensive clothes, polychromic fabrics, and holographic inlays that workers will never wear. A popular hobby is freerunning with a monthly (based on Terran months) Climb The Complex competition held where citizens must start at the bottom of the complex and make it all the way to the top of the spire. &lt;br /&gt;
&lt;br /&gt;
Dropped from orbit around thirty years ago, Rason’s impact and construction were based around a promising xenoarcheological find, which was nearly destroyed. It is said that partial ruins exist around Rason’s depth of 200 feet (~61 meters); despite having no publicly known entrances, many xenoarcheologists have disappeared underneath the complex. Often the dwellers of the complex have described seeing shadowy, vaguely humanoid figures walking around in their dreams. The figures have reportedly murdered people in their dreams by whispering a single, incomprehensible word that causes great agony and distress which vanishes once the dreamer awakens.&lt;br /&gt;
Diaspar City&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 13.1% Cytherean&lt;br /&gt;
* 21.8% Jintarian&lt;br /&gt;
* 63.8% Other Human Ethnicities&lt;br /&gt;
* 0.9% Skrell&lt;br /&gt;
* 0.2% Tajara&lt;br /&gt;
* 0.2% Unathi&lt;br /&gt;
&lt;br /&gt;
===Cytherean Culture===&lt;br /&gt;
Cythereans dwell in aerostats floating in the habitable layer, nicknamed “the Zone”, above the sulphuric acid clouds masking the surface. These floating cities are primarily held in place by their natural oxygen content and large bags of hydrogen. Though varying in size, the largest aerostats are no bigger than four miles across. Many take the shape of an upside down teardrop. The topmost section hosts a large, open-air park dedicated to help with the claustrophobic feelings in the aerostats and to maintaining a large amount of oxygen to keep the city afloat in the carbon dioxide. Below the park lies a mass of apartments, offices, shops, and other-such buildings arranged in a similar fashion to a shopping mall. There are numerous open spaces built into aerostats that provide both public space for citizens and more air chambers for buoyancy. Aerostats are mobile, possessing both microthrusters and rudders for stability and the occasional docking with surface elevators or tethers. The other less common format of aerostats are donut-shaped and are used for the immensely lucrative farming business. These aerostats are equipped to collect sulphuric acid and carbon dioxide from the atmosphere, often taking cloud dives to produce fertilizer and water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Despite their precarious living situation, Cytherean Venus is the primary pop culture center of Sol, with a populace often dressed in bright, dramatic clothing. Many Solarian celebrities either live or were born on one of Venus’s aerostats, growing up in the privileged Cytherean culture. The best actors, comedians, chefs, musicians, and pop stars enjoy almost constant coverage on holo-screens, only occasionally replaced by adverts for startup beauty products, cutting-edge gaming hardware, or the newest diet fad. These celebrities enjoy high class treatment and something akin to worship from the Cythereans. Many come from across the galaxy, human and alien alike, seeking to turn their fortunes around. However, Cythereans are not immune to poverty and hardship in their laissez-faire society. Those looking to become the next big thing sometimes wind up on the opposite end of the spectrum, relying on morally and legally ambiguous means to get by. Aliens, although welcome, are typically sidelined in favor of human actors and models due to most moguls desiring to “play it safe”. They are typically seen as understudies, extras, dancers, and occasionally backup singers or instrumentalists. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Cytherean environment is very cutthroat as both culture and copyright law change rapidly to suit whoever is rich and whatever is popular at the time in any given arcology, given the heavy celebrity-based culture. Law enforcement, while much more strict and present than on the surface, are easily evaded. In the end, one can get away with almost anything as long as one has the right contacts and enough money. The party culture thrives in the aerostats, with the grand cocktail parties and fundraising schmooze-fests toward the top of teardrop slowly fading into the high-energy festivals and drug-fueled orgies of the lower sections. Toward the top, one can overhear the latest gossip and glimpse envelopes of credits sliding under tables. Toward the bottom, one can see the most hedonistic displays of luxury and passionate kisses passing the newest street pill.&lt;br /&gt;
&lt;br /&gt;
Though many work in the entertainment industry as stars and producers, there are great opportunities for a Cytherean scientist. The development of pharmaceutical drugs and new medicines is a common field for Cytherean scientists, with a booming genetic engineering field to aid residents on Venus. There are also a fairly large number of farmers and gardeners from Venus, some of whom leave the planet more a more relaxed atmosphere. Many of these scientists are enticed to NanoTrasen by recruiters.&lt;br /&gt;
&lt;br /&gt;
In Cytherean Venus, it&#039;s a sort of faux pas to even mention the surface dwellers. It is a known secret that there are many below scraping by in constant hardship, though very few offworlders other than criminals know much of the true life of a surface dweller.&lt;br /&gt;
&lt;br /&gt;
Cytherean farmers living in the donut-shaped aerostats are a different bunch. With much of the farming rings are dedicated solely to growing crops, the living quarters of donut dwellers are somewhat more open, and very scenic. Farmers often come from families with a history in hydroponics and are usually raised to carry on the family legacy. Typically, these aerostats take on a country-clubesque approach, having just as egotistical an atmosphere as typical Cytherean environments: wealthy farmers with massive crop arrangements; automated sprayers; and plenty of robots, aliens, and otherwise-poor Surfacers to help out. Freetime is ample, and this is spent on all sorts of frivolities: shooting, swimming, Terran and alien animal husbandry, playing sports, and doing plenty of social activities. Life here can be just as stratified as the teardrop aerostats with dwellers either being “members” or “helpers” depending on their connections and charisma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jintarian Culture===&lt;br /&gt;
Despite the crushing pressure and the lead-melting hellscape that is the surface of Venus, colloquially known as Downstairs, many habitats exist there. Compared to the many independent cities that lurk above the cloud layer, there are few individual habitats, with many often structured as sprawling complexes. Hab-complexes tend to lack windows due to the immense pressure and the windows that do exist are primarily in the form of thick, expensive borosilicate used solely in expensive observatories. Greenery aided by artificial means are a common sight in these complexes. Lighting is tuned to simulate a relatively Earth-like environment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those on the Venusian surface tend to be researchers, foreigners who couldn’t make it in the floating Cytherean palaces, or criminals from the cloud layer. The desolation of the Venusian surface has lead to a culture focused on escapism. Craftworks, holodecks, and stadium-complexes are commonplace. Parkour and freerunning are also popular pastimes, with annual and casual competitions often held in holodecks. Jintarian runners duck through cramped maintenance shafts, shimmy inside air vents, and slide through industrial complexes. Following pop culture fed in through the cloud layer, though, is the primary means of forgetting the surface hellscape. There are also Screenpod Studios housing dozens of Screenpods for a viewer to crawl into and experience their favorite movies and shows in 4D. There are also many AR experiences available to the Jintarians, fully immersing them in fantastical, dramatic, or sensual situations and environments. Jintarians typically become nervous in wide-open spaces, preferring the tight comfort of a hab-complex or tunnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work for Jintarians, however, remains mostly practical and physical. Engineering jobs are an essential part of hab-complexes, with some even managing to work their way back above the clouds to upkeep the floating Cytherean cities. Industrial work is also common, with many factors making shield generators, firearms, and vehicles for exportation. Because of the extremely hostile conditions of Venus and the incredibly quality materials required to build homes on the surface, Jintarian products are known for being highly reliable, durable, and of great quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IPCs enjoy a certain status above even some alien residents of Venus, lofted by the ethereal beauty and flawless movements of a Venusian-made Shell or the ability to make other frames as aesthetically pleasing as possible in the most avant garde ways, to say nothing of how easily they can be manipulated. Under the clouds, robots and IPCs alike are valued for their reliability in an industrial environment, even among potentially shady mining guilds. However, the love of the aesthetic of IPCs does not reach the surface, as those Downstairs consider them more as tools than art. This mentality of IPCs being the ultimate display of artistry or a handy piece of hardware hinders IPCs quite a bit; no free IPCs exist either in the Zone or Downstairs.&lt;br /&gt;
&lt;br /&gt;
===Illegal Surfacers===&lt;br /&gt;
Not all of the people who dwell on the Venusian surface live in hab-complexes. Some have taken like swarms of locusts to the lead-melting wastelands of the planet. These people are mostly miners and illegal traders, blazing on their huge, over-engineered motor and hovercrafts that serve as formidable war machines, functional living bases, and heavy mining rovers all at once. These almost mind-bogglingly complex vehicles are crafted from metal scrap dropped from the Zone and surface wrecks and ruins. Outside of vehicles, extremely robust hardsuits are employed, resembling something closer to antique diving suits than the sleeky, contemporary designs of Tau Ceti. Both rapid-firing PDWs, heavy coilguns, and super-sized kinetic accelerators are employed on foot as well. Convoys of tank-bases are typically followed by herds of Yudina, a burrowing Venusian beast. These creatures can grow up to thirty feet long, lack eyes, and have very thick skin. Their massive claws make quick work of the virgin surface, exposing wealths of natural resources, partially through their digestive processes.&lt;br /&gt;
&lt;br /&gt;
While initially many operated independently and gunned down each other on sight, eventually a proper organization with a division of labor formed quickly. Simply called the Venusian Company, they found black market deals more lucrative than selling materials to megacorporations. The Company presents themselves as a somewhat-corporate organization and has constructed static bases across the surface of Venus to house families. As they attempted to expand further from Venus, the Company faced difficulty as a known criminal faction. Thus, they formally established and registered the Azulite Mining Guild, pretending to be a small mining company. The Azulite Mining Guild got a relatively large number of holdings in the Sol system, owning large patches of land on Mercury, and plenty of various entire moons of Saturn and Jupiter. The Company, however, withholds a fair share of the profits, leading to the formation of many small, rebellious gangs. However, there has been no successful joined effort to create a proper opposing faction. The Company usually attempts to destroy gang vehicles on sight making many of these gangs arm themselves to the teeth. Alternatively, some like the Masquers gang, named after a famous Zone-made movie, employ ragtag cloaking technology to conduct their operations covertly.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Cytherean Fashion  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;There a number of Cytherean fashion trends just entering the public eye, being sold by stores, and falling out of fashion at any time. Anything a non-Cytherean can put together that is appealing to the eye, and sometimes not, has been the height of fashion at some point somewhere in the clouds. There are a few popular looks and rules Cytherean fashion tends to follow, though.&lt;br /&gt;
&lt;br /&gt;
The most important rule for an aspiring Cytherean fashionista is that the best part of the body is the skin. A lot of clean, unblemished, hairless skin is shown in Cytherean fashion whether it be through a high-slit dress, a translucent button-up shirt, a pair of short shorts, a fitted tank top, or a low cut blouse. More masculine figures tend to show off the upper body, especially the arms, while more feminine looks show off the lower body, specifically the legs. It should be noted that showing too much skin is a great faux pas; looks are often balanced so that if a lot of the upper body is shown, the lower body is mostly covered.&lt;br /&gt;
&lt;br /&gt;
Another important note that while minor body modifications are considered fine, a more natural appearance is preferred. Body-sculpting procedures are common, especially among celebrities. The most common body-sculpting procedures include improving facial features and structure, removing all body hair “below the eyelashes”, tightening the skin, removing excess body fat, enhancing or emphasizing musculature, and balancing body proportions, usually in favor of the legs. However, extensive piercing, more extreme body-sculpting, heavy tattooing, and other modifications that break the “pure skin” rule are frowned upon. In particular, tattooing, even minor tattooing in some cases, is considered unsightly due to its long-standing connection with criminals.&lt;br /&gt;
&lt;br /&gt;
The source of many trends has stemmed from Binyaria’s Parabing District, named “wankukai” trends. Wankukai clothes are either what’s popular in the Parabing clubbing scene or, less popularly, something slightly more appropriate for streetwear. Masculine looks often have plain, solid colored pants in dark colors with slim, usually designer belts, and often have simple dress shoes or sneakers. Translucent button-ups with LED or neon-tubing designs up the arms or across the chest are popular, as well as similarly designed, fitted tank tops to accentuate the arms. Some even elect to go shirtless. Suit jackets matching one’s pants are also common, as well as leather jackets with LED or neon designs on the back. As for more femme looks, miniskirts, short shorts, and, for the brave, microskirts are commonplace, often paired with simple, low heels, flats, or sneakers. Colorful dress shirts, qipao blouses, and standard blouses are all common as well, featuring designs similar to masculine looks. Dresses of all lengths usually have a high-slit, reaching all the way up the thigh, and are often intricately decorated with LED and neon-tubing. Though suit jackets and leather jackets with designs are common among feminine looks as well, they are occasionally cropped to just below or at the ribs.&lt;br /&gt;
&lt;br /&gt;
Recently, there has been a rise in traditional and “neo-traditional” clothes. For example, “faying” dresses and suits are based off Victorian Era British and French formalwear, but modified to better fit today’s fast paced society. Faying are less restrictive and faying dresses in particular have a much smaller bell skirt and are occasionally shortened to the mid-calf or knee. Another example are “neo-hanbok”, which are the traditional Korean hanbok similarly updated like faying. Feminine hanbok have a thinner bell and sometimes have a shorter skirt and masculine hanbok often have tighter sleeves and a pair of pants and vest instead of a robe. Another popular look is to add LED lighting, neon graphics, or simply different colors. Standard qipao/cheongsam, changshan, kimono, and yukata are also staples among the traditional fashion movement.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Jintarian Fashion  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Due to the rough life on the Venusian surface, Jintarian fashion is mostly practical. For the most part, Jintarians wear simple jumpsuits, overalls, t-shirts, and jeans. It is not uncommon, though, for Jintarians to decorate their clothes with pins, badges, armbands, or graphics. Military-style, bomber, and leather jackets are also common among fashion-forward Jintarians. Among Jintarian freerunners, it is a sort of tradition to hide one’s identity. Generally, freerunners wear fitted hoodies, plain athletic shorts, running shoes, and either a blank mask or a combination of an air mask and a lowered baseball cap, sunglasses, or tight beanie.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ethnicity on Venus==&lt;br /&gt;
===Cytherean===&lt;br /&gt;
The average Cytherean look is:&lt;br /&gt;
* Skin Tone: 50 - 140&lt;br /&gt;
* Average Height: 5&#039;9&amp;quot; - 6&#039;3&amp;quot; / 175 cm - 190 cm&lt;br /&gt;
* Black to dark brown hair, though often dyed.&lt;br /&gt;
* Dark brown to light brown eyes.&lt;br /&gt;
===Jintarian===&lt;br /&gt;
The average Jintarian look is:&lt;br /&gt;
* Skin Tone: 1 - 50&lt;br /&gt;
* Average Height: 5&#039;3&amp;quot; - 5&#039;9&amp;quot; / 160 cm - 175 cm&lt;br /&gt;
* Black to dark brown hair.&lt;br /&gt;
* Dark brown to light brown eyes.&lt;br /&gt;
&lt;br /&gt;
Jintarians raised on Venus usually have broad, thick builds due to the pressure of the atmosphere.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
As with all Solarian holdings, Venus has a representative, currently Heidi Kim, in the SolGov Senate who handles most of the world&#039;s interaction with the Sol Alliance as a whole. At the planetary level, Venus is a Democratic Populist Technocracy. Each aerostat and surface habitat has its own elected governor who presides over a council. The council size varies from place to place, based on the population of the habitat. The high number of science personnel mixed with the planet’s celebrity-worship culture has lead to many influential scientists, celebrities, or some of both generally being elected. Many governors and councillors are elected via popularity and easily carry out their manifestos with gusto, lacking any real public opposition due to their position. Commercial and industrial industries are rarely targeted and thus remain stable, ensuring the planets profitability to the Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
The Sol Alliance military handles all affairs of planetary defense, with the exception of only the VHEC Reg. Venus Hazardous Environment Combat Regiment or &amp;quot;VHEC Reg&amp;quot;. Trained for orbital insertion into extremely hostile and hazardous environments, VHEC Reg serves as a Venusian special forces group. Recruits are trained in close quarter combat and are unsurpassed in their field with many hopefuls applying every month from across the Sol Alliance.&lt;br /&gt;
The Venusian military is highly skilled, although only theoretically. It is noted that historically, they have had little to no actual combat experience.&lt;br /&gt;
See [sol alliance military link]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Most of the early history of Venus has been lost to the ages, with the Cythereans viewing it as unimportant. However, it is generally accepted that the first aerostats were constructed for scientific purposes. The first built, and the largest even today, was Binyaria. The surfacer habitation complexes were built much later on, and all of them originally featured tethers to the aerostats before more efficient stabilization technology was made. The disposal of these planetary tethers allowed for the Jintarians to be gradually forgotten by mainstream Cytherean society.&lt;br /&gt;
&lt;br /&gt;
==Potential Character Concepts==&lt;br /&gt;
&#039;&#039;&#039;Characters from Venus are likely to:&#039;&#039;&#039;&lt;br /&gt;
* Have worked with or used products by Zeng-Hu Pharmaceuticals, Einstein Engines, and Necropolis Industries.&lt;br /&gt;
* Either value beauty or efficiency very highly.&lt;br /&gt;
* Have positive feelings towards IPCs, especially Shells or industrial frames.&lt;br /&gt;
* Speak Sol Common.&lt;br /&gt;
&#039;&#039;&#039;Here is an example character from Venus:&#039;&#039;&#039;&lt;br /&gt;
* Chia-ling “Novae” Soyer, 21, is a bartender currently employed for the NSS Aurora. She is a bit airy and blunt, but is a friendly person at heart.&lt;br /&gt;
* Novae is about 5’11” and has a slender build with long legs and is about 140 lbs. She has excellent posture and her movements are trained and graceful. She has dark brown eyes and long, curly white hair that is naturally dark brown. Her nails are somewhat long and intricately decorated with bright novae.&lt;br /&gt;
* Novae was a former idol trainee before a fake but scalding scandal forced her off of Venus. She currently lives in an apartment with her boyfriends in Mendell City. Novae is agnostic. Novae doesn’t understand Tau Ceti politics much, but devoutly believes in equality for everyone, no matter species or synthetic brand.&lt;br /&gt;
* Novae doesn’t know much of alien culture, but is very fond of them and treats them equally. She also tries very hard to make IPCs feel like people, often obviously so.&lt;br /&gt;
* Novae speaks Sol Common and Tau Ceti Basic, and she even knows some Terran English and Mandarin phrases.&lt;br /&gt;
&#039;&#039;&#039;Here is a second example character from Venus:&#039;&#039;&#039;&lt;br /&gt;
Cesar Moon, 33, is a shaft miner working for NanoTrasen. He is reclusive, but always does as he is told.&lt;br /&gt;
* Moon is 5’8” and has a stocky, muscled build, likely 190 lbs. He has fairly defensive posture and a slight hunch, and his movements are fast but awkward. He keeps his black hair buzzed close to his scalp. Due to a rare disease caused by a difficult birth, he had to replace his eyes with prosthetics.&lt;br /&gt;
* Although Moon was born on the surface of Venus and worked for the Company for almost his entire life, he eventually began to fear his employers. He chose Biesel as the place to go to due to its open borders, and currently rents a room on the Odin. Moon is Buddhist. He finds politics somewhat difficult to grasp.&lt;br /&gt;
* Moon has rubbed shoulders with many other alien races in his life and believes that people should be judged by merit, not by species. However, he tends to like Unathi more because of their strict code of honor and has a hard time understanding Dionaea.&lt;br /&gt;
* Moon speaks Sol Common as his main language and has a rocky understanding of Tau Ceti Basic.&lt;br /&gt;
&#039;&#039;&#039;Here is a third example character from Venus:&#039;&#039;&#039;&lt;br /&gt;
* Sunmi Ford, 28, is an engineer currently on the NSS Aurora. She is hardworking and gruff, but has a soft side.&lt;br /&gt;
* Ford is 5’4” and has a lightly muscled build, likely 150 lbs. She has poor posture, and her movements are fast and direct. She keeps her dark brown hair in a short ponytail. Ford has several small scars scattered across her body, as well as one long one up her thigh.&lt;br /&gt;
* Having always hated the cramped, claustrophobic feeling of the Venusian surface, Ford managed to save enough money to go to Earth where she was recruited by NanoTrasen. She lives in a small apartment in Mendell City with her partners and two kids. Ford is Christian. She supports any political idea or reform that will supposedly get her more money in the end.&lt;br /&gt;
* Ford is very practical, not caring for species whatsoever. She does, however, have a strange pull to IPCs, especially Shells.&lt;br /&gt;
* Ford speaks Sol Common and barely has working fluency in Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:VenusAerostat.jpg&amp;diff=11796</id>
		<title>File:VenusAerostat.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:VenusAerostat.jpg&amp;diff=11796"/>
		<updated>2019-05-19T21:49:06Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Scarabs&amp;diff=11548</id>
		<title>Scarabs</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Scarabs&amp;diff=11548"/>
		<updated>2019-03-28T21:02:52Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: alt name for characters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign=Kyres1}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
[[File:Scarab_logo.png|The unique emblem of the Scarabs, owing its insectoid design to their reliance of such in history. |thumb]]&lt;br /&gt;
=Overview=&lt;br /&gt;
The largest representation of [[Offworlder Humans| offworlders]], the Scarabs perfectly embody the nomadic characterization most of the zero-G-bound Humans have founded over the years. They are a clever bunch, numbering in the millions yet supporting themselves by utilizing advanced compact hydroponics and insect farming to survive and compete in the modern world. &lt;br /&gt;
&lt;br /&gt;
Originating from African Confederation colonists in the early 2200’s, their remarkable history demonstrates the true flexibility and resolve of Humanity. These pioneers, in their early years, banded together with those of other nations launching numerous vessels at similar times for the collective goal of colonizing the depths of space. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
Tales of lost colonists existed ever since humans first set out to live on the first planet, the most famous one was the disappearance of African Confederation colonists during the early years of Warp travel; the precursor to Bluespace travel. In year 2205 colonists of the Confederation purchased large swathes of land in a yet un-scanned location of deep space in the galactic east. Plenty called this a blunder, but the colonists considered themselves pioneers.&lt;br /&gt;
&lt;br /&gt;
Charmed by promises of the great unknown, of having a land to call their own, and being assured their flight would be completely safe by the shipmaker, Einstein Engines, and the sponsors of several prominent Central African officials, the mission of about 250,000 men, women and children set out. Over the course of several months following, roughly 1,000,000 individuals from a myriad of nations would set out to catch up and join the growing fleet. The struggles of those bygone days was apparent immediately. Their ships had no artificial gravity generator and the design was plagued by issues of clunky, early tech and in the end the colonists paid for it. The colonists’ warp engines sent them out to the coordinates provided, but the clunky engines suffered a catastrophic failure and they were unable to fix the issue, trapping themselves in warp for 12 months of the original 10 month planned trip, throwing them wildly off course into uncharted space.&lt;br /&gt;
&lt;br /&gt;
The engines were finally repaired after weeks of drifting in deep space and they traveled for five more years before unrest broke out., Exhausted colonists wanted to turn back; they reported feeling weak and frail, with physical exercise not enough to prevent the onset of space altering their bodies and turning their children into tall, lanky people.&lt;br /&gt;
&lt;br /&gt;
The captain Kizza Adila was a staunch supporter of Einstein Engines and with her reputation on the line, refused to turn back, fearing what negative press this might cause. Anger against her continued for weeks until  eventually the mutineers broke into the bridge. In a panic the captain deleted return coordinates, stranding everyone aboard the ships. The following years are known as “Lost Years”. The ships dissolved into pure chaos. The engineering crew remained alert however, hidden between the plating and the maintenance rooms they kept the ships running for much longer than their intended time without landing. Eventually, a grand-grand-grand son of a Librarian aboard one of the colony ships taught himself how to read and the philosophical and educational books provided him with many ideas and thoughts. And so, Apollo Kagwa united the torn and shattered occupants of long gone civilian departments, who had the lowest ranking in these dire times due to their low importance on the ship maintenance ladder and brought a Holy War, Jihad, onto the ship. But not in the name of destruction but unification.&lt;br /&gt;
&lt;br /&gt;
Instead of bloodbaths and raids he challenged each Captain of each ship and each head of every Department, challenging their posse to a small skirmish, knowing eliminating the leader and his strongest men would ensure his dominance each time. After countless battles over multiple colony ships, they were once again united. During these times they religion shifted and changed, turning into what is now known as Stutuism. Preaching that scarcity is the greatest enemy, that peace and strength is achieved through unity and domination. Not only physical, but also mental and spiritual. It also established who should do what and that each man and woman has their life course set for them, even if they might not know it. They worship a single god and consider every living human an extension of said deity, saying that scarcity and evil exists only to make children into adults, and unwise into the wise.&lt;br /&gt;
&lt;br /&gt;
He preached of Earth and its many bounties, and the people listened, knowing well what they could gain from going back to their old human lifestyles. And so they set course back, back towards the Sol System, their homeland. Now that they’ve arrived, they’ve discovered they’re much too different to integrate fully. Although they’re united, Scarabs still stick to naming their children after the colony ship they inhabit.&lt;br /&gt;
&lt;br /&gt;
The Tian Kehan (an honorary title, vaguely Khan of Heaven) named Iraiya, the fourth successor of Kagwa is the current “leader” of the unified Scarabs. Today, they seek out to unify Humanity - at least those like her own - under a single banner no matter the costs. Among Scarabs, she is known as the Queen in Blue. Scarabs represent an alien form of Man left to itself for nearly two hundred years, independent of all societal progression that guided their hand otherwise. In 2438, Scarabs made their grand return to the Alliance territories, and through trade upgraded their entire home fleet with bluespace technology. Now, their vessels resemble huge inefficient monstrosities of the past intermingled with very advanced bluespace technology. Much of this was obtained through the Techno-Conglomerate, who they maintain excellent relations with to this day.&lt;br /&gt;
&lt;br /&gt;
=The Fleet=&lt;br /&gt;
The Scarab’s home fleet consists of nearly 630 permanent resident vessels with more than 20,000 individuals on board each. A nondescript number of smaller vessels exist, many of which are not permanent residents and simply move with the fleet for safety or business. Here are a few examples of vessels seen in the group.&lt;br /&gt;
&lt;br /&gt;
===Mayfly===&lt;br /&gt;
[[File:Mayfly.png|thumb|300px|The Scarab vessel &amp;quot;Mayfly&amp;quot; exiting bluespace at high velocity, its hull shimmering as it enters real space.]]&lt;br /&gt;
A ship originated from the Falklands. Colonists from this ship stick to the colors of blue, white and red. They’re primarily caucasian, this ship is known for some of the best engineers and sailors.&lt;br /&gt;
&lt;br /&gt;
An oddity in design, the Mayfly was a failed prototype purchased by Einstein Engines a year after its construction in 2201. The vessel itself was meant to be a garbage swoop originally, mopping Earth’s orbit of its dangerous hyper-accelerated debris. Competitors from Einstein were one step ahead however, and upon purchasing the vessel, it was converted into a heavy-duty freighter. At 1105 meters in width, the vessel resembles a very long, sideways stick with engines strapped on and cargo departments dangling from beneath. Now, almost 50,000 people call it home.&lt;br /&gt;
&lt;br /&gt;
===Impukane===&lt;br /&gt;
A Central African originating ship, the Impukane is known for its cooking and strong security force. The Scarabs from these ships would prefer colors like green, orange and red. People from these ships are primarily Central African.&lt;br /&gt;
&lt;br /&gt;
A largely untouched warp battleship at nearly 730 meters long, the Impukane is one of the largest vessels in the Scarab home fleet. Its intimidating, spikey mass may look dangerous at first glance, but the ship has over time become nothing more than a garrison for much of the official defense force the Scarabs may have. It routinely deploys assistance to fellow vessels for a myriad of reasons and holds a substantial prison wing that contains almost the entirety of the fleet’s own criminals. Its population has plummeted in recent years, now around 65,000.&lt;br /&gt;
&lt;br /&gt;
===Fa’Ta-Bs===&lt;br /&gt;
(Faladay Tadhhab Bsre) is a ship contributed by the Levant. They’re known for their excellent medical practitioners. Their official colors are white, blue and black. People from this ship are usually of Arabic or Jewish descent.&lt;br /&gt;
&lt;br /&gt;
Built with parts sent to space from the largest coil gun ever created, the Fa’Ta-Bs is a marvel of engineering from the 2200’s. The ship itself is relatively small in terms of the fleet, with a population of 11,300, but it also carries the fleet’s foremost medical supplies and response equipment. There are few children if at all kept on board the ship itself, with those on board explicitly being workers for the fleet. &lt;br /&gt;
&lt;br /&gt;
===Su-Yeongseon===&lt;br /&gt;
The Su-Yeongseon is a vessel with roots from eastern Asian, namely Korean descent who had branched off from an international effort to colonize the Antarctic in the early 2200’s. They are well known for their atmospheric manipulation and engineering prowess.&lt;br /&gt;
&lt;br /&gt;
From the newly-founded city designated Sierra Peak, the world’s largest Antarctic colony sprouted an effort to redirect the incredibly advanced environment control and habitation techniques into space. This was seen as a massive success to the Scarabs later down the line, with many of the tricks seen in surviving the harsh tundras now being used to preserve lives on board Scarab vessels. The forefront of this advanced study is the Su-Yeongseon, a large warp cruiser, built in 2197 and now retrofitted for bluespace travel that originally departed with the fleet for defensive purposes. Over time it was converted into an engineering warehouse, with many of its drone bays and missile silos now serving as hangars and storage compartments. The ship itself was built to hold 22,000 people at maximum, but over time has grown to have a population of 42,000 or more with space to spare thanks to modification.&lt;br /&gt;
[[File:San khol.png|The San-Khöl in low orbit of some nondescript Frontier world.|thumb]]&lt;br /&gt;
===San-Khöl===&lt;br /&gt;
(Sansryn Khölög) is a Mongolian originating ship. Colonists from this ship primarily enjoy the colors of red, blue, and yellow. They are known for their gardeners, hydroponicists, and scientists. People from this ship are usually of Mongolian or Chinese descent.&lt;br /&gt;
Built over the course of five years in Ulaanbaatar, the 1100 meter long San-Khöl is an impressive hydroponics vessel. Although capable of holding roughly 25,000 passengers, most of the available space on-board is dedicated to storage of water, food processing, and most importantly the eight hydroponics domes installed onto the ship’s exterior. These are used for fruits, vegetables, and most importantly insects. Three varieties of insect are the most raised here, the Hakhma, a massive beetle the size of a small car. These are utilized for their feed to meat ratio and friendly disposition. Secondly, the Süüs, a variety of honeypot ant that are soda-can sized. These are typically fed cactus juice, which the ant processes into an edible, reportedly tasty and highly nutritious juice, often seen hanging from a Scarab’s belt. Lastly various species of spider, used for their high-strength silk. The ninth dome is entirely devoid of such hydroponics, being used primarily for theatre and entertainment.&lt;br /&gt;
&lt;br /&gt;
===Bilröst and the Jormungandr===&lt;br /&gt;
[[File:Bilrost.png|The Bilrost and its sister ship the Jormungandr hidden on the very edge of a small gas cloud.|thumb]]&lt;br /&gt;
[[File:Bilrostemblem.png|The emblem of the Bilrost and the Jormungandr.|thumb]]&lt;br /&gt;
The CCV Bilröst and Jörmungandr are two ships contributed by the former Scandinavian Coalition. This group was formed around the year 2015 in response to the collapse of the European Union. The countries of Denmark, Norway, and Sweden hastily turned to each other for stability, reforming a modern version of the Scandinavian Monetary Union. Eventually the Bilröst was constructed in the year 2129. However, the plan was malformed. Certain aspects of the ship were under-engineered, certain systems were lacking in redundancies and backups, and an overall lack of strategy regarding reaching the promised land the Confederation had purchased. The addition of the second escort ship, Jörmungandr, only complicated affairs, and not long after their launch, the Scandinavian Coalition was in the red.&lt;br /&gt;
&lt;br /&gt;
With so much of the Coalition’s focus on the new space faring vessels, its people fell to the wayside. Citizens of the Coalition faced food shortages, lack of available healthcare, and an increasing difficulty in finding good work. Times were dark, and with such unpleasant circumstances, there was one thing humans historically turned to - religion.&lt;br /&gt;
&lt;br /&gt;
And it was thus that the people of the Coalition started to look to their old ways.&lt;br /&gt;
&lt;br /&gt;
The people of the Coalition filled themselves with forgotten gods and culture, and it was thanks to this that they gained the strength that they needed to see themselves through adversity. They persevered, worked with what they had, and created the means aboard their new ships to end hunger and heal the sick - and it was in this way that they grew in purpose.&lt;br /&gt;
&lt;br /&gt;
====Bilröst====&lt;br /&gt;
&lt;br /&gt;
The CCV Bilröst (Bifrost) was the first ship constructed by the Scandinavian coalition, and additionally, the center of life for all Asgardians. Though staff here vary from barkeeps to freight movement, the most important activities performed aboard the Bilröst are of the scientific variety, especially with a medical bend. Here, important research is performed to enhance the Offworlder quality of living; musculoskeletal and immune system supplements, different types of bracing equipment, and even the first ESS prototype have undergone development here.&lt;br /&gt;
&lt;br /&gt;
====Jörmungandr====&lt;br /&gt;
&lt;br /&gt;
The CEV Jörmungandr is a satellite of sorts that accompanies the Bilröst. It is significantly smaller in size, and is only used for non-civilian purposes. The main function of Jörmungandr is to handle and observe security scans to protect the main vessel. Access to the Jörmungandr is normally restricted to capable operators. Typically personnel here are either of an investigative nature, the temporary holding of criminals, or the maintenance and operation of various combat drones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Foreign_Legion&amp;diff=11041</id>
		<title>Tau Ceti Foreign Legion</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Foreign_Legion&amp;diff=11041"/>
		<updated>2019-01-04T01:05:13Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: Adds team name, Task Force 13 - Fortune, base name, BLV The Tower, and dropship, BLV Chariot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip&lt;br /&gt;
|assign = Zundy}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ELITE&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img = Tcfl8.png&lt;br /&gt;
|jobtitle = Tau Ceti Foreign Legion&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|superior = The Biesel Government&lt;br /&gt;
|duties = Make sure the station is secure.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Tcflposter.png|thumb|400px|A recruitment poster for the Tau Ceti Foreign Legion.]]&lt;br /&gt;
&lt;br /&gt;
The Tau Ceti Foreign Legion is a military force employed by the Republic of Biesel consisting of mostly volunteers of all recognized sentient citizens. It primarily comprises of immigrants and external parties seeking citizenship or stakes in Tau Ceti, which the Republic offers in exchange for participation. It can often be seen working with NanoTrasen assets wherever possible, extending operations slightly further than most NanoTrasen ERT officially reach. As such, the Foreign Legion can be seen regularly patrolling areas nearby the N.S.S. Aurora and the Romanovich Cloud.&lt;br /&gt;
&lt;br /&gt;
Currently, the Tau Ceti Foreign Legion is called either manually through utilizing a station fax machine (in a valid state of emergency,) or at a 50% chance (currently) at a command authorization swiper&#039;s ERT swipe.&lt;br /&gt;
&lt;br /&gt;
==Who am I?==&lt;br /&gt;
You are a volunteer or officer of the Tau Ceti Foreign Legion, a sparsely trained government official given the authority to respond to and solve issues in and around Republic space. You are a member of Task Force XIII - Fortune.&lt;br /&gt;
&lt;br /&gt;
Upon spawning upon BLV The Tower, you will be given a number of choices. So lets talk you through them:&lt;br /&gt;
Name- The first pop-up you will get is to enter your name, don&#039;t forget your rank though!&lt;br /&gt;
For your first time it is advised you label yourself as a Volunteer Officer (Vol. [name]), as you become more experienced you may well get a chance to be a squad leader, known as a Prefect (Pfct. [name])&lt;br /&gt;
&lt;br /&gt;
The full rankings and their abbreviations are:&lt;br /&gt;
&lt;br /&gt;
Pfct. [name] - Prefect Melons&lt;br /&gt;
&lt;br /&gt;
Lgn. [name] - Legionnaire Melons&lt;br /&gt;
&lt;br /&gt;
Vol. [name] - Volunteer Officer Melons&lt;br /&gt;
&lt;br /&gt;
All species found on the Aurora can be a member of the Foreign Legion emergency response team. There is no species restriction on TCFL lead officers.&lt;br /&gt;
&lt;br /&gt;
==Who else is in my team?==&lt;br /&gt;
Alongside you will be other officers, generally 2 or 3, but depending on the situation we can have multiple teams working together. In addition to volunteers, there will be the senior officers responsible for leading the team.&lt;br /&gt;
&lt;br /&gt;
You can identify who is who by three separate visual representations. These are distinguished by accessories provided to the specific members of the team that can be pinned to your armor&#039;s chestpiece by holding the accessories in your hand and clicking on the chestpiece. This works for the normal vest armor as well.  &lt;br /&gt;
&lt;br /&gt;
Volunteer (Vol.) - Your armor has no ribbons or specialist pins and is a bright blue across its entirety.&lt;br /&gt;
&lt;br /&gt;
Legionnaire (Lgn.) - Your armor has two bright yellow markers, an accessory able to be placed on the chestpiece of your hardsuit/vest.&lt;br /&gt;
&lt;br /&gt;
Prefect (Pfct.) - Your armor has a long ribbon across your right shoulder wrapped around your arm and a solemn pin across your left breast. It is an accessory placed on the chestpiece of your hardsuit/vest.&lt;br /&gt;
&lt;br /&gt;
==What do I do?==&lt;br /&gt;
&lt;br /&gt;
As a member of the Tau Ceti Foreign Legion, your objective is to handle the emergency situation that the station has reported by any means necessary, and return the station to normal operations. &lt;br /&gt;
&lt;br /&gt;
You have a selection of moderately powerful equipment and a set of ID cards with basic access to most departments and maintenance across the station. You carry the authority of the Republic government, however note that this may very well be deemed irrelevant in the face of NanoTrasen or the crew given circumstance. One should use this authority to assist in remedying the situation on board and to further any set objectives in place by the team lead. You can get to the station via either the Dropship (BLV Chariot), or the individual drop pods.&lt;br /&gt;
&lt;br /&gt;
Once the emergency is contained, your team is expected to depart, or at worst, facilitate an evacuation or emergency crew transfer.&lt;br /&gt;
&lt;br /&gt;
As a member of the team you have a choice of three specializations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volunteers&#039;&#039;&#039; - Drawn from on-call volunteers, these are moderately versed in weapon handling drills, hand to hand combat, arresting procedures as well as other skills such as basic first aid. Unmarked hardsuits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering Legionnaires&#039;&#039;&#039; - More specialized team members who are more often than not paid, these are well versed in most engineering procedures and can get the team wherever they need to go. Marked by specialist medallions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Legionnaires&#039;&#039;&#039; - Also specialized team members, well versed in most field treatments and surgical procedures to keep their team or the crew alive. Marked by specialist medallions.&lt;br /&gt;
&lt;br /&gt;
==What tools do I need?==&lt;br /&gt;
The specific tools you will need will vary by situation, but can be split into 2 categories, your essential tools and your task specific tools.&lt;br /&gt;
&lt;br /&gt;
=== All ===&lt;br /&gt;
Every Tau Ceti Foreign Legion volunteer dons the same uniform and sets of armor with ranks distinguished by accessories mentioned previously. These are as follows -&lt;br /&gt;
* Retrofitted Military Hardsuit Control Module: A refit of a very old construction hardsuit. Essentially your only EVA gear so take it if there&#039;s any chance you&#039;re entering vacuum.&lt;br /&gt;
* Foreign Legion Armored Suit: A set of armor and a helmet with much the same protection of the hardsuit without the massive slowdown.&lt;br /&gt;
&lt;br /&gt;
=== Volunteers ===&lt;br /&gt;
* Tactical Shield: A collapsing tactical shield.&lt;br /&gt;
* Black Webbing Vest: A webbing vest.&lt;br /&gt;
* Night Vision Goggles: Standard night vision goggles.&lt;br /&gt;
* Handcuffs: Self explanatory.&lt;br /&gt;
* Combat Belt: Holds grenades, ammunition, C4 and other things. Always get one.&lt;br /&gt;
* Stun Baton: It&#039;s a stun baton.&lt;br /&gt;
* Flash: A standard flash.&lt;br /&gt;
&lt;br /&gt;
Now, onto the weapons you can pick.&lt;br /&gt;
&lt;br /&gt;
* Plastic Explosives: Precise explosives that blow up the wall or airlock or floor you place them on. Self explainatory, bring one or more if you need to break into an area you have no access to, such as a bolted AI core.&lt;br /&gt;
* Bolt Slinger: A long blaster rifle that must be wielded to fire accurately. Has a scope and a large ammo capacity.&lt;br /&gt;
* Blaster Carbine: A short, inaccurate blaster which can be fired with one hand and stored in backpacks. Has burst fire.&lt;br /&gt;
* Blaster Pistol: A tiny blaster pistol meant for self defense. Has burst fire.&lt;br /&gt;
* Gauss Thumper: A huge unwieldy ballistic rifle and the only ballistic weapon available to the TCFL. Seven shots, decent damage, can be loaded with ion slugs for pesky synthetics.&lt;br /&gt;
&lt;br /&gt;
You will have access to a vendor - the SecTech which sells the standard things such as flashes, pepperspray and handcuffs.&lt;br /&gt;
&lt;br /&gt;
=== Engineering Legionnaire ===&lt;br /&gt;
&lt;br /&gt;
The engineering area has a lot of things, but most of them won&#039;t be used often. Let&#039;s look at the things you&#039;ll be using often.&lt;br /&gt;
&lt;br /&gt;
* Insulated Gloves: Essential for any manipulation of powered wires. Don&#039;t hack anything without these. &lt;br /&gt;
* RCD: Useful for deleting doors, floors, walls or making them.&lt;br /&gt;
* Tool Belt: Get one. You&#039;ll need it for the tools.&lt;br /&gt;
* Superior Welding Goggles: Pretty useful when you aren&#039;t wearing a hardsuit, as the hardsuit already provides eye protection.&lt;br /&gt;
* Emitters: Sometimes you will be called to deal with blobs, or you&#039;ll need to get into the AI core. Emitters are useful for this, so if you need them, bring them. &lt;br /&gt;
* Stun Revolver: Grab one if the volunteers stole all the blaster pistols.&lt;br /&gt;
* Specialist Medallions: Pin these to your chestpiece.&lt;br /&gt;
&lt;br /&gt;
There are various vending machines, and you&#039;ll need those. Let&#039;s take a look at them.&lt;br /&gt;
&lt;br /&gt;
* Vendomat: Sells proximity sensors, igniters, remote signaling devices and such. Not really useful.&lt;br /&gt;
* YouTool: Sells the tools you will need.&lt;br /&gt;
* EngiVend: Sells multitools, mainly. Also sells various electronics.&lt;br /&gt;
* Robco Tool Maker: Sells everything that the YouTool and EngiVend sell, in addition to other things. &lt;br /&gt;
&lt;br /&gt;
=== Medical Legionnaire ===&lt;br /&gt;
&lt;br /&gt;
* A freezer with bloodpacks.&lt;br /&gt;
* On the table next to the freezer, you will find all the medkits you will need. &lt;br /&gt;
* Hyposprays: There are 6 total hyposprays. Grab however many you need.&lt;br /&gt;
* Medical Belt: Grab one to stuff your trauma kits and hyposprays in.&lt;br /&gt;
* Your chem dispenser 3000 is one of a kind. It&#039;s able to instantly distribute pretty much every chemical you will ever need. Fill beakers and hyposprays using it.&lt;br /&gt;
* IV Drip: Self explanatory. &lt;br /&gt;
* Stun Revolver: Grab one if the volunteers stole all the blaster pistols.&lt;br /&gt;
* Specialist Medallions: Pin these to your chestpiece.&lt;br /&gt;
&lt;br /&gt;
=== Prefect ===&lt;br /&gt;
&lt;br /&gt;
The Prefect&#039;s room contains a lot of useful things. Let&#039;s look at everything.&lt;br /&gt;
&lt;br /&gt;
* InteliCard: It&#039;s an intelicard for carding artificial intelligences.&lt;br /&gt;
* Death Alarms: Distribute to your team if you need to.&lt;br /&gt;
* Seniority Ribbon: Pin these to your chestpiece.&lt;br /&gt;
* Energy Knife: This is a better tactical knife. Shove it in your boot.&lt;br /&gt;
* Energy Barrier: It&#039;s a massive shield, can fit in your pocket.&lt;br /&gt;
&lt;br /&gt;
== The Garage ==&lt;br /&gt;
Beyond the standard Armory, there are three vehicles that can be chosen should the situation warrant it, defer to your Prefect for permission should you desire to take one. They are located in south eastern portion of the base. They are:&lt;br /&gt;
* Retrofitted Speeders: Slow in atmosphere, extremely fast in EVA. Useful for moving across the surface quickly and not getting lost forever.&lt;br /&gt;
* Combat APLU: A slightly intimidating APLU with a welder laser, additional armor, two passenger compartments and a drill. Useful in most any situation, though slow.&lt;br /&gt;
* Odysseus: This one is much more useful if the Medical specialists were to decide to take it.&lt;br /&gt;
&lt;br /&gt;
== Assault Armory ==&lt;br /&gt;
On top of the normal armament available to the TCFL, there is a special equipment storage reserved for Admin and Event use, locked behind unlabelled blast doors. Inside is:&lt;br /&gt;
* Jotun: An aging Alliance main battle tank which is impervious to mostly any armament obtainable on station. Uh oh.&lt;br /&gt;
&lt;br /&gt;
== Working On The Aurora: Weekend Legionnaire ==&lt;br /&gt;
&lt;br /&gt;
It is possible to be a member of the Tau Ceti Foreign Legion and also work on the Aurora, with some stipulations. &#039;&#039;&#039;Be sure that you get an admin to sign off on your character!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1) Working for the Legion is like taking a 2nd job. The split in responsibilities, and the split in loyalties to a government agency and the private corporation of NanoTrasen, means &#039;&#039;&#039;you cannot be a Legionnaire in security or Command.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2) All rules on escalation and emergencies still apply. You should not use your status as a legionnaire to self-antag, hunt down antagonists, or otherwise throw yourself into station emergencies.&lt;br /&gt;
&lt;br /&gt;
3) Don&#039;t cryo or ghost as your character then spawn in as that character in an incoming Legion squad. It&#039;s embarrassing and would make you look desperate. &lt;br /&gt;
&lt;br /&gt;
4) Don&#039;t ask incoming Legionnaires to give you weapons or gear when they&#039;re coming in. You can help in your current job by doing that job - or staying out of the way unless asked.&lt;br /&gt;
&lt;br /&gt;
Generally, the Legion is a militia. It is not a Spec Ops team and you are not made a martial arts expert who does not fear death by being in it. That said, the spirit of these rules is to not valid antagonists - helping respond to other emergencies like fires or venting situations can be fine! If you are unsure, ahelp!&lt;br /&gt;
&lt;br /&gt;
The highest rank you can be as an on-station Legionnaire is a Volunteer or Legionnaire. If you are a Legionnaire, try picking a job that compliments your specialty, like engineering or medical doctor.&lt;br /&gt;
&lt;br /&gt;
In terms of special skills,&lt;br /&gt;
&lt;br /&gt;
A Legionnaire has a reason to have the knowledge to use voidsuits or hardsuits, and anything in the basic first aid kits.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Foreign_Legion&amp;diff=11035</id>
		<title>Tau Ceti Foreign Legion</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Foreign_Legion&amp;diff=11035"/>
		<updated>2019-01-02T22:56:30Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: Summoning ritual.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip&lt;br /&gt;
|assign = Zundy}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ELITE&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img = Tcfl8.png&lt;br /&gt;
|jobtitle = Tau Ceti Foreign Legion&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|superior = The Biesel Government&lt;br /&gt;
|duties = Make sure the station is secure.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Tcflposter.png|thumb|400px|A recruitment poster for the Tau Ceti Foreign Legion.]]&lt;br /&gt;
&lt;br /&gt;
The Tau Ceti Foreign Legion is a military force employed by the Republic of Biesel consisting of mostly volunteers of all recognized sentient citizens. It primarily comprises of immigrants and external parties seeking citizenship or stakes in Tau Ceti, which the Republic offers in exchange for participation. It can often be seen working with NanoTrasen assets wherever possible, extending operations slightly further than most NanoTrasen ERT officially reach. As such, the Foreign Legion can be seen regularly patrolling areas nearby the N.S.S. Aurora and the Romanovich Cloud.&lt;br /&gt;
&lt;br /&gt;
Currently, the Tau Ceti Foreign Legion is called either manually through utilizing a station fax machine (in a valid state of emergency,) or at a 50% chance (currently) at a command authorization swiper&#039;s ERT swipe.&lt;br /&gt;
&lt;br /&gt;
==Who am I?==&lt;br /&gt;
You are a volunteer or officer of the Tau Ceti Foreign Legion, a sparsely trained government official given the authority to respond to and solve issues in and around Republic space. &lt;br /&gt;
&lt;br /&gt;
Upon spawning you will be given a number of choices. So lets talk you through them:&lt;br /&gt;
Name- The first pop-up you will get is to enter your name, don&#039;t forget your rank though!&lt;br /&gt;
For your first time it is advised you label yourself as a Volunteer Officer (Vol. [name]), as you become more experienced you may well get a chance to be a squad leader, known as a Prefect (Pfct. [name])&lt;br /&gt;
&lt;br /&gt;
The full rankings and their abbreviations are:&lt;br /&gt;
&lt;br /&gt;
Pfct. [name] - Prefect Melons&lt;br /&gt;
&lt;br /&gt;
Lgn. [name] - Legionnaire Melons&lt;br /&gt;
&lt;br /&gt;
Vol. [name] - Volunteer Officer Melons&lt;br /&gt;
&lt;br /&gt;
All species found on the Aurora can be a member of the Foreign Legion emergency response team. There is no species restriction on TCFL lead officers.&lt;br /&gt;
&lt;br /&gt;
==Who else is in my team?==&lt;br /&gt;
Alongside you will be other officers, generally 2 or 3, but depending on the situation we can have multiple teams working together. In addition to volunteers, there will be the senior officers responsible for leading the team.&lt;br /&gt;
&lt;br /&gt;
You can identify who is who by three separate visual representations. These are distinguished by accessories provided to the specific members of the team that can be pinned to your armor&#039;s chestpiece by holding the accessories in your hand and clicking on the chestpiece. This works for the normal vest armor as well.  &lt;br /&gt;
&lt;br /&gt;
Volunteer (Vol.) - Your armor has no ribbons or specialist pins and is a bright blue across its entirety.&lt;br /&gt;
&lt;br /&gt;
Legionnaire (Lgn.) - Your armor has two bright yellow markers, an accessory able to be placed on the chestpiece of your hardsuit/vest.&lt;br /&gt;
&lt;br /&gt;
Prefect (Pfct.) - Your armor has a long ribbon across your right shoulder wrapped around your arm and a solemn pin across your left breast. It is an accessory placed on the chestpiece of your hardsuit/vest.&lt;br /&gt;
&lt;br /&gt;
==What do I do?==&lt;br /&gt;
&lt;br /&gt;
As a member of the Tau Ceti Foreign Legion, your objective is to handle the emergency situation that the station has reported by any means necessary, and return the station to normal operations. &lt;br /&gt;
&lt;br /&gt;
You have a selection of moderately powerful equipment and a set of ID cards with basic access to most departments and maintenance across the station. You carry the authority of the Republic government, however note that this may very well be deemed irrelevant in the face of NanoTrasen or the crew given circumstance. One should use this authority to assist in remedying the situation on board and to further any set objectives in place by the team lead. &lt;br /&gt;
&lt;br /&gt;
Once the emergency is contained, your team is expected to depart, or at worst, facilitate an evacuation or emergency crew transfer.&lt;br /&gt;
&lt;br /&gt;
As a member of the team you have a choice of three specializations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volunteers&#039;&#039;&#039; - Drawn from on-call volunteers, these are moderately versed in weapon handling drills, hand to hand combat, arresting procedures as well as other skills such as basic first aid. Unmarked hardsuits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering Legionnaires&#039;&#039;&#039; - More specialized team members who are more often than not paid, these are well versed in most engineering procedures and can get the team wherever they need to go. Marked by specialist medallions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Legionnaires&#039;&#039;&#039; - Also specialized team members, well versed in most field treatments and surgical procedures to keep their team or the crew alive. Marked by specialist medallions.&lt;br /&gt;
&lt;br /&gt;
==What tools do I need?==&lt;br /&gt;
The specific tools you will need will vary by situation, but can be split into 2 categories, your essential tools and your task specific tools.&lt;br /&gt;
&lt;br /&gt;
=== All ===&lt;br /&gt;
Every Tau Ceti Foreign Legion volunteer dons the same uniform and sets of armor with ranks distinguished by accessories mentioned previously. These are as follows -&lt;br /&gt;
* Retrofitted Military Hardsuit Control Module: A refit of a very old construction hardsuit. Essentially your only EVA gear so take it if there&#039;s any chance you&#039;re entering vacuum.&lt;br /&gt;
* Foreign Legion Armored Suit: A set of armor and a helmet with much the same protection of the hardsuit without the massive slowdown.&lt;br /&gt;
&lt;br /&gt;
=== Volunteers ===&lt;br /&gt;
* Tactical Shield: A collapsing tactical shield.&lt;br /&gt;
* Black Webbing Vest: A webbing vest.&lt;br /&gt;
* Night Vision Goggles: Standard night vision goggles.&lt;br /&gt;
* Handcuffs: Self explanatory.&lt;br /&gt;
* Combat Belt: Holds grenades, ammunition, C4 and other things. Always get one.&lt;br /&gt;
* Stun Baton: It&#039;s a stun baton.&lt;br /&gt;
* Flash: A standard flash.&lt;br /&gt;
&lt;br /&gt;
Now, onto the weapons you can pick.&lt;br /&gt;
&lt;br /&gt;
* Plastic Explosives: Precise explosives that blow up the wall or airlock or floor you place them on. Self explainatory, bring one or more if you need to break into an area you have no access to, such as a bolted AI core.&lt;br /&gt;
* Bolt Slinger: A long blaster rifle that must be wielded to fire accurately. Has a scope and a large ammo capacity.&lt;br /&gt;
* Blaster Carbine: A short, inaccurate blaster which can be fired with one hand and stored in backpacks. Has burst fire.&lt;br /&gt;
* Blaster Pistol: A tiny blaster pistol meant for self defense. Has burst fire.&lt;br /&gt;
* Gauss Thumper: A huge unwieldy ballistic rifle and the only ballistic weapon available to the TCFL. Seven shots, decent damage, can be loaded with ion slugs for pesky synthetics.&lt;br /&gt;
&lt;br /&gt;
You will have access to a vendor - the SecTech which sells the standard things such as flashes, pepperspray and handcuffs.&lt;br /&gt;
&lt;br /&gt;
=== Engineering Legionnaire ===&lt;br /&gt;
&lt;br /&gt;
The engineering area has a lot of things, but most of them won&#039;t be used often. Let&#039;s look at the things you&#039;ll be using often.&lt;br /&gt;
&lt;br /&gt;
* Insulated Gloves: Essential for any manipulation of powered wires. Don&#039;t hack anything without these. &lt;br /&gt;
* RCD: Useful for deleting doors, floors, walls or making them.&lt;br /&gt;
* Tool Belt: Get one. You&#039;ll need it for the tools.&lt;br /&gt;
* Superior Welding Goggles: Pretty useful when you aren&#039;t wearing a hardsuit, as the hardsuit already provides eye protection.&lt;br /&gt;
* Emitters: Sometimes you will be called to deal with blobs, or you&#039;ll need to get into the AI core. Emitters are useful for this, so if you need them, bring them. &lt;br /&gt;
* Stun Revolver: Grab one if the volunteers stole all the blaster pistols.&lt;br /&gt;
* Specialist Medallions: Pin these to your chestpiece.&lt;br /&gt;
&lt;br /&gt;
There are various vending machines, and you&#039;ll need those. Let&#039;s take a look at them.&lt;br /&gt;
&lt;br /&gt;
* Vendomat: Sells proximity sensors, igniters, remote signaling devices and such. Not really useful.&lt;br /&gt;
* YouTool: Sells the tools you will need.&lt;br /&gt;
* EngiVend: Sells multitools, mainly. Also sells various electronics.&lt;br /&gt;
* Robco Tool Maker: Sells everything that the YouTool and EngiVend sell, in addition to other things. &lt;br /&gt;
&lt;br /&gt;
=== Medical Legionnaire ===&lt;br /&gt;
&lt;br /&gt;
* A freezer with bloodpacks.&lt;br /&gt;
* On the table next to the freezer, you will find all the medkits you will need. &lt;br /&gt;
* Hyposprays: There are 6 total hyposprays. Grab however many you need.&lt;br /&gt;
* Medical Belt: Grab one to stuff your trauma kits and hyposprays in.&lt;br /&gt;
* Your chem dispenser 3000 is one of a kind. It&#039;s able to instantly distribute pretty much every chemical you will ever need. Fill beakers and hyposprays using it.&lt;br /&gt;
* IV Drip: Self explanatory. &lt;br /&gt;
* Stun Revolver: Grab one if the volunteers stole all the blaster pistols.&lt;br /&gt;
* Specialist Medallions: Pin these to your chestpiece.&lt;br /&gt;
&lt;br /&gt;
=== Prefect ===&lt;br /&gt;
&lt;br /&gt;
The Prefect&#039;s room contains a lot of useful things. Let&#039;s look at everything.&lt;br /&gt;
&lt;br /&gt;
* InteliCard: It&#039;s an intelicard for carding artificial intelligences.&lt;br /&gt;
* Death Alarms: Distribute to your team if you need to.&lt;br /&gt;
* Seniority Ribbon: Pin these to your chestpiece.&lt;br /&gt;
* Energy Knife: This is a better tactical knife. Shove it in your boot.&lt;br /&gt;
* Energy Barrier: It&#039;s a massive shield, can fit in your pocket.&lt;br /&gt;
&lt;br /&gt;
== The Garage ==&lt;br /&gt;
Beyond the standard Armory, there are three vehicles that can be chosen should the situation warrant it, defer to your Prefect for permission should you desire to take one. They are located in south eastern portion of the base. They are:&lt;br /&gt;
* Retrofitted Speeders: Slow in atmosphere, extremely fast in EVA. Useful for moving across the surface quickly and not getting lost forever.&lt;br /&gt;
* Combat APLU: A slightly intimidating APLU with a welder laser, additional armor, two passenger compartments and a drill. Useful in most any situation, though slow.&lt;br /&gt;
* Odysseus: This one is much more useful if the Medical specialists were to decide to take it.&lt;br /&gt;
&lt;br /&gt;
== Assault Armory ==&lt;br /&gt;
On top of the normal armament available to the TCFL, there is a special equipment storage reserved for Admin and Event use, locked behind unlabelled blast doors. Inside is:&lt;br /&gt;
* Jotun: An aging Alliance main battle tank which is impervious to mostly any armament obtainable on station. Uh oh.&lt;br /&gt;
&lt;br /&gt;
== Working On The Aurora: Weekend Legionnaire ==&lt;br /&gt;
&lt;br /&gt;
It is possible to be a member of the Tau Ceti Foreign Legion and also work on the Aurora, with some stipulations. &#039;&#039;&#039;Be sure that you get an admin to sign off on your character!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1) Working for the Legion is like taking a 2nd job. The split in responsibilities, and the split in loyalties to a government agency and the private corporation of NanoTrasen, means &#039;&#039;&#039;you cannot be a Legionnaire in security or Command.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2) All rules on escalation and emergencies still apply. You should not use your status as a legionnaire to self-antag, hunt down antagonists, or otherwise throw yourself into station emergencies.&lt;br /&gt;
&lt;br /&gt;
3) Don&#039;t cryo or ghost as your character then spawn in as that character in an incoming Legion squad. It&#039;s embarrassing and would make you look desperate. &lt;br /&gt;
&lt;br /&gt;
4) Don&#039;t ask incoming Legionnaires to give you weapons or gear when they&#039;re coming in. You can help in your current job by doing that job - or staying out of the way unless asked.&lt;br /&gt;
&lt;br /&gt;
Generally, the Legion is a militia. It is not a Spec Ops team and you are not made a martial arts expert who does not fear death by being in it. That said, the spirit of these rules is to not valid antagonists - helping respond to other emergencies like fires or venting situations can be fine! If you are unsure, ahelp!&lt;br /&gt;
&lt;br /&gt;
The highest rank you can be as an on-station Legionnaire is a Volunteer or Legionnaire. If you are a Legionnaire, try picking a job that compliments your specialty, like engineering or medical doctor.&lt;br /&gt;
&lt;br /&gt;
In terms of special skills,&lt;br /&gt;
&lt;br /&gt;
A Legionnaire has a reason to have the knowledge to use voidsuits or hardsuits, and anything in the basic first aid kits.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Foreign_Legion&amp;diff=10987</id>
		<title>Tau Ceti Foreign Legion</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Foreign_Legion&amp;diff=10987"/>
		<updated>2019-01-01T04:47:00Z</updated>

		<summary type="html">&lt;p&gt;ParadoxSpace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip&lt;br /&gt;
|assign = Zundy}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ELITE&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img = Tcfl8.png&lt;br /&gt;
|jobtitle = Tau Ceti Foreign Legion&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|superior = The Biesel Government&lt;br /&gt;
|duties = Make sure the station is secure.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Tcflposter.png|thumb|400px|A recruitment poster for the Tau Ceti Foreign Legion.]]&lt;br /&gt;
&lt;br /&gt;
The Tau Ceti Foreign Legion is a military force employed by the Republic of Biesel consisting of mostly volunteers of all recognized sentient citizens. It primarily comprises of immigrants and external parties seeking citizenship or stakes in Tau Ceti, which the Republic offers in exchange for participation. It can often be seen working with NanoTrasen assets wherever possible, extending operations slightly further than most NanoTrasen ERT officially reach. As such, the Foreign Legion can be seen regularly patrolling areas nearby the N.S.S. Aurora and the Romanovich Cloud.&lt;br /&gt;
&lt;br /&gt;
==Who am I?==&lt;br /&gt;
You are a volunteer or officer of the Tau Ceti Foreign Legion, a sparsely trained government official given the authority to respond to and solve issues in and around Republic space. &lt;br /&gt;
&lt;br /&gt;
Upon spawning you will be given a number of choices. So lets talk you through them:&lt;br /&gt;
Name- The first pop-up you will get is to enter your name, don&#039;t forget your rank though!&lt;br /&gt;
For your first time it is advised you label yourself as a Volunteer Officer (Vol. [name]), as you become more experienced you may well get a chance to be a squad leader, known as a Prefect (Pfct. [name])&lt;br /&gt;
&lt;br /&gt;
The full rankings and their abbreviations are:&lt;br /&gt;
&lt;br /&gt;
Pfct. [name] - Prefect Melons&lt;br /&gt;
&lt;br /&gt;
Lgn. [name] - Legionnaire Melons&lt;br /&gt;
&lt;br /&gt;
Vol. [name] - Volunteer Officer Melons&lt;br /&gt;
&lt;br /&gt;
All species found on the Aurora can be a member of the Foreign Legion emergency response team. There is no species restriction on TCFL lead officers.&lt;br /&gt;
&lt;br /&gt;
==Who else is in my team?==&lt;br /&gt;
Alongside you will be other officers, generally 2 or 3, but depending on the situation we can have multiple teams working together. In addition to volunteers, there will be the senior officers responsible for leading the team.&lt;br /&gt;
&lt;br /&gt;
You can identify who is who by three separate visual representations. These are distinguished by accessories provided to the specific members of the team that can be pinned to your armor&#039;s chestpiece by holding the accessories in your hand and clicking on the chestpiece. This works for the normal vest armor as well.  &lt;br /&gt;
&lt;br /&gt;
Volunteer (Vol.) - Your armor has no ribbons or specialist pins and is a bright blue across its entirety.&lt;br /&gt;
&lt;br /&gt;
Legionnaire (Lgn.) - Your armor has two bright yellow markers, an accessory able to be placed on the chestpiece of your hardsuit/vest.&lt;br /&gt;
&lt;br /&gt;
Prefect (Pfct.) - Your armor has a long ribbon across your right shoulder wrapped around your arm and a solemn pin across your left breast. It is an accessory placed on the chestpiece of your hardsuit/vest.&lt;br /&gt;
&lt;br /&gt;
==What do I do?==&lt;br /&gt;
&lt;br /&gt;
As a member of the Tau Ceti Foreign Legion, your objective is to handle the emergency situation that the station has reported by any means necessary, and return the station to normal operations. &lt;br /&gt;
&lt;br /&gt;
You have a selection of moderately powerful equipment and a set of ID cards with basic access to most departments and maintenance across the station. You carry the authority of the Republic government, however note that this may very well be deemed irrelevant in the face of NanoTrasen or the crew given circumstance. One should use this authority to assist in remedying the situation on board and to further any set objectives in place by the team lead. &lt;br /&gt;
&lt;br /&gt;
Once the emergency is contained, your team is expected to depart, or at worst, facilitate an evacuation or emergency crew transfer.&lt;br /&gt;
&lt;br /&gt;
As a member of the team you have a choice of three specializations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volunteers&#039;&#039;&#039; - Drawn from on-call volunteers, these are moderately versed in weapon handling drills, hand to hand combat, arresting procedures as well as other skills such as basic first aid. Unmarked hardsuits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering Legionnaires&#039;&#039;&#039; - More specialized team members who are more often than not paid, these are well versed in most engineering procedures and can get the team wherever they need to go. Marked by specialist medallions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Legionnaires&#039;&#039;&#039; - Also specialized team members, well versed in most field treatments and surgical procedures to keep their team or the crew alive. Marked by specialist medallions.&lt;br /&gt;
&lt;br /&gt;
==What tools do I need?==&lt;br /&gt;
The specific tools you will need will vary by situation, but can be split into 2 categories, your essential tools and your task specific tools.&lt;br /&gt;
&lt;br /&gt;
=== All ===&lt;br /&gt;
Every Tau Ceti Foreign Legion volunteer dons the same uniform and sets of armor with ranks distinguished by accessories mentioned previously. These are as follows -&lt;br /&gt;
* Retrofitted Military Hardsuit Control Module: A refit of a very old construction hardsuit. Essentially your only EVA gear so take it if there&#039;s any chance you&#039;re entering vacuum.&lt;br /&gt;
* Foreign Legion Armored Suit: A set of armor and a helmet with much the same protection of the hardsuit without the massive slowdown.&lt;br /&gt;
&lt;br /&gt;
=== Volunteers ===&lt;br /&gt;
* Tactical Shield: A collapsing tactical shield.&lt;br /&gt;
* Black Webbing Vest: A webbing vest.&lt;br /&gt;
* Night Vision Goggles: Standard night vision goggles.&lt;br /&gt;
* Handcuffs: Self explanatory.&lt;br /&gt;
* Combat Belt: Holds grenades, ammunition, C4 and other things. Always get one.&lt;br /&gt;
* Stun Baton: It&#039;s a stun baton.&lt;br /&gt;
* Flash: A standard flash.&lt;br /&gt;
&lt;br /&gt;
Now, onto the weapons you can pick.&lt;br /&gt;
&lt;br /&gt;
* Plastic Explosives: Precise explosives that blow up the wall or airlock or floor you place them on. Self explainatory, bring one or more if you need to break into an area you have no access to, such as a bolted AI core.&lt;br /&gt;
* Bolt Slinger: A long blaster rifle that must be wielded to fire accurately. Has a scope and a large ammo capacity.&lt;br /&gt;
* Blaster Carbine: A short, inaccurate blaster which can be fired with one hand and stored in backpacks. Has burst fire.&lt;br /&gt;
* Blaster Pistol: A tiny blaster pistol meant for self defense. Has burst fire.&lt;br /&gt;
* Gauss Thumper: A huge unwieldy ballistic rifle and the only ballistic weapon available to the TCFL. Seven shots, decent damage, can be loaded with ion slugs for pesky synthetics.&lt;br /&gt;
&lt;br /&gt;
You will have access to a vendor - the SecTech which sells the standard things such as flashes, pepperspray and handcuffs.&lt;br /&gt;
&lt;br /&gt;
=== Engineering Legionnaire ===&lt;br /&gt;
&lt;br /&gt;
The engineering area has a lot of things, but most of them won&#039;t be used often. Let&#039;s look at the things you&#039;ll be using often.&lt;br /&gt;
&lt;br /&gt;
* Insulated Gloves: Essential for any manipulation of powered wires. Don&#039;t hack anything without these. &lt;br /&gt;
* RCD: Useful for deleting doors, floors, walls or making them.&lt;br /&gt;
* Tool Belt: Get one. You&#039;ll need it for the tools.&lt;br /&gt;
* Superior Welding Goggles: Pretty useful when you aren&#039;t wearing a hardsuit, as the hardsuit already provides eye protection.&lt;br /&gt;
* Emitters: Sometimes you will be called to deal with blobs, or you&#039;ll need to get into the AI core. Emitters are useful for this, so if you need them, bring them. &lt;br /&gt;
* Stun Revolver: Grab one if the volunteers stole all the blaster pistols.&lt;br /&gt;
* Specialist Medallions: Pin these to your chestpiece.&lt;br /&gt;
&lt;br /&gt;
There are various vending machines, and you&#039;ll need those. Let&#039;s take a look at them.&lt;br /&gt;
&lt;br /&gt;
* Vendomat: Sells proximity sensors, igniters, remote signaling devices and such. Not really useful.&lt;br /&gt;
* YouTool: Sells the tools you will need.&lt;br /&gt;
* EngiVend: Sells multitools, mainly. Also sells various electronics.&lt;br /&gt;
* Robco Tool Maker: Sells everything that the YouTool and EngiVend sell, in addition to other things. &lt;br /&gt;
&lt;br /&gt;
=== Medical Legionnaire ===&lt;br /&gt;
&lt;br /&gt;
* A freezer with bloodpacks.&lt;br /&gt;
* On the table next to the freezer, you will find all the medkits you will need. &lt;br /&gt;
* Hyposprays: There are 6 total hyposprays. Grab however many you need.&lt;br /&gt;
* Medical Belt: Grab one to stuff your trauma kits and hyposprays in.&lt;br /&gt;
* Your chem dispenser 3000 is one of a kind. It&#039;s able to instantly distribute pretty much every chemical you will ever need. Fill beakers and hyposprays using it.&lt;br /&gt;
* IV Drip: Self explanatory. &lt;br /&gt;
* Stun Revolver: Grab one if the volunteers stole all the blaster pistols.&lt;br /&gt;
* Specialist Medallions: Pin these to your chestpiece.&lt;br /&gt;
&lt;br /&gt;
=== Prefect ===&lt;br /&gt;
&lt;br /&gt;
The Prefect&#039;s room contains a lot of useful things. Let&#039;s look at everything.&lt;br /&gt;
&lt;br /&gt;
* InteliCard: It&#039;s an intelicard for carding artificial intelligences.&lt;br /&gt;
* Death Alarms: Distribute to your team if you need to.&lt;br /&gt;
* Seniority Ribbon: Pin these to your chestpiece.&lt;br /&gt;
* Energy Knife: This is a better tactical knife. Shove it in your boot.&lt;br /&gt;
* Energy Barrier: It&#039;s a massive shield, can fit in your pocket.&lt;br /&gt;
&lt;br /&gt;
== The Garage ==&lt;br /&gt;
Beyond the standard Armory, there are three vehicles that can be chosen should the situation warrant it, defer to your Prefect for permission should you desire to take one. They are located in south eastern portion of the base. They are:&lt;br /&gt;
* Retrofitted Speeders: Slow in atmosphere, extremely fast in EVA. Useful for moving across the surface quickly and not getting lost forever.&lt;br /&gt;
* Combat APLU: A slightly intimidating APLU with a welder laser, additional armor, two passenger compartments and a drill. Useful in most any situation, though slow.&lt;br /&gt;
* Odysseus: This one is much more useful if the Medical specialists were to decide to take it.&lt;br /&gt;
&lt;br /&gt;
== Assault Armory ==&lt;br /&gt;
Ontop of the normal armament available to the TCFL, there is a special equipment storage reserved for Admin and Event use, locked behind unlabelled blast doors. Inside is:&lt;br /&gt;
* Jotun: An aging Alliance main battle tank which is impervious to mostly any armament obtainable on station. Uh oh.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>ParadoxSpace</name></author>
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