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		<summary type="html">&lt;p&gt;Pope Dave The 3th: small language tweak&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 = R. skrellis axioris, R. skrellis xiialtus&lt;br /&gt;
 |Image = Skrell.png&lt;br /&gt;
 |System = [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Nralakk]]&lt;br /&gt;
 |World = [[Qerrbalak|Nralakk IV (Qerrbalak)]]&lt;br /&gt;
 |Language = [[Skrell#Language|Nral&#039;Malic]], Tau Ceti Basic&lt;br /&gt;
 |Politic = [[Nralakk_Federation|Nralakk Federation]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skrell&#039;&#039;&#039; are a species of amphibious bipeds, originating from the planet of [[Qerrbalak]]. Skrell possess multiple features due to their origins from the oceans of their homeworld, possessing gills, self-hydrating pliant skin, and webbed digits. With notably longer lifespans than most of the sophonts, combined with their earlier development of organized societies, skrell are the oldest spacefaring species in the [[Orion Spur]].&lt;br /&gt;
&lt;br /&gt;
Skrell society has remained in a single, unified society soon after their expansion into space, with both incarnations of the [[Nralakk Federation]] being the sole body of modern skrell civilization. The Nralakk Federation operates under a single government that plans nearly all aspects of skrell society, with it maintaining both a nationally-unified efficiency and expansive social welfare system, though many detractors claim that these are at great cost to personal and political freedoms. &lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Consulars / Representatives&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
===Species Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Skrell speak their own exclusive language of Nral’Malic, which is used by typing &#039;&#039;&#039;,k&#039;&#039;&#039; before the rest of the spoken message.&lt;br /&gt;
&lt;br /&gt;
*Skrell are naturally [[Psionics|psionic]].&lt;br /&gt;
&lt;br /&gt;
*Skrell can enter the &#039;&#039;&#039;Srom&#039;&#039;&#039;, or Dream, with other skrell when they sleep, allowing them to communicate through a lucid dreamscape.&lt;br /&gt;
&lt;br /&gt;
*Xenobiological Slimes are naturally passive to skrell due to their [[Skrell#Slimes|anomalous circumstances]]. &lt;br /&gt;
&lt;br /&gt;
*Skrell can breathe underwater due to being amphibious and possessing gills.&lt;br /&gt;
&lt;br /&gt;
*Due to their advanced vestibular system, skrell cannot be slipped.&lt;br /&gt;
&lt;br /&gt;
*Skrell have large heads with protruding headtails, requiring all EVA helmets to be refitted to their unique headshape. These are found in EVA storage areas, and can also be done by using a suit cycler. Their headtails also make it uncomfortable to wear most headwear and hats, making them usually unwilling to wear them.&lt;br /&gt;
&lt;br /&gt;
*Skrell have a hemocyanin-based circulatory system, meaning that their blood is based on copper instead of iron. Skrell require copper supplements to alleviate bloodloss symptoms (but can receive human blood of their type without issue currently, due to game mechanics simplifying blood types across species).&lt;br /&gt;
&lt;br /&gt;
===Axiori Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Axiori take increased burn damage due to their skin being sensitive to high heat.&lt;br /&gt;
&lt;br /&gt;
*Axiori take decreased oxygen and brute damage due to adaptations to variable pressures underwater.&lt;br /&gt;
&lt;br /&gt;
*Axiori have to rehydrate more often and regularly when outside of water.&lt;br /&gt;
&lt;br /&gt;
*Axiori sprint slower due to their larger, webbed feet.&lt;br /&gt;
&lt;br /&gt;
*Axiori have a naturally higher pulse due to their increased circulatory needs.&lt;br /&gt;
&lt;br /&gt;
==Relations with Megacorporations==&lt;br /&gt;
&lt;br /&gt;
Skrell are able to work for every megacorporation within the [[Stellar Corporate Conglomerate]], and are accepted as agents into the Conglomerate’s internal affairs. Several megacorporations maintain labor agreements between themselves and the [[Nralakk Federation]], with [[Zeng-Hu Pharmaceuticals]] in particular maintaining an expansive partnership with the Federation. Other [[Nralakk_Federation#State-Owned_Enterprises|corporations]] do maintain a comparatively smaller presence within the Federation, but still allow skrell to work for them.&lt;br /&gt;
&lt;br /&gt;
==Skrell History==&lt;br /&gt;
&#039;&#039;See also: [[Skrell History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell history extends multiple millenia, with the furthest recorded events stretching into the tenth millennium of the before-common era. With most of this period being lost due to the corruption of oral histories and impermanent structures in the oceans and shores, large portions of skrell history remain obscure. Dedicated skrell historians and archeologists maintain a generally agreed upon consensus of pre-historical skrell, though even most of this has been lost due to the [[Nralakk_Federation#The_Archive_Project|Tzqul Archive’s]] lockdown after the [[Skrell_Synthetic_Age|Synthetic Era]]. Modern skrell historians and anthropologists to this day still struggle to retrace the steps of their species without the pre-existing sum total of their species’ history within the archives.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Biology]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Being amphibious, skrell are adapted to both living on the surface and underwater. Their hands and feet lack nails or claws, and have extensive webbing between each digit. Skrell lack any teeth, instead having hardened gum pads that can masticate most softer foods. Also present on their faces are a lack of defined noses, instead having nostrils on a slightly elevated part of their faces where a bony nasal structure would typically be. Skrell eyes are large and primarily black, being adapted for high acuity vision while underwater. Beside their eyes are pigmented ducts similar to tear ducts, which express when they are under severe stress. Many skrell, particularly Axiori and Xiori, have tails. These tails aid in swimming and balance, with Xiialt skrell regularly having shorter tails, or none at all.&lt;br /&gt;
&lt;br /&gt;
Being relatively short, the average height for skrell range between &#039;&#039;&#039;134cm (4’5”)&#039;&#039;&#039; to &#039;&#039;&#039;165cm (5’5”)&#039;&#039;&#039;. Skrell lack extensive muscles usually present for facial expressions, making them appear unemotive or lacking emotions to other species. Despite this perception, skrell have a variety of methods to display their emotions, and do experience a full range of emotions. Emotional displays include motions involving the position of their heads and headtails, as well as a variety of vocalisations. This also extends to their tails, which serves a role for emotional displays if they are long enough to be visible from the front.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Headtails&#039;&#039;&#039; are the most notable feature of skrell, being long appendages that extend from the top and sides of their heads. These headtails typically extend to the shoulders (but do lengthen as they age), and were originally used to keep the skin around their necks damp and enclosed in order to incubate and hold eggs. These headtails contain extensive muscular structures, allowing skrell to rapidly and easily manipulate their positioning, though they lack the same articulation that would make them fully prehensile. Headtails grow throughout a skrell’s lifetime, with their length being a visual signifier for their age. With the inception of &#039;&#039;Spa Treatments&#039;&#039;, most skrell alter the length of their headtails for fashion or personal taste, usually out of wishing to appear older or wiser to others. Accessories for headtails are ubiquitous for skrell fashion, being adorned with jewels, wrappings, chains, and bands. Headtails can also be tied back and restrained into tight shapes as well, which is not uncomfortable so long as the tie is not particularly tight. &lt;br /&gt;
&lt;br /&gt;
Skrell are cold-blooded or poikilothermic, lacking the ability to maintain an internal temperature without taking action to change their temperature beyond their current environment. Despite this, skrell are adapted to having a high tolerance for different temperatures, and mainly rely on humidity in order to not dry out. &lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
&lt;br /&gt;
A skrell’s skin has two layers that define their moist, nearly gelatinous appearances, with the second layer of skin being less translucent and responsible for their pigmentation. This layer of skin can dry out and crack when outside of their comfortable humidity ranges, with this being prevented by moisturizing through entering pools of water, dousing themselves, or bathing. While variable between individual skrell, most space stations and vessels with appropriate climate control are equipped to allow skrell personnel to work without moisturizing for roughly four hours without drying to the point of discomfort. Wealthier skrell typically purchase genetic treatments that allow them to remain hydrated for up to a week without moisturizing. &lt;br /&gt;
&lt;br /&gt;
Skrell skin notably contains glands that secrete mucus in order to self-moisturize, provide a layer of protection, regulate their temperature, and acts as an evasive advantage in order to escape grabs done by potential predators. Notably, skrell skin mucus is not sticky. The average level of mucus present varies between skrell, with some being extremely dry to the point of flaking, while others express to the point of nearly dripping. Skrell skin is generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Natural skrell skin colour varies between subspecies, with colours ranging from deep blues, bold greens, vibrant reds, and the spectrum of colors between. Diet is also a determining factor, with brightness and shade being affected based on pigment consumed. Skrell genetic engineering has mastered the ability to accelerate natural changes in skin colour and headtail length, colloquially known as a &#039;&#039;&#039;Spa treatment&#039;&#039;&#039;. These treatments vary in length, with hue and saturation in skin colors changing over the course of a month, while changing headtail and tail length takes roughly a year. This type of physical alteration is commonly accepted in skrell society, being seen as the equivalent of dyeing one’s hair. &lt;br /&gt;
&lt;br /&gt;
Skrell lack a particular view of beauty in the sense that there are “unattractive” appearances. Physical disorders and anomalous changes in appearance are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
=== Physical Development ===&lt;br /&gt;
&lt;br /&gt;
Skrell physically develop throughout their adolescence at an equivalent rate of roughly three times as long as human adolescents, but physical maturity is held separate from cultural maturity. Skrell are physically fully developed around 50 years of age, though true social maturity is generally accepted around when they achieve two formal degrees from a [[Federation_Education#Depth_Colleges|college or university]], which takes most skrell until they reach between 60 to 80 years of age. The average skrell naturally lives up to 250 years on average, with modern medical technology in the Nralakk Federation allowing them to live to upwards of 300 to 350. With [[Skrell_Technology#Medicine|youth serums]], which are limited to the more valued members of Federation society, skrell can live up to nearly double their natural lifespans at 500 years old.&lt;br /&gt;
&lt;br /&gt;
Due to the extensive genetic modification during the [[Skrell_Synthetic_Age#Late_Synthetic_Age|Synthetic Era period]] implemented on the unwilling populace, most skrell suffer from [[Skrell_Biology#X’Lu’oa|X’lu’oa]]-induced infertility, or are completely sterile. Intensive research after the Synthetic Era has been devoted to undoing the effects of the infertility crisis, to some success. Despite these efforts and extensive treatments, only a third of all skrell are capable of successfully reproducing, and their clutches are between one to three eggs in comparison to average of eight eggs per clutch pre-X’lu’oa.&lt;br /&gt;
&lt;br /&gt;
== Skrell Culture ==&lt;br /&gt;
=== Federation Culture ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Culture|Skrell Culture]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two skrell researchers in the aftermath of extensive scientific debate and comparison of their work. While one skrell is visibly pleased, the other is visibly upset at being disproven and being made to revise their week’s worth of study. While competitiveness is common in the Nralakk Federation’s scientific circles, it is regarded as a healthy behavior in the workplace.]]&lt;br /&gt;
&lt;br /&gt;
The [[Nralakk Federation]]’s [[Nralakk_Federation#Social_Compatibility_Index|Social Compatibility Index]] affects the skrell citizen’s social standing around others. Skrell who are in the lower social stratum are expected to defer to their higher ranked skrell both in and out of the workplace. Skrell who are excessively argumentative towards their social stratum superiors will often be deducted out of disrespect and disrupting social cohesion, resulting in most skrell reluctantly deferring to them. This effect isn’t as pronounced between skrell whose SCI rankings are adjacent, but an Ox arguing with an Oqi is regarded as inappropriate and shameful.&lt;br /&gt;
&lt;br /&gt;
In the public life, skrell in public areas and social congregations are fully expected to respond to other skrell who bombard them with questions in order to gauge their interests, career, personal opinions, and boundaries in order to understand both what is acceptable to discuss with them, as well as if they are worth forming a correspondence with. These questions, while probing and uncomfortable to non-Federation citizens, are completely normal and are considered good conduct in forming an initial rapport in understanding the other party. Outside of the Federation, this introductory interaction is extremely alienating and discomforting with other species, with the Federation posting cultural guidelines to its citizens going abroad about this cultural contrast.&lt;br /&gt;
&lt;br /&gt;
Due to their lifespans, skrell have different perception of time compared to other sophonts. Passive observation, study, and mediation is preferred over immediate action, and tend to commit to decisions that will take decades to a century in order to receive the results from. While these can appear as incomprehensible decisions, most of these are generally planned well ahead in order to pay off in the comparatively far future.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nral&#039;malic&#039;&#039;&#039; (transliterated as “Homeworld Voice”, more accurately &#039;&#039;The Voice of the Homeworld&#039;&#039;) is a constructed language invented during the early stages of skrell space colonization, created and enforced in order to have a single language spoken across all skrell, no matter their location beyond Qerrbalak. To non-skrell, the language has the particular trait of resonating in the neck and jaw instead of the ear, due to the fact that most of the language utilizes the expanded hearing and vocal range of skrell that exit the human hearing range. These particular tones are important in declaring tone in the language, allowing for emotional cues and responses to be easily conveyed. The only species capable of speaking Nral’Malic beyond skrell are diona and vaurca, who are naturally harmonic or capable of receiving implants to expand their ranges respectively. [[Zeng-Hu_Pharmaceuticals| Zeng-Hu Pharmaceuticals]] has both invented and patented an implant that allows the receiver to both understand Nral’malic and perceive the ranges necessary to hear the full language, though speech remains outside of its current capabilities. For those who have received a Nral’malic processor and are residents of the Nralakk Federation, the government instead provides devices that allow for a text-to-speech form of speaking Nral’malic, to be used in tandem with the implant.&lt;br /&gt;
&lt;br /&gt;
Originally created in &#039;&#039;&#039;925 BCE&#039;&#039;&#039; out of an interest in preventing language drift and the difficulties of communication, the original Nralakk Federation enforced its widespread adoption after its full rise to power in &#039;&#039;&#039;878 CE&#039;&#039;&#039;, and barred those unwilling to adopt it from travelling off-world to guarantee its predominant status. These other languages were relegated to being primarily used in private and in the arts, though most would eventually die out over the centuries within the Federation proper. Usage of such languages still remains a common act of minor defiance by cells of the Lyukal and other anti-Federation dissidents, however, with some groups maintain dialects which haven&#039;t existed in the wider Federation for millenia.&lt;br /&gt;
&lt;br /&gt;
Skrell also utilize a wide range of sounds to communicate particular emotional reactions to stimuli, as well as to emphasize emotional associations. These generally range from squeals, croaks, warbles, chirps, and other sounds. Higher-pitched sounds are associated with positive or sudden emotions, such as happiness or being startled, while lower-pitched noises are associated with negative or neutral emotions, such as anger or hunger. Melodic noises such as crooning or trilling are more ambiguous, often used as an emphasizer towards a previously expressed emotion. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nral&#039;Balak&#039;&#039;&#039; is an unofficial language consisting of emotional displays, having developed in order to compensate for the lack of facial expressions present in skrell. While containing dozens of variations and personal intent, there are commonalities in Nral’Balak. Skrell who are upset or annoyed often puff their cheeks out, which some liken to the way frogs inflate their necks. Some skrell scrunch their headtails up, chirrup repeatedly, and narrow their eyes as a way of displaying upset or a willingness to fight. This is often likened to a threat display, being similar to behaviors present in ancient skrell. Many skrell will often tilt their head heavily to one side to show visible confusion, and often adopt the human method of nodding and shaking their heads to agree or disagree.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Skrell Slang====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Titles and labels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are names, titles and other terms used to address someone based on one or more of their characteristics.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tadpole&#039;&#039;&#039; - A young skrell, or someone who is juvenile. This is usually used to call someone childlike or sophomoric in their behavior. &lt;br /&gt;
* &#039;&#039;&#039;Brown Dwarf&#039;&#039;&#039; - A disappointment, or someone who fell short of their perceived abilities. This is usually used to call someone a disappointment or failure, and is a severe insult.  &lt;br /&gt;
* &#039;&#039;&#039;Protostar&#039;&#039;&#039; - A young, ambitious individual, who has just started their career. Most graduates are labelled this often, but it can refer to any ambitious individual.&lt;br /&gt;
* &#039;&#039;&#039;Supernova&#039;&#039;&#039; - An individual that has begun to lose the interest of the public. Often used in headlines for an idol as &amp;quot;going supernova&amp;quot; to refer to their declining fame. This is sometimes used to describe someone having peaked in their career, and that they are going downhill.  &lt;br /&gt;
* &#039;&#039;&#039;Voidbeckoned&#039;&#039;&#039; - Someone who is careless, reckless, or acting dangerously. This is used almost exclusively towards non-skrell who are seen as reckless and uneducated.&lt;br /&gt;
* &#039;&#039;&#039;Black Hole&#039;&#039;&#039; - A slang term for someone who is considered very stupid, in a field of low repute, or for someone perceived as worthless. &lt;br /&gt;
* &#039;&#039;&#039;Sparks&#039;&#039;&#039; - A slang term for non-skrell, due to their short lifespans. The term is not considered an insult, most using it in a positive, negative, or neutral manner.&lt;br /&gt;
* &#039;&#039;&#039;Elder&#039;&#039;&#039; - An older skrell, typically in their twilight years.&lt;br /&gt;
* &#039;&#039;&#039;Webfoot&#039;&#039;&#039; - A less explicit term for someone who uses Xu’xi gas. This derives itself from the odd, waddling stance many Xu&#039;xi Gas users adopt while high.&lt;br /&gt;
* &#039;&#039;&#039;Gasrunner&#039;&#039;&#039; - Someone involved in the smuggling or sale of Xu’xi Gas. This is applied as either the job itself, or in the same way someone might refer to a dealer as a “plug”.&lt;br /&gt;
&lt;br /&gt;
The labels below are used rather than PhD, MD, or other degree titles in Federation space. It is common to see them used by skrell abroad, either alongside or superseded by more known titles such as Doctor or Professor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lu&#039;vesi&#039;&#039;&#039; - Dropout - Lvs. - Void Graduate&lt;br /&gt;
* &#039;&#039;&#039;Aqm&#039;vesi&#039;&#039;&#039; - 1 degree - Aqvs. - Junior Graduate&lt;br /&gt;
* &#039;&#039;&#039;Qro&#039;vesi&#039;&#039;&#039; - 2 degrees - Qrvs. - Graduate&lt;br /&gt;
* &#039;&#039;&#039;Qu&#039;vesi&#039;&#039;&#039; - 3 degrees - Quvs. - Star Graduate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extranet Emoticons and Shorthands&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the extranet as a facet of daily life for most skrell, the online lexicon is extremely vast. These are usable in order to display expressions without resorting to using more human-like emotes.&lt;br /&gt;
*&#039;&#039;&#039;cccccc&#039;&#039;&#039; - A term similar to the human terms of “lol” or “lmao”, this is used as a shorthand for the series of chirps often done by skrell who are being stimulated by humor. A “chirp” is shortened to c, and the more c’s are used show stronger reactions. More rarely, some skrell adapt “lmao” into “cmto”, or “Chirping My Tail Off”.&lt;br /&gt;
*&#039;&#039;&#039;###/Netting/Netted/===&#039;&#039;&#039; - Used as a way of showing someone they have been caught purposefully trying to upset other users for entertainment, or to refer to someone being caught messing around. This is made in reference to fishing nets, which sometimes will catch other skrell by accident.&lt;br /&gt;
*&#039;&#039;&#039;S0_0S / |0_0| / &amp;lt;0_0&amp;gt;&#039;&#039;&#039; - These emoticons are used as a way to convey headtail positions in reaction to something, much like the human emoticons of “:)” or “&amp;gt;:(“. The S is to represent curled headtails, representing the curling of the headtails often used to convey excitement, while the vertical bar represents a more neutral response. The less than and greater then symbols, in contrast, represent the folded inwards expression that is usually reserved for being reserved, feeling insulted, or generally negative or withdrawn emotions. Sometimes shortened to simply “SS”/”||”/”&amp;lt;&amp;gt;”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insults and Crude Slang&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Terms that are considered rude or otherwise impolite by skrell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Briny&#039;&#039;&#039; - A recent neologism created younger skrell, to refer to something as “briny” is to call something “crazy” or “bad”. The term derives itself from extremely salty water, which skrell have great difficulty and discomfort being submerged in due to the drying properties and being adapted to freshwater.&lt;br /&gt;
*&#039;&#039;&#039;Choppy/Chopped&#039;&#039;&#039; - An insult that refers to someone who is in a project, activity, or habit that is considered a waste of time or worthless. Often used by more rebellious Federation citizens towards government projects.&lt;br /&gt;
*&#039;&#039;&#039;Rogue Wave&#039;&#039;&#039; - A term that describes someone as acting dangerous or shady, likening them to subversive behavior. Most commonly used to describe Lyukal members, it also sometimes is used to call something disreputable or questionably obtained, or swept in by a rogue wave.&lt;br /&gt;
* &#039;&#039;&#039;Labber&#039;&#039;&#039; - An abbreviated term for sympathizers of Glorsh, shortened from the phrase &amp;quot;collaborator&amp;quot;. It is an incredibly severe insult, and is usually used to refer to skrell who accept or tolerate synthetics. &lt;br /&gt;
* &#039;&#039;&#039;Senseless&#039;&#039;&#039; - A term used as an insult towards sophonts not outfitted with a psionic receiver, or as a more general insult towards those considered dull, or stupid.&lt;br /&gt;
* &#039;&#039;&#039;Orb&#039;&#039;&#039; - A common container used to transport Xu’xi Gas.&lt;br /&gt;
* &#039;&#039;&#039;Sqrug&#039;&#039;&#039; - A derogatory term for someone with a dependency on Xu’xi Gas, which has since expanded to other drugs as well. This term has seen a revival as an in-joke to rib each other between Gasriders and gas users.&lt;br /&gt;
* &#039;&#039;&#039;Gupkala/Guppies/Gup/Guppy&#039;&#039;&#039; - A mocking word for law enforcement within the Federation or abroad. The term “Guppy” is also referred to by skrell who see someone or something as gullible or an easy mark.&lt;br /&gt;
* &#039;&#039;&#039;Grotto&#039;&#039;&#039; - Originally used in Weishii to refer to a place of spiritual fulfillment and worship, it is also used to describe buildings where Xu’xi gas is usually used and sold in. These buildings are usually stereotyped as being run-down and abandoned.&lt;br /&gt;
* &#039;&#039;&#039;Piisz&#039;&#039;&#039; - A term used to refer to synthetic Xu’xi Gas, or generally in reference to Xu’xi Gas of questionable quality.&lt;br /&gt;
* &#039;&#039;&#039;Toady/Toad&#039;&#039;&#039; - An insult used to describe criminals, conmen, or generally disreputable skrell. Meant to imply that they give other skrell a bad name, particularly abroad. &lt;br /&gt;
* &#039;&#039;&#039;Coral Stem/Stem/Gillpress/Lunar Gasmasks/Whistles&#039;&#039;&#039; - A term used to refer to inhalers, specifically those full of Xu’Xi gas. &lt;br /&gt;
* &#039;&#039;&#039;Drylister&#039;&#039;&#039; - Refers to skrell (and very rarely, someone of another species) who has been born abroad that is suspected of being under Federation surveillance by the Ruupkala due to their actions. The drylist refers to the hypothetical list of persons-of-interests or dissenters that is rumored to be kept by the Ruupkala. The topic of the drylist is considered taboo by citizens.&lt;br /&gt;
* &#039;&#039;&#039;Tidal/Tided&#039;&#039;&#039; - Something being absurd or otherwise dangerous, or someone who is insane. The term originates from [[Skrell_Biology#Psionic_Disorders|Progressive Low Tide Syndrome]], or “Insanity of the Tide”.&lt;br /&gt;
* &#039;&#039;&#039;Chapped&#039;&#039;&#039; - Referring to chapped, or dry skin, used to insult someone&#039;s appearance. This can sometimes also be used to refer to non-skrell.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sayings&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;I&#039;ve Tup&#039;d&#039;&#039;&#039; - &amp;quot;I&#039;ve won&amp;quot;, or &amp;quot;I&#039;ve peaked.&amp;quot;  &lt;br /&gt;
* &#039;&#039;&#039;I&#039;ve been Tup&#039;d&#039;&#039;&#039; - &amp;quot;I&#039;ve lost&amp;quot;, or “I’ve been outdone”. &lt;br /&gt;
* &#039;&#039;&#039;Wake up&#039;&#039;&#039; - To call out someone acting lazy or being unproductive. &lt;br /&gt;
* &#039;&#039;&#039;Algae&#039;&#039;&#039; - Used to say &amp;quot;all good&amp;quot;, “alright”, or “doing well”.&lt;br /&gt;
* &#039;&#039;&#039;Mudvein&#039;&#039;&#039; - Used to describe withdrawal symptoms of Xu&#039;Xi Gas, likened to the sensation of withdrawal feeling like having mud in their veins. &lt;br /&gt;
*&#039;&#039;&#039;Mudlover&#039;&#039;&#039; - A term to refer to someone who is consistently forming new habits with drugs, or someone who struggles to quit.&lt;br /&gt;
* &#039;&#039;&#039;Too moist&#039;&#039;&#039; - To accuse an individual of being too traditional or stuck in their ways, not adapting to modern culture.  &lt;br /&gt;
* &#039;&#039;&#039;Too dry&#039;&#039;&#039; - To accuse someone of being too accepting or progressive. Usually used to refer to a skrell with radical opinions, or being accepting of AI&lt;br /&gt;
* &#039;&#039;&#039;Zipped&#039;&#039;&#039; - To be high on Xu’Xi Gas.&lt;br /&gt;
* &#039;&#039;&#039;The stars grow brighter&#039;&#039;&#039; - A term to refer to an individual dying. &lt;br /&gt;
* &#039;&#039;&#039;Steel-Rained&#039;&#039;&#039; - A term used to mean &amp;quot;being stonewalled&amp;quot;, or simply being stuck. Derived from the multiple orbital installations that were deorbited when Glorsh-Omega’s period of reign ended.&lt;br /&gt;
* &#039;&#039;&#039;Stars and void&#039;&#039;&#039; - A general exclamation of surprise or frustration.&lt;br /&gt;
* &#039;&#039;&#039;Stars damned/Void damned&#039;&#039;&#039; -  A general exclamation of anger, and can also be used in mild surprise, similar to the phrase &amp;quot;I&#039;ll be damned&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;Oh, stars/Oh, void&#039;&#039;&#039; - A saying of gentle exasperation. Akin to “Oh, god” or “Oh, geez”.&lt;br /&gt;
* &#039;&#039;&#039;Stars guide&#039;&#039;&#039; - a polite way of saying goodbye.&lt;br /&gt;
* &#039;&#039;&#039;Shelled/kelped&#039;&#039;&#039; - Something sold or wagered, which originates from the currency of the Nralakk Federation being made out of modified kelp, usually stamped with images of seashells.&lt;br /&gt;
* &#039;&#039;&#039;Ink-stained/Inky&#039;&#039;&#039; - A concept, object, or person that brings sadness or stress. Refers to the ink-black tear stains that surround a skrell&#039;s eyes as a result of stress.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
See also: [[Skrell Psionics]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Zona Bovinae&#039;&#039; is a particular region of the brain which exists in all sophonts originating from the Orion Spur, as well as nearly all living animals. Originally presumed to be a brain center for an obsolete form of communication by human scientists, the Zona Bovinae was catalogued during a dissection of a cow’s brain in 2256, which was later discovered to be present in humans and other social animals. Despite its prevalence, human researchers would ultimately consider it a vestigial region of the brain, having controlled a now obsolete action in ancient humans.    &lt;br /&gt;
&lt;br /&gt;
The Zona Bovinae’s purpose would only be revealed during first contact with humankind in &#039;&#039;&#039;2332&#039;&#039;&#039; with the skrell. Skrell have markedly more developed Zona Bovinae in their brains, which skrell linked to their ability to use psionics. Through an exotic method of neurological signaling and resonance of a still vaguely defined “metaphysical force”, skrell can focus their Zona Bovinae to communicate and interact with each other. Despite the lack of understanding on its finer abilities, skrell have since developed technology that utilizes psionics’ effects.&lt;br /&gt;
&lt;br /&gt;
Despite most other species only possessing vestigial forms of Zona Bovinae, they are still capable of psionic interactions. Extensive, strong use of psionics on this form of the brain center can be overwhelming and destructive on the victim’s [[Skrell_Biology#Psionic_Disorders|physical and mental health]]. &lt;br /&gt;
&lt;br /&gt;
=== Telepathy ===&lt;br /&gt;
&lt;br /&gt;
Telepathy, or active psionic communication with another party, is a common ability used by skrell in order to hold conversations with each other. While this ability requires a significant burst of focus, telepathy allows for skrell to send messages between each other, other sophonts, and most animals. Telepathic communication is a common way to have a private conversation in public. As long as both parties are not doing this to exclude someone from a conversation, it is not considered unusual to carry out full conversations in telepathic communion. Using telepathy to gossip, send secrets, or converse without others knowing is considered rude and excluding. &lt;br /&gt;
&lt;br /&gt;
Outside of telepathy, most psionic interactions are regarded as socially unseemly. Emotional suggestions to other skrell without consent is of the same caliber as a human instigating conflict, and can result in an emotional barrage being exchanged between the two skrell. This sort of psionic dueling typically ends when one skrell loses their emotional composure and succumbs to the suggestions. &lt;br /&gt;
&lt;br /&gt;
Use of telepathy with non-skrell has been deemed perfectly safe for both parties by Federation medical authorities, though unconsented telepathic communication is considered extremely rude, akin to screaming in someone&#039;s ear. While some sophonts remain wary of psionic communication on principle, it remains typical for telepathy to become a fixture for skrell and non-skrell working in close proximity. Indeed, one of the largest contributors to backlash against inter-species telepathy was a series of bogus research papers published in the 2300s that insinuated psionic contact would cause irreparable brain damage in humans. Though long-since disproven by Nralakk authorities, the misconception sadly still circulates in less informed workplaces. Long-term exposure to telepathy and other direct psionic influence is a well-trod field, and has been the subject of numerous studies exploring the subtle psychic nuances found across species and populations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Notes on telepathy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Psionic Pinging a location in order to find synthetics, particularly those who are attempting to hide their identity as a synthetic, is considered poor taste. Doing this without prior suspicion is excessively paranoid, and immediately ousting them without prior interaction is poor play. If you do find a character doing this, interacting with them before immediately attempting to oust them is heavily preferred.&lt;br /&gt;
* Telepathy is versatile, and you can convey images, sounds, emotions, and sensations along with regular speech. Make sure to format your telepathic messages to make this apparent to the recipient, at minimum phrasing it to the effect of &amp;quot;You hear/see/feel X in your mind&amp;quot;. While you can project emotions and sensations, this does not mean you can force someone to fully accept this implanted thought. &lt;br /&gt;
* Telepathically sending pain or the sensation of an injury to a character does not mean they can actually be hurt by it, nor would it cause any lasting effects.&lt;br /&gt;
&lt;br /&gt;
=== Receivers and Listeners ===&lt;br /&gt;
&lt;br /&gt;
Skrell are divided into two psionic categories based on their psionic aptitude and relationship with the Nlom, being either “Receivers” or “Listeners”. This difference is decided at birth, with the majority being Receivers at a ratio of 9:1, with no methods available to predict a newborn skrell’s type, nor modify it. Being seemingly at random, some skrell refer to this as the “Great Lottery”. &lt;br /&gt;
&lt;br /&gt;
Receivers and Listeners primarily differ in their natural acclimation to the Nlom, with Receivers being inherently more willing to accept the Nlom’s influences, aiding them in adhering to the current norms of the society around them. Listeners, in contrast, feel much less influence from the Nlom’s consensus-based state, though this causes Listeners to be viewed with suspicion. Bias against Listeners are present in Federation society, with Receivers being the disproportionately dominant group in the government and upper-class. Despite this binary being commonly accepted, some skrell cannot easily classify themselves within one or the other, having felt their attunement to the Nlom fluctuate across their lives.&lt;br /&gt;
&lt;br /&gt;
While most Listeners force themselves to integrate and adhere to the Nlom’s influence, others resist the social ostracization, surveillance, and prejudices held against them by Receivers. These groups agitate for the acceptance of Listeners in many ways, with some adopting radical concepts that call for a purposeful disconnection from the Nlom entirely. Psionic isolationism is considered an extremist opinion within the Nralakk Federation, with most moderate Listener groups renouncing it.&lt;br /&gt;
&lt;br /&gt;
=== The Nlom ===&lt;br /&gt;
&lt;br /&gt;
The Zona Bovinae creates a small range around them referred to a “thought field” consisting of passive emotions and thoughts, referred to as a “psionic wake”. Referred to as the “Nlom” in Nral’Malic, skrell naturally produce a large enough field on an individual level to influence their everyday lives.&lt;br /&gt;
&lt;br /&gt;
The psionic wake of an individual is a constantly passive release of their current emotional state, as well as subconscious thoughts and biases. These ripple outward from them and interact with other skrell, affecting their thoughts and perspectives. Over time, these wakes will grow into a large area of influence in the area Skrell routinely inhabit, expanding its field of influence. These bubbles eventually encompass the entire planet as the skrell population increases, limited only by the atmosphere. Most planetary wake field bubbles cease upon contact with the vacuum of space, with the exact point of termination varying depending on total population, supporting psionic infrastructure, and environmental qualities. &lt;br /&gt;
&lt;br /&gt;
=== Sleeping and [[The_Srom|The Srom]] ===&lt;br /&gt;
&lt;br /&gt;
Skrell typically sleep for roughly one hour every twenty-four hours, and are capable of lapsing both in and out of sleep on command. Skrell who enter deep sleep will have their zona bovinae cease transmitting to the psionic wake, instead sending it towards a shared, oneiric state simply called the &#039;Srom&#039;, or Dream. The Srom connects skrell across a kilometers-wide range, allowing them to share collective experiences together in the dreamscape. &lt;br /&gt;
&lt;br /&gt;
While the Srom’s dreamscape is malleable through concentrated effort, the ability to do so depends heavily on the skill and psionic aptitude of each individual. Only particularly psionically sensitive skrell with extensive practice in shaping dreamscapes can modify entire regions of the Srom, at the cost of being left exhausted upon waking up. Most skrell instead dedicate their focus on the more accessible ability to self-modify their appearances in the Srom, with wearing costumes to transfer them into the dream being common practice. All of these modifications are temporary, fading back into the Srom’s original state over time.&lt;br /&gt;
&lt;br /&gt;
Social inhibitions fade away entirely in the Srom, making it difficult for those in it to keep secrets or stay reserved from others. Many skrell use the dreamscape in order to share ideas and collaborate, finding it much easier to think clearly without having their usual inhibitions stifling their thoughts. Self-isolation in the Srom is as simple as moving themselves away from others in the dreamscape, while completely removing themselves from it involves the use of aluminum to block their psionic signals from being transmitted entirely. Aluminum headphones, wall linings, and hats are commonly used to accomplish this.&lt;br /&gt;
&lt;br /&gt;
Skrell who suffer from [[Skrell_Biology#Psionic_Disorders|sleeping disorders]] are divided between oversleepers and undersleepers. Psionic Oversleepers are those who rely on the Srom as a method of escapism, or develop a dependency to the potential of lucid dreaming to the point of disrupting their daily life and being classified as an addiction. Oversleepers are typically characterized by being seen as recluses, social pariahs, or otherwise eccentric and lazy. Psionic Undersleepers, in contrast, are skrell who have withdrawn from the Srom for multiple reasons, being regarded as having withdrawn due to holding secrets or dangerous information to the point of depriving themselves of sleep.&lt;br /&gt;
&lt;br /&gt;
Srom-capable devices are interfaces attached to machinery that is accessible from within the Srom, allowing skrell connected to the dream to work even while asleep. These interfaces allow work to continue even while asleep, seeing adoption by researchers and bluespace navigators. Srom-capable bluespace drives allow for teams of skrell pilots to coordinate their navigation in order to match the dedicated AI navigators used outside of the Nralakk Federation. Learning how to interface with these devices requires extensive training, and requires the operator to be completely isolated in an aluminium-plated room to focus and restrict access to non-operators.&lt;br /&gt;
&lt;br /&gt;
== Skrell Social Dynamics and Society ==&lt;br /&gt;
&lt;br /&gt;
===Stress and Personality Changes===&lt;br /&gt;
&lt;br /&gt;
Skrell generally have difficulty with holding short-term events with the same importance that other species do due to their longer lifespans and altered perception, with most consequences that affect less than a decade being seen as generally less consequential. This differing perspective allows for skrell to have a higher tolerance of waiting periods and short-term anxieties, though the opposite is true over long-term concerns and existential dread.&lt;br /&gt;
&lt;br /&gt;
Stress accumulation affects skrell at a slower rate, with high stress being exhibited through the inky liquid leaking around their eyes, being perceived as similar to crying. Skrell experiencing extreme stress will usually have patches of stained skin around their eyes and faces, having built up to the point of affecting the skin color.&lt;br /&gt;
&lt;br /&gt;
A skrell’s personality and emotions are notably impacted by the tidal cycles, being both attuned to the ocean and the moon’s influence on the tides. These influences express differently between individual skrell, with the new moon causing some skrell a deep sense of anxiety and unease, while others feel revitalized and energetic from the same phase. Any phenomena that can affect tidal forces are also felt in the skrell present, which requires a period of acclimation similar to moving to a new planet. Some skrell are reluctant to migrate because of this, with the planet’s moon(s) or lack thereof causing notable personality shifts.&lt;br /&gt;
&lt;br /&gt;
===Cohesion and Violence===&lt;br /&gt;
&lt;br /&gt;
Skrell are traditionally a group-oriented species, putting importance on unity both in and between groups above the differences between them. The Nlom causes the prevailing thoughts in a community—and across the Nralakk Federation in the modern day— to be the dominant influence, causing most skrell to subconsciously adhere to the majority. Detractors are typically Listeners, as well as those negatively affected by the current status quo. While skrell enclaves outside of the Nralakk Federation experience conflict and differing opinions, the use of [[Skrell_Technology#Nlom_Relay_Network|Nlom relays]] across the Federation ensures that most citizens will keep to the common consensus of their peers.&lt;br /&gt;
&lt;br /&gt;
During [[Skrell_Early_History#Rise_of_the_Skrell|early skrell history]], violent conflict was commonplace between different clans and between subspecies due to their differences. As skrell societies developed, violence became less culturally accepted, and conflict between opposing groups was not allowed to progress into physical altercations. Most violence during this period shifted towards small-scale, ritualised warfare throughout early-modern skrell history. After the end of the [[Skrell_Synthetic_Age#Late_Synthetic_Age|Synthetic Era]], particularly after the Glorsh-Omega period, this stance changed as the [[Skrell_Biology#X’Lu’oa|fertility crisis]] of the modern day leaves most skrell with deep fears over the extinction of their species. This is most obvious in the [[Skrell_Recent_History#Collaborator_Trials|collaborator trials]], with the most severe punishment being forced interment into cryogenic stasis instead of execution or life imprisonment.&lt;br /&gt;
&lt;br /&gt;
While conflict still occurs in skrell society, physical violence is considered unbecoming and beneath them. Instead, skrell have turned to nonviolent conflict through debate or social pressure between opposing groups. One method, known as a “Unity Demonstration&amp;quot;, consists of a group of skrell arriving to socially pressure and intimidate another group to coerce them into submission. Despite this, violence still exists between skrell, typically damaging property and infrastructure as a common tactic, particularly by criminal organizations and the [[Federation_Crime_and_Resistance#The_Resistance|Lyukal]]. The threat of violence or serious injury is typically the limit for most, but many skrell can still be pushed to violence if forced to defend themselves. &lt;br /&gt;
&lt;br /&gt;
Violence between skrell and other species is viewed in a different light, with the same sentiment that all life is precious being shared by less skrell. Other skrell consider other species to be lesser, and are much more willing to fight them should the need come to pass. Despite this, most skrell are aware of their physical limits as a species, and outside of groups like the [[Skrell_Faith#Suur’ka|Suur&#039;ka]] and those influenced by primarily non-skrell communities, physical conflict should be avoided.&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
&lt;br /&gt;
Most skrell do not hold eye-contact as important during conversations between each other, and don’t mind the other party facing elsewhere or focusing on a task while speaking with them. This changes among non-skrell who consider this behavior rude and lack the ability to tell what they are looking at with the lack of visible pupils, where they will instead make a point to turn their faces to look directly at whoever they are speaking to in order to display their focus on them. In contrast, skrell are very physical among their peers, and will often embrace, hug, or be otherwise physically affectionate between each other in a way that most non-skrell would consider romantically charged. Personal space is not held as particularly important, with coworkers and acquaintances readily entering close contact without much thought on the action.&lt;br /&gt;
&lt;br /&gt;
Skrell display intimacy with one another primarily through physical contact, with the act of touching the heads and headtails reserved for their close friends or partners. Gestures are also commonly used, with the gesture of touching their forehead and gesturing towards another party is similar to blowing a kiss. Some verbal displays of affection include comparing or nicknaming someone to a named star, with naming an unnamed star after them being a common practice among astronomers throughout history.&lt;br /&gt;
&lt;br /&gt;
Less physically intimate gestures, like those between close friends, involve nudging or prodding them with a headtail, similar to how a human can playfully nudge or gently punch a friend in the arm. Tails are usually the subject of playful rudeness between skrell, usually being pulled on or used to gently hit their friends as a form of roughhousing, though this is considered immature in public.&lt;br /&gt;
&lt;br /&gt;
While skrell can face discrimination and are often the subject of speciesist insults, responding to these in turn with insults of their own is considered improper. Losing face through these confrontations would be interpreted as a sign of being overly-confrontational or a sign of poor demeanor, negatively affecting their reputation significantly if done in public.&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|A government-provided informational guide depicting typical gestures used by skrell.]]&lt;br /&gt;
&lt;br /&gt;
=== Gender ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Relationships#Unions|Skrell Relationships]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell, due to lacking any form of sexual dimorphism, being simultaneous hermaphrodites, and common consensus across their multiple developed cultures, do not have a concept of gender. While gender identity remains virtually irrelevant in Federation society, skrell who interact often with other cultures that do have socially important notions of gender will sometimes adopt an identity out of simple interest or a desire to be more socially cohesive with who they are interacting with. This decision is given only as much weight as the individual skrell attributes to it, and choosing out of simple whimsy is equally as common as seriously studying and considering who they align the most with.&lt;br /&gt;
&lt;br /&gt;
For the purposes of procreation, skrell utilize a simple form of assigning who is siring and carrying the eggs that will become their progeny. These terms are &#039;&#039;&#039;F&#039;ex&#039;Qa&#039;&#039;&#039;, or Egg-Layers, and &#039;&#039;&#039;F&#039;ex&#039;Tra&#039;&#039;&#039;, or Egg-Fertilizers. These terms are impermanent, and most skrell will alternate multiple times in their relationships between their partners.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
Skrell lack the necessary muscle structures within their faces to perform noticeable facial expressions, leading others to believe skrell are emotionless or stoic. This perception is in contrast with the reality of skrell being very emotional and commonly use emotional displays through body language, vocal tones, word choice, among others.&lt;br /&gt;
&lt;br /&gt;
Physical reactions to strong emotions are a key part of skrell emotional displays, which acts as a “tell” for which emotion is being felt through its physical reactions, which uses sensations like pain and warmth. Emotional pain will quickly become physical pain for skrell, with a link in this phenomenon being linked to their developed zona bovinae. &lt;br /&gt;
&lt;br /&gt;
Due to most other sophont species’ limited hearing range, the tonal ranges skrell use for expression are lost when communicating with non-skrell. Skrell have a very difficult time expressing themselves to non-skrell for this reason, particularly as Nral’malic utilizes these tones to explicitly dictate emotional intent and expression. In contrast, skrell who communicate with each other in their shared language alongside the Nlom casting their emotions engage in near-seamless communication between each other, almost able to predict each other’s thoughts. &lt;br /&gt;
&lt;br /&gt;
To adapt to the physical language barrier between other species, the gesture and tone-based language of &#039;&#039;Nral’Balak&#039;&#039; was made in an attempt to bridge the gap. Nral’Balak utilizes a combination of body language, gestures, and vocal cues to indicate emotional states and needs. While providing a standard for conveying emotions to non-skrell, it exists primarily as a guide for skrell to adapt to conversing in their own way, meaning most messages are context-based. A skrell crooning can either be from fear when being placed in danger, or from disappointment from not enjoying a meal. Typically, non-verbal sounds have a tonal indicator, with a high pitch indicating happiness or high energy emotions, while a lower pitch indicates sadness, distress or low energy emotions. Physical gestures also require context clues, with a tilt of the head capable of meaning confusion at a statement, or as a show of interest or curiosity to something shown to them.&lt;br /&gt;
&lt;br /&gt;
=== Humour ===&lt;br /&gt;
&lt;br /&gt;
The concept of humour between skrell is completely different to what other species consider humourous, with a majority of amusement or comedic value for skrell being solely a reaction to the unexpected. The sensation of finding something comedic or entertaining is also felt differently, producing a mild pain akin to the tingling sensation after eating spicy food, a sudden weakness in the muscles, or an itch on the roof of the mouth in severity. Humor as a whole manifests as a “fuzzy” feeling within a skrell’s head, which can rise with the severity of entertainment to the point of causing dizziness or disorientation. Outwardly, skrell primarily react vocally through a series of chirps and chirrups not dissimilar to a laugh, typically accompanied with repetitive headtail or hand gestures.&lt;br /&gt;
&lt;br /&gt;
The feeling of amusement is enjoyed by most skrell, particularly by younger skrell, while others may find it as patronizing or insulting due to it being derived from the assumption that they would not have seen the joke coming. Older skrell find very few things humorous from their long life of experiences, and will usually remain unsurprised. In formal settings, it is considered impolite to tell even a mild joke in the wrong context, with a joke as a slight towards the guest of honour being seen as more acceptable, rather than doing so while dining at a restaurant with your extended family.&lt;br /&gt;
&lt;br /&gt;
While most other species’ humour relies on words, wordplay, or stories with punchlines to be effective, skrell humor relies primarily on visual humor. Skrell humour is considered very literal as a reaction to the unexpected, with most jokes relying on the unexpected to be funny. Compared to a human joke, a skrell joke relies less on a punchline, and more on the setup, with absurdity taking priority. Due to this, most skrell find verbal jokes unfunny or taken incorrectly, with describing a scenario being taken completely differently in comparison to actually viewing it. As a consequence of how skrell humour functions, skrell fear reactions are the same as laughing. A skrell may chirrup or chirp in response to being startled, much like nervous laughter, and is generally unpleasant. Despite the differences in senses of humour, skrell can develop an appreciation for the humour of other species. While not find a human joke amusing, skrell will instead find it clever or and be able to identify why the joke is considered funny. Most puns will be seen as wordplay, and usually explained back to the speaker, though this isn’t taken well.&lt;br /&gt;
&lt;br /&gt;
Many skrell who undergo training or treatment to repress their fear responses, typically for work in dangerous fields or as an enforcer, will equally suppress their senses of humour. While these emotions are tied between each other, most skrell who lose their sense of humour will find it very difficult to regain it afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Happiness&#039;&#039;&#039; is very easy to visually tell from skrell emotional displays. Skrell will use a varied mixture of headbobbing, shrills, and positioning of their headtails to convey their joy, with the curling their headtails and warbling in higher pitch being most common. Skrell struggle to contain their joy, resulting in such often spilling over into the rest of their body and repetitive motions (such as rapidly blinking or flapping their hands) as an obvious sign of happiness. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sadness&#039;&#039;&#039; is a much more difficult to identify emotion, and is one of the harder emotions to convey for skrell that other species can understand. Emotional pain quickly surpasses the threshold to cause physical pain for skrell, which can sometimes become debilitating when suffering from sufficiently overwhelming misery. Physically, sadness is displayed through quiet, low chirps shifting the headtails to hide the neck, fidgeting and rubbing of the headtails and fingers, as well as facing away from others compulsively. &lt;br /&gt;
&lt;br /&gt;
Both &#039;&#039;&#039;confusion&#039;&#039;&#039; and &#039;&#039;&#039;fear&#039;&#039;&#039; are easy to spot emotions for skrell. Confusion compulsively makes skrell emit a mix of high and low pitched warbles and croaks, along with the continuous shifting of their head side to side. This behavior helps skrell process audible information from someone speaking, or when noises in the dark. Skrell will also feel the need to cover their neck with their headtails, tucking their arms inwards and widening their eyes to protect the vital organs to ensure their survival as a flight response.&lt;br /&gt;
&lt;br /&gt;
==Politics and Factions==&lt;br /&gt;
&lt;br /&gt;
===The Nralakk Federation===&lt;br /&gt;
[[File:Jargon flag.jpg|thumb|right|The flag of the Nralakk Federation.]]&lt;br /&gt;
The &#039;&#039;&#039;[[Nralakk Federation]]&#039;&#039;&#039; is the sole skrell political entity within the Orion Spur. The Nralakk Federation&#039;s history traces back to its [[Skrell_Early_History#Unity_of_Skrell|original founding]] in &#039;&#039;&#039;878 CE&#039;&#039;&#039;, having formed in response to independence movements across skrell space colonies. The Federation was dismantled following the rise of Glorsh-Omega, then reestablished as the &#039;&#039;&#039;Second Nralakk Federation&#039;&#039;&#039; following the reunification of the species afterwards.&lt;br /&gt;
&lt;br /&gt;
While the Nralakk Federation is primarily a meritocratic state, Federation society is heavily stratified based on the &#039;&#039;&#039;Social Compatibility Index&#039;&#039;&#039; system, which scores individuals based on how closely they follow the ideals and maintain the social cohesion of the nation. Low-scoring individuals experience social ostracization and restriction of their rights, while high-scoring individuals are elevated as celebrities and pillars of the society. This social stratification causes skrell pushed outside of the system to rebel against it in the form of illegal organizations and non-conformist movements, who work to dismantle the system, or towards reforming the nation entirely.&lt;br /&gt;
&lt;br /&gt;
===[[Federation_Crime_and_Resistance#The_Resistance|The Lyukal]]===&lt;br /&gt;
&lt;br /&gt;
The Lyukal is a decentralised resistance movement that aims to dismantle the dominance the Nralakk Federation has over the species. Named after the resistance movement that acted against Glorsh-Omega originally, Lyukal cells work independently to achieve their objectives, ranging from non-violent demonstrations, to acts of terror and attacks against military installations.&lt;br /&gt;
&lt;br /&gt;
===Marauders===&lt;br /&gt;
&lt;br /&gt;
The [[Federation_Crime_and_Resistance#Marauders|Marauders]] are a broad term for pirates, smugglers, and other criminals who operate within the Traverse. Despite sharing a term, each group typically operates independently from each other, from pirate groups that plunder resources to extort higher prices from their original recipients, to collectivized groups that intend to aid colonies in the Traverse to lessen their dependence on the federal core. While a loose group, the Ti&#039;Rakqi is the largest and most notable Marauder group active in the Traverse, consisting of multiple fleets of Marauders that work in tandem for mutual benefit.&lt;br /&gt;
&lt;br /&gt;
===Interspecies Relations===&lt;br /&gt;
&lt;br /&gt;
Skrell generally hold themselves above the other sophonts of the Orion Spur, being technologically advanced and self-titling themselves as being enlightened and scientific. Skrell society self-considers itself to be refined and above the trappings of violence and ignorance that other societies suffer from, culminating in many skrell seeing themselves as caretakers, wards, and mentors for the younger, lesser species. This manifests in many different ways on an individual level, but is readily apparent in the Nralakk Federation&#039;s international relations and foreign policy. The Federation has maintained its position as a technological giant, and is unwilling to release many of the technological advancements to other nations. Any research shared is done through releasing technology that they perceive has no potential for misuse, and only to those deemed responsible enough to receive it. Politically, the Federation has historically maintained its isolationist position until recently, and is still in the beginning phase of involving itself in Spur-wide politics.&lt;br /&gt;
&lt;br /&gt;
On an individual level, skrell experience a wider general acceptance from other species tolerance when abroad, with a few exceptions. Humanity as a whole tolerates skrell, with the [[Solarian Alliance]] in particular maintaining close ties due to their relationship with the Nralakk Federation. General xenophobia persists, but skrell are tolerated more than other species within Solarian space, differing only by region. Skrell are more tolerated on planets where they have a large presence such as [[Europa]], [[Silversun]], [[Venus]], and within the richer areas of Solarian space. The Nralakk Federation&#039;s relationship with the Solarian Alliance means that many who are anti-Solarian may also be anti-Federation and anti-skrell, such as the [[Coalition of Colonies]]. Other species, like [[Unathi|unathi]], have a tense relationship with skrell due to their involvement in first contact with humankind. Some unathi maintain a level of animosity towards skrell due to the events of the [[Contact War]], though [[Ouerea]] have embraced skrell in their shared fight for democracy on the planet.&lt;br /&gt;
&lt;br /&gt;
[[Vaurca]], specifically those from the [[C&#039;thur in the Federation|C&#039;thur hive]], are generally well-accepted by skrell. Their contributions to the Nralakk Federation have quickly secured their place as respected members of Federation society. However, Hive C&#039;thur&#039;s use of [[Vaurca_Biology#Taxonomy|Viax]] and [[Vaurca_Biology#Cephalons_(Type_D)|Cephalons]] are considered too close to the use of artificial intelligence among some skrell, with the hive’s loyalty to the Federation also called into question after C&#039;thur was granted strategic positions within the nation’s political and military spheres.&lt;br /&gt;
&lt;br /&gt;
[[Diona]] were the first species encountered and [[Diona in the Federation|integrated]] by the Nralakk Federation, with their assistance in rebuilding the nation post-Synthetic Era cementing the bond between the two species. Dionae are respected on both a societal and individual level, being integrated into most levels of Federation society, and the rights they have received in comparison to the rest of the Spur remains proof of their position. &lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
A vast majority of skrell live and are primarily born in Nralakk Federation, with those skrell living outside of the nation being a small, but notable, minority. In the [[Skrell_Culture#Different_Eras_of_Skrell|Radiant Era]], skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; of Federation space were noted on human worlds with significant skrell presence, notably [[Mictlan]], [[New Gibson]], and [[Skrell Abroad|other planets]]. These children &#039;&#039;&#039;still enjoy&#039;&#039;&#039; Federation citizenship by birthright as skrell, as the Federation [[Guide_to_Citizenship#Nralakk_Federation_and_Citizenship|considers all skrell as citizens]], while also preserving their citizenship within the nation of their birth. Skrell born in the Republic of Biesel are protected from deportation or other legal actions by the Nralakk Federation, which also extends to skrell who have enlisted in the Tau Ceti Foreign Legion.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes appeared in the aftermath of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], of which they are living anomalies in the aftermath of what is hypothesized to be a &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly. These slimes will manifest wherever large amounts of bluespace transit and bluespace interactions occur. These lifeforms remain a topic of controversy and debate in the scientific community of the Nralakk Federation, with massive efforts are made to contain and research slimes across the Orion Spur. The Federation extends this effort towards non-allies to ensure slimes cause no harm, though the Federation’s presence alongside slimes are the source of many conspiracy theories. Moral quandaries around the treatment, specifications, and ethical handling of slimes continue to this day, with some skrell viewing them as remnants of those that died in the rebellion, while others call them bioweapons leftover by Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation outlaws the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slimes escaping beyond laboratory environments. Slime research facilities in the Federation are equipped with state of the art control systems to ensure slimes do not escape containment, and most slime facilities are located underwater to take advantage of the slimes’ natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
==Playing Skrell==&lt;br /&gt;
&lt;br /&gt;
===Rulings===&lt;br /&gt;
&#039;&#039;&#039;Jobhopping is not allowed&#039;&#039;&#039;. While skrell are long-lived and typically obtain multiple degrees, adherence to the server rules on jobhopping is mandatory.&lt;br /&gt;
&lt;br /&gt;
Playing as a Glorsh collaborator/synthetic sympathiser, resistance member, Marauder/ex-Marauder, or Federation loyalist/spy is allowed, but &#039;&#039;&#039;these backstories can result in your character being caught and made unplayable.&#039;&#039;&#039; Consulars are allowed to report non-conformist and dissident activity of Federation citizens to the lore team, but players are not allowed to lie or gather this information OOCly. Character removal is a serious event, and attempting to misuse this progress is a violation of server rules.&lt;br /&gt;
&lt;br /&gt;
The [[Nralakk Federation]] considers all skrell to be de jure citizens, regardless of origin. In reality, those born outside of the Federation do not have full citizenship, and must apply before they can receive the benefits and adhere to Federation laws. Some nations have official policies and agreements with the Nralakk Federation that allow their citizens to be deported for any reason, while others have agreements that protect Federation citizens who wish to claim asylum. Most nations will protect those who are their citizens, but &#039;&#039;&#039;as a rule&#039;&#039;&#039;, if your character officially has Federation citizenship, they are at risk of being deported if the Federation orders it necessary. Characters can claim asylum within the Republic of Biesel with ease, which can be done through joining the [[Tau Ceti Foreign Legion]]. Other asylum claims need to be discussed with the relevant lore team.&lt;br /&gt;
&lt;br /&gt;
===Thoughts and Behaviours===&lt;br /&gt;
&lt;br /&gt;
While skrell as a whole are generally communal and embrace conformity, this does not mean that all skrell hold the same beliefs. While skrell can be split between [[Skrell#Receivers_and_Listeners|Listeners and Receivers]], where Listeners are less susceptible to the Nlom’s consensus and Receivers are more susceptible, this does not completely override the individual character’s personalities and experiences. The consensus reached through the Nlom can only influence a skrell&#039;s thoughts to an extent. For example, while a majority of skrell agree that artificial intelligence is dangerous, more specific views of its use differ on an individual level. The debate on Cephalons and Viax being used by the C&#039;thur is contested, with a majority believing that they are too close to artificial intelligence, but it is not the singular opinion of the entire species. In the Traverse, where the consensus from the Nlom is fed through the federal core worlds through Nlom Relays, these have begun to fall into disrepair in light of the Phoron Scarcity, and before that point faced more contested opinions with many skrell in the Traverse. Skrell on the frontier live in the reality of their circumstances of neglect from the Nralakk Federation, and thus hold more skeptical or outright anti-Federation sentiments. &lt;br /&gt;
&lt;br /&gt;
When playing a skrell character, the factors of their life do influence their thoughts. If your character is a Secondary Numerical from the [[Notable_Skrell_Systems_and_Locations#Skrell_Systems_and_Locations|Inner Systems]], they have been exposed to the Nralakk Federation’s care, propaganda, and Nlom consensus their entire life, and would not personally experience oppression at the hands of the nation. This character would then be more inclined to agree with the group consensus reached through the Nlom, regardless of their Listener or Receiver status. When faced with evidence that the Federation&#039;s actions are wrong, however, Listeners may be quicker to change their attitude than Receivers due to their relationship with the Nlom.&lt;br /&gt;
&lt;br /&gt;
Skrell behave very differently compared to other species. They are long-lived, and are prone to thinking more in the long-term than the short-term. This can manifest in many ways, and players are not expected to be constantly thinking ahead. Generally speaking, skrell characters would act in a way that sacrifices short-term benefits in favour of long-term ones. Skrell also do not show emotion in the same way that other species do, as reflected on the entries regarding their emotional displays on this page. These mannerisms can differ, and a skrell born abroad in human space would adopt more human displays and ways of expressing their emotions. When roleplaying your character&#039;s emotions, it should be done in ways that would be less obvious to non-skrell who haven’t interacted with many skrell before. &lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Zoleth,_The_Herald_of_Scars&amp;diff=39416</id>
		<title>Zoleth, The Herald of Scars</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Zoleth,_The_Herald_of_Scars&amp;diff=39416"/>
		<updated>2026-05-19T21:07:13Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: typo 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox broods&lt;br /&gt;
 |Queen = Ta’Akaix’Zoleth’akeh Zo’ra&lt;br /&gt;
 |Alt title = The Herald of Scars&lt;br /&gt;
 |Image = zolethhive.png&lt;br /&gt;
 |Color Akaix = &amp;lt;span style=&amp;quot;color:#650015&amp;quot;&amp;gt;(RGB 101, 0, 21)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Za&#039;Viax = &amp;lt;span style=&amp;quot;color:#790015&amp;quot;&amp;gt;(RGB 121, 0, 21)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ka&#039;Viax = &amp;lt;span style=&amp;quot;color:#6f1515&amp;quot;&amp;gt;(RGB 111, 21, 21)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Akaix = &amp;lt;span style=&amp;quot;color:#730015&amp;quot;&amp;gt;(RGB 115, 0, 21)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Viax = &amp;lt;span style=&amp;quot;color:#610015&amp;quot;&amp;gt;(RGB 97, 0, 21)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Locations = [[Colonized Vaurca Worlds#Caprice|Caprice]], Tau Ceti&lt;br /&gt;
}}&lt;br /&gt;
The proclaimed ‘Warrior’ Lesser Queen of the Zo’ra, she embodies the Zo’ra ideals of warfare and has stylized herself as one of the Hive’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’akeh is on the front, calling for war. &lt;br /&gt;
&lt;br /&gt;
She has been labeled a warmonger by some because of this. Indeed to the galaxy at large, it may seem that way, but Zoleth’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 [[Vaurca History#The Great Evacuation|Exodus]], Zoleth’akeh was legendary among the Court of Queens, one of the only cross-hive diplomatic bodies to exist upon old [[Sedantis I|Sedantis]]. &lt;br /&gt;
&lt;br /&gt;
==Her Realm==&lt;br /&gt;
The Virtual Reality Zoleth hosts glorifies the victories of the past. It is described as an enormous monolithic cavern with countless stories of tall moving bas-reliefs, depicting the mighty struggles from Zo’ra past. Throughout it, Vaurcae of old, and those few yet to be born, constantly train for their roles within the Hive. Training can take countless forms, from modern battle tactics to espionage, to molecular biology, and solely depends on what the Hive determines is needed for the Unbound. The few Workers within this VR often maintain vast historical records of the battles of yore, raising important figures in those conflicts up as heroes to be idolized. They have also been poring over the countless new weapons introduced to them since their contact with humanity, documenting their form and function. &lt;br /&gt;
&lt;br /&gt;
The dead warriors of the Zo’ra often choose to remain here, in their virtual afterlife, continuing their service in perpetuity. One of the most striking features of this Virtual landscape is its center, a massive scale representation of the known galaxy. At the will of those given access to it, It can zoom into any sector of the galaxy, and model that location if the Hive has access to the information needed. In a great circle around it, the repeated phrase in ancient Vaurcese &#039;&#039;Li’etak Vak’klaztoz T’akilozk’iek&#039;&#039;, which translates roughly into Basic as ‘The Everchanging Battlefield.’&lt;br /&gt;
&lt;br /&gt;
==Her Brood==&lt;br /&gt;
Composed mostly by Warriors, Zoleth’s brood has been the most negatively affected since their arrival to [[Tau Ceti]], with nearly half the Bound Warrior forms having been culled for either diplomatic purposes or lack of resources. &lt;br /&gt;
&lt;br /&gt;
As of now, most of her remaining brood reside upon scorching [[Colonized Vaurca Worlds#Caprice|Caprice]], with all of the remaining bound warrior forms under close supervision by Biesel officials within a large surface garrison that humans have called Dis. The Bound and Unbound of Caprice have often focused upon cavern excavation and k’ois production, and their efforts were fundamental to ease the k’ois famine of the Hive. Architectural feats such as the construction of New Sedantis are reminiscent of the old Zo’rane glory of the past, with thick layers of regolith shielding from the surface heat and radiation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039; that are meant for active combat are particularly tested. More than any other brood, the training they undergo is brutal, with multiple deaths in Virtual Reality being commonplace for each Za. Organized battles that require a Warrior to survive are common, as death means redoing the entire simulation again. The result of this training is a brutally effective fighting force, one that commands respect among the Hives and beyond. Even when not on duty, Zoleth’s Warriors may bring themselves to participate in other violent simulations or blood sports, with ‘deathmatches’ in the Realm a fairly common activity, particularly with those that follow The Method. Plenty of them serve or have served at the [[Tau Ceti Foreign Legion]], being one of the broods with the most presence in terms of active legionnaires. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workers&#039;&#039;&#039; are not always meant to keep archives of the Hive and the battles, but are also known to be spiritual guides, with [[Vaurca Religion#Shapers|Shapers]] not being uncommon. Perhaps because of Zoleth’s own ambitions, the [[Vaurca Religion#Modern Pantheon|Modern Pantheon]] is a widespread religion, and one of the biggest breeding grounds for new priests is located inside her Virtual Reality. Many of Zoleth’s Workers are now also participating in engineering and architectural feats across Tau Ceti, as the complex tunnels of Caprice are mostly done. Though Vaurcaesian architecture is often seen as strange and alien to humans, it has been regarded as practical and some projects have shown interest in incorporating some of their design philosophy elements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039; of her brood are probably the most abundant in Bound populations. While traditionally a brood of warriors, Caprice has required a lot of construction work and thus a demand for heavy lifters arose. The Unbound Bulwarks are usually engineers, assisting in public works for New Sedantis or the other cities of the Zo’rane capital colony.&lt;br /&gt;
&lt;br /&gt;
==Xakat’kl’atan==&lt;br /&gt;
One can argue that Zoleth has one of the highest rates of Xakat’kl’atan in the Zo’ra Hive, and two have been celebrated for their teachings even amongst other broods, even with their names having caught the interest of human researchers too.&lt;br /&gt;
&lt;br /&gt;
===Ka’Akaix’Iotiex Zo’ra===&lt;br /&gt;
Ka’Akaix’Iotiex Zo’ra, Zoleth’s personal Archivist, is famous for memorizing the living history of the Hive. It is known for its acumen in recalling even the most trivial of details from the long history of Sedantis and the Zo’ra Hive. Iotiex has been said to pore over the lives and deaths of every single soldier of every single battle it can get its hands on. It achieved its title of Xakat&#039;kl&#039;atan this way, offering a ‘Totality of War’ experience to the Queen, and those few Za or Ka taken as its pupils. &lt;br /&gt;
&lt;br /&gt;
The most famous battle that it has totalled would be the decisive conflict at the Ryitu’kya Abyss, the turning battle of the [[Vaurca History#The Great Hive War|Great Hive War]]. Still a young queen then, Zoleth and her forces had marshalled a force a million strong and held to reinforce the natural subterranean land bridge between the Zo’rane Continental plate and the shared plates of several other hives, already consumed by the Lii’dra menace. Outnumbered and outgunned, this conflict is still studied to this day as a masterclass in critical thinking, and strategic warfare. As loss here would herald the beginning of the end for the Zo’ra Hive, Zoleth herself was present in the fight, at one point engaging two enemy bound warforms at once. From the cavern ceiling to the air, to the bloody ground conflict itself, Iotiex left nothing out of its recalling, painting a bloody picture of war that continues to mesmerize and horrify to this day. Iotex disciples are known for sharing the [[Vaurca Religion#Hive War Myth|Hive War Myth]] with human researchers, and are able to recite it in Basic, even if they prefer not to profane it by doing so.&lt;br /&gt;
&lt;br /&gt;
===Za’Akaix’Morz Zo’ra===&lt;br /&gt;
Za’Akaix’Morz Zo’ra is a renowned warrior for its incredible ability to adapt immediately to rapidly changing situations. Whether this ability stems from the motto of ‘The Everchanging Battlefield’ or caused it is a topic of debate. Morz contributed to the development of The Method, a martial art employed by Vaurca warriors. Aptly named, this is a method for disabling and killing opponents with brutal natural savagery, employing rapid shredding with use of the Vaurca’s powerful mandibles, causing severe lacerations and penetrating aggressive strikes. &lt;br /&gt;
&lt;br /&gt;
Za that follow Morz are often subjected to incredibly large-scale tournament stages inside VR named Reacting Crucible. Similar to human video games, the Za in question must face a simulated, fake ‘enemy’ Za in an arena that changes shape, size and environment at random intervals. One particular stage can last between a split second and thirty, but the fight ever continues. These tournaments can last long periods of time depending on how many make it through each round. Every consecutive round, the difficulty increases through the ‘enemy Za’. What was once a small group of lumbering, slow pawns can transition into a brutal horde or a squad of lightning-fast assassins. At the later rounds, mimicries of the Za would serve as opponents. The purpose of this is not to test, contest, or compare Warriors but instead to provide a method of fun, both in spectating and participating, and serve as a method of tutelage. There is always a logical and easy method of defeating opponents —commonly, use of the changing environment—, a point encouraged by the fact that the high-scorers often got cheap wins by kiting enemies into dangers, be it pits, spikes, molten rock, or even a simulated precise orbital bombardment.&lt;br /&gt;
&lt;br /&gt;
==Weavemakers and Notable Subrealms==&lt;br /&gt;
Queen Zoleth typically selects her  [[Virtual_Reality#Weavemakers|Weavemakers]] from those within the Hive that have accomplished something notable, even if it is minor. Her subrealms are typically focused on conflict and combat, even more so than other broods. However. she also has a significant portion devoted to the history of the [[Vaurca History#The Great Hive War|Great Hive War]]. &lt;br /&gt;
&lt;br /&gt;
===Egress Point===&lt;br /&gt;
Egress Point, or &#039;&#039;&#039;Trema&#039;likea&#039;&#039;&#039; as it is commonly known, is a trial subrealm designed by Za&#039;Akaix&#039;Renta Zo&#039;ra, which, whilst not unique for featuring combat, does so in a manner that is unusual. Renta claims to have been inspired by the vertical element of conflict on Sedantis, the realm pitting two teams against one another in an environment that is ever-changing. Massive cubes, portals, crushing pistons, flat environments that abruptly curve in on themselves almost paradoxically, anything can happen at any time, which is only exacerbated by the periodic randomisation of the truly massive levels. &lt;br /&gt;
&lt;br /&gt;
Warriors who can think quickly devise winning strategies, and those who claim victory through clever tactics on a regular basis can expect to be respected, even by members of the brood who denounce the realm as random and not a helpful representation of the skills required in the true ever-changing battlefield. It is common knowledge amongst the brood that Renta is in a rivalry with Za’Akaix’Morz Zo&#039;ra over their realm, &amp;quot;Reacting Crucible.&amp;quot; Whilst the trials both share some elements, they are constantly competing to add features that will attract participants to their realm and away from the competition. Many of Zoleth&#039;s warriors are known to swear by one and vocally denounce the other. &lt;br /&gt;
&lt;br /&gt;
===The Memorial===&lt;br /&gt;
The Memorial is the largest depiction of the [[The Great Hive War#The Attack of the Thousand Titans|Battle of Kan&#039;koor]], otherwise known as the Attack of the Thousand Titans, ever constructed. It was designed by hundreds of Zo&#039;rane archivists working together to create what is often described as a &amp;quot;moment trapped in time&amp;quot; by those who visit the realm, with kilometres of the battle recreated as a still piece of art. Every detail of the pivotal battle has been meticulously crafted and can be walked through and witnessed firsthand. Participants often describe the memorial as having a somber feeling, and the scale of the battle is enough to humble many new warriors when they first visit. It serves as a grim reminder to the warriors of the Zo&#039;ra Hive about the threat that Lii&#039;dra pose should they be allowed to continue to exist.&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
The attack of the [[The Lii&#039;dra|Lii’dra]] has caused Zoleth to redouble her efforts in the construction of their new home. Caprice, despite its relative population in comparison to the other planets of Tau Ceti, imports more steel and glass than any other world, except for Biesel. Massive amounts of capital are spent, with this economic boom being felt across many of the smaller businesses and private shipping enterprises across Tau Ceti that can afford good heat shielding.&lt;br /&gt;
&lt;br /&gt;
Separate from this, the brood have taken it upon themselves to also resolve the domestic issues that plague Vaurcaesian life within Tau Ceti. Opting to have no confidence in the legal systems, Zoleth’akeh ordered the creation of kill teams to assassinate the leadership of several notable gangs upon [[Mendell City|Mendell]]. These attacks were seemingly successful in stopping an extremely bloody gang war, but with the assassinations revealed by a fellow Queen, the revelation has caused Tau Ceti’s legal and political leaders to question whether or not a Vaurca Queen could be held accountable for crimes even as a citizen. As of today, no charges or crimes have been brought against Queen Zoleth’akeh. &lt;br /&gt;
&lt;br /&gt;
{{Vaurca broods}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Zoleth,_The_Herald_of_Scars&amp;diff=39415</id>
		<title>Zoleth, The Herald of Scars</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Zoleth,_The_Herald_of_Scars&amp;diff=39415"/>
		<updated>2026-05-19T21:06:55Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox broods&lt;br /&gt;
 |Queen = Ta’Akaix’Zoleth’akeh Zo’ra&lt;br /&gt;
 |Alt title = The Herald of Scars&lt;br /&gt;
 |Image = zolethhive.png&lt;br /&gt;
 |Color Akaix = &amp;lt;span style=&amp;quot;color:#650015&amp;quot;&amp;gt;(RGB 101, 0, 21)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Za&#039;Viax = &amp;lt;span style=&amp;quot;color:#790015&amp;quot;&amp;gt;(RGB 121, 0, 21)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ka&#039;Viax = &amp;lt;span style=&amp;quot;color:#6f1515&amp;quot;&amp;gt;(RGB 111, 21, 21)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Akaix = &amp;lt;span style=&amp;quot;color:#730015&amp;quot;&amp;gt;(RGB 115, 0, 21)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Viax = &amp;lt;span style=&amp;quot;color:#610015&amp;quot;&amp;gt;(RGB 97, 0, 21)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Locations = [[Colonized Vaurca Worlds#Caprice|Caprice]], Tau Ceti&lt;br /&gt;
}}&lt;br /&gt;
The proclaimed ‘Warrior’ Lesser Queen of the Zo’ra, she embodies the Zo’ra ideals of warfare and has stylized herself as one of the Hive’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’akeh is on the front, calling for war. &lt;br /&gt;
&lt;br /&gt;
She has been labeled a warmonger by some because of this. Indeed to the galaxy at large, it may seem that way, but Zoleth’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 [[Vaurca History#The Great Evacuation|Exodus]], Zoleth’akeh was legendary among the Court of Queens, one of the only cross-hive diplomatic bodies to exist upon old [[Sedantis I|Sedantis]]. &lt;br /&gt;
&lt;br /&gt;
==Her Realm==&lt;br /&gt;
The Virtual Reality Zoleth hosts glorifies the victories of the past. It is described as an enormous monolithic cavern with countless stories of tall moving bas-reliefs, depicting the mighty struggles from Zo’ra past. Throughout it, Vaurcae of old, and those few yet to be born, constantly train for their roles within the Hive. Training can take countless forms, from modern battle tactics to espionage, to molecular biology, and solely depends on what the Hive determines is needed for the Unbound. The few Workers within this VR often maintain vast historical records of the battles of yore, raising important figures in those conflicts up as heroes to be idolized. They have also been poring over the countless new weapons introduced to them since their contact with humanity, documenting their form and function. &lt;br /&gt;
&lt;br /&gt;
The dead warriors of the Zo’ra often choose to remain here, in their virtual afterlife, continuing their service in perpetuity. One of the most striking features of this Virtual landscape is its center, a massive scale representation of the known galaxy. At the will of those given access to it, It can zoom into any sector of the galaxy, and model that location if the Hive has access to the information needed. In a great circle around it, the repeated phrase in ancient Vaurcese &#039;&#039;Li’etak Vak’klaztoz T’akilozk’iek&#039;&#039;, which translates roughly into Basic as ‘The Everchanging Battlefield.’&lt;br /&gt;
&lt;br /&gt;
==Her Brood==&lt;br /&gt;
Composed mostly by Warriors, Zoleth’s brood has been the most negatively affected since their arrival to [[Tau Ceti]], with nearly half the Bound Warrior forms having been culled for either diplomatic purposes or lack of resources. &lt;br /&gt;
&lt;br /&gt;
As of now, most of her remaining brood reside upon scorching [[Colonized Vaurca Worlds#Caprice|Caprice]], with all of the remaining bound warrior forms under close supervision by Biesel officials within a large surface garrison that humans have called Dis. The Bound and Unbound of Caprice have often focused upon cavern excavation and k’ois production, and their efforts were fundamental to ease the k’ois famine of the Hive. Architectural feats such as the construction of New Sedantis are reminiscent of the old Zo’rane glory of the past, with thick layers of regolith shielding from the surface heat and radiation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039; that are meant for active combat are particularly tested. More than any other brood, the training they undergo is brutal, with multiple deaths in Virtual Reality being commonplace for each Za. Organized battles that require a Warrior to survive are common, as death means redoing the entire simulation again. The result of this training is a brutally effective fighting force, one that commands respect among the Hives and beyond. Even when not on duty, Zoleth’s Warriors may bring themselves to participate in other violent simulations or blood sports, with ‘deathmatches’ in the Realm a fairly common activity, particularly with those that follow The Method. Plenty of them serve or have served at the [[Tau Ceti Foreign Legion]], being one of the broods with the most presence in terms of active legionnaires. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workers&#039;&#039;&#039; are not always meant to keep archives of the Hive and the battles, but are also known to be spiritual guides, with [[Vaurca Religion#Shapers|Shapers]] not being uncommon. Perhaps because of Zoleth’s own ambitions, the [[Vaurca Religion#Modern Pantheon|Modern Pantheon]] is a widespread religion, and one of the biggest breeding grounds for new priests is located inside her Virtual Reality. Many of Zoleth’s Workers are now also participating in engineering and architectural feats across Tau Ceti, as the complex tunnels of Caprice are mostly done. Though Vaurcaesian architecture is often seen as strange and alien to humans, it has been regarded as practical and some projects have shown interest in incorporating some of their design philosophy elements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039; of her brood are probably the most abundant in Bound populations. While traditionally a brood of warriors, Caprice has required a lot of construction work and thus a demand for heavy lifters arose. The Unbound Bulwarks are usually engineers, assisting in public works for New Sedantis or the other cities of the Zo’rane capital colony.&lt;br /&gt;
&lt;br /&gt;
==Xakat’kl’atan==&lt;br /&gt;
One can argue that Zoleth has one of the highest rates of Xakat’kl’atan in the Zo’ra Hive, and two have been celebrated for their teachings even amongst other broods, even with their names having caught the interest of human researchers too.&lt;br /&gt;
&lt;br /&gt;
===Ka’Akaix’Iotiex Zo’ra===&lt;br /&gt;
Ka’Akaix’Iotiex Zo’ra, Zoleth’s personal Archivist, is famous for memorizing the living history of the Hive. It is known for its acumen in recalling even the most trivial of details from the long history of Sedantis and the Zo’ra Hive. Iotiex has been said to pour over the lives and deaths of every single soldier of every single battle it can get its hands on. It achieved its title of Xakat&#039;kl&#039;atan this way, offering a ‘Totality of War’ experience to the Queen, and those few Za or Ka taken as its pupils. &lt;br /&gt;
&lt;br /&gt;
The most famous battle that it has totalled would be the decisive conflict at the Ryitu’kya Abyss, the turning battle of the [[Vaurca History#The Great Hive War|Great Hive War]]. Still a young queen then, Zoleth and her forces had marshalled a force a million strong and held to reinforce the natural subterranean land bridge between the Zo’rane Continental plate and the shared plates of several other hives, already consumed by the Lii’dra menace. Outnumbered and outgunned, this conflict is still studied to this day as a masterclass in critical thinking, and strategic warfare. As loss here would herald the beginning of the end for the Zo’ra Hive, Zoleth herself was present in the fight, at one point engaging two enemy bound warforms at once. From the cavern ceiling to the air, to the bloody ground conflict itself, Iotiex left nothing out of its recalling, painting a bloody picture of war that continues to mesmerize and horrify to this day. Iotex disciples are known for sharing the [[Vaurca Religion#Hive War Myth|Hive War Myth]] with human researchers, and are able to recite it in Basic, even if they prefer not to profane it by doing so.&lt;br /&gt;
&lt;br /&gt;
===Za’Akaix’Morz Zo’ra===&lt;br /&gt;
Za’Akaix’Morz Zo’ra is a renowned warrior for its incredible ability to adapt immediately to rapidly changing situations. Whether this ability stems from the motto of ‘The Everchanging Battlefield’ or caused it is a topic of debate. Morz contributed to the development of The Method, a martial art employed by Vaurca warriors. Aptly named, this is a method for disabling and killing opponents with brutal natural savagery, employing rapid shredding with use of the Vaurca’s powerful mandibles, causing severe lacerations and penetrating aggressive strikes. &lt;br /&gt;
&lt;br /&gt;
Za that follow Morz are often subjected to incredibly large-scale tournament stages inside VR named Reacting Crucible. Similar to human video games, the Za in question must face a simulated, fake ‘enemy’ Za in an arena that changes shape, size and environment at random intervals. One particular stage can last between a split second and thirty, but the fight ever continues. These tournaments can last long periods of time depending on how many make it through each round. Every consecutive round, the difficulty increases through the ‘enemy Za’. What was once a small group of lumbering, slow pawns can transition into a brutal horde or a squad of lightning-fast assassins. At the later rounds, mimicries of the Za would serve as opponents. The purpose of this is not to test, contest, or compare Warriors but instead to provide a method of fun, both in spectating and participating, and serve as a method of tutelage. There is always a logical and easy method of defeating opponents —commonly, use of the changing environment—, a point encouraged by the fact that the high-scorers often got cheap wins by kiting enemies into dangers, be it pits, spikes, molten rock, or even a simulated precise orbital bombardment.&lt;br /&gt;
&lt;br /&gt;
==Weavemakers and Notable Subrealms==&lt;br /&gt;
Queen Zoleth typically selects her  [[Virtual_Reality#Weavemakers|Weavemakers]] from those within the Hive that have accomplished something notable, even if it is minor. Her subrealms are typically focused on conflict and combat, even more so than other broods. However. she also has a significant portion devoted to the history of the [[Vaurca History#The Great Hive War|Great Hive War]]. &lt;br /&gt;
&lt;br /&gt;
===Egress Point===&lt;br /&gt;
Egress Point, or &#039;&#039;&#039;Trema&#039;likea&#039;&#039;&#039; as it is commonly known, is a trial subrealm designed by Za&#039;Akaix&#039;Renta Zo&#039;ra, which, whilst not unique for featuring combat, does so in a manner that is unusual. Renta claims to have been inspired by the vertical element of conflict on Sedantis, the realm pitting two teams against one another in an environment that is ever-changing. Massive cubes, portals, crushing pistons, flat environments that abruptly curve in on themselves almost paradoxically, anything can happen at any time, which is only exacerbated by the periodic randomisation of the truly massive levels. &lt;br /&gt;
&lt;br /&gt;
Warriors who can think quickly devise winning strategies, and those who claim victory through clever tactics on a regular basis can expect to be respected, even by members of the brood who denounce the realm as random and not a helpful representation of the skills required in the true ever-changing battlefield. It is common knowledge amongst the brood that Renta is in a rivalry with Za’Akaix’Morz Zo&#039;ra over their realm, &amp;quot;Reacting Crucible.&amp;quot; Whilst the trials both share some elements, they are constantly competing to add features that will attract participants to their realm and away from the competition. Many of Zoleth&#039;s warriors are known to swear by one and vocally denounce the other. &lt;br /&gt;
&lt;br /&gt;
===The Memorial===&lt;br /&gt;
The Memorial is the largest depiction of the [[The Great Hive War#The Attack of the Thousand Titans|Battle of Kan&#039;koor]], otherwise known as the Attack of the Thousand Titans, ever constructed. It was designed by hundreds of Zo&#039;rane archivists working together to create what is often described as a &amp;quot;moment trapped in time&amp;quot; by those who visit the realm, with kilometres of the battle recreated as a still piece of art. Every detail of the pivotal battle has been meticulously crafted and can be walked through and witnessed firsthand. Participants often describe the memorial as having a somber feeling, and the scale of the battle is enough to humble many new warriors when they first visit. It serves as a grim reminder to the warriors of the Zo&#039;ra Hive about the threat that Lii&#039;dra pose should they be allowed to continue to exist.&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
The attack of the [[The Lii&#039;dra|Lii’dra]] has caused Zoleth to redouble her efforts in the construction of their new home. Caprice, despite its relative population in comparison to the other planets of Tau Ceti, imports more steel and glass than any other world, except for Biesel. Massive amounts of capital are spent, with this economic boom being felt across many of the smaller businesses and private shipping enterprises across Tau Ceti that can afford good heat shielding.&lt;br /&gt;
&lt;br /&gt;
Separate from this, the brood have taken it upon themselves to also resolve the domestic issues that plague Vaurcaesian life within Tau Ceti. Opting to have no confidence in the legal systems, Zoleth’akeh ordered the creation of kill teams to assassinate the leadership of several notable gangs upon [[Mendell City|Mendell]]. These attacks were seemingly successful in stopping an extremely bloody gang war, but with the assassinations revealed by a fellow Queen, the revelation has caused Tau Ceti’s legal and political leaders to question whether or not a Vaurca Queen could be held accountable for crimes even as a citizen. As of today, no charges or crimes have been brought against Queen Zoleth’akeh. &lt;br /&gt;
&lt;br /&gt;
{{Vaurca broods}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Starlight_Zone&amp;diff=39165</id>
		<title>Starlight Zone</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Starlight_Zone&amp;diff=39165"/>
		<updated>2026-05-05T14:16:25Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: purging the robot race riots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview== &lt;br /&gt;
Throughout the [[Warbling_:_The_Traverse_Strikes_Back#Unprecedented_Mass_Migration_of_Skrell|tumultuous events]], Skrell were divided and sent to various cities across Tau Ceti. Majority of the refugees found themselves assigned to the port city of District Eight within [[Mendell City]], mostly set up in hastily built habitation units provided by either Hephaestus Industries or NanoTrasen Corporation. A majority of these habitation units often float above the water of Severson&#039;s Rift with parts of them even being submerged to accommodate the Skrell biology. Towards the ports of Severson&#039;s Rift, habitation units can also be seen stacked on one another to create rudimentary high-rises that host entire family units. Most habitation units are outfitted with gardens, showing a stunning display of hues when witnessed from above.&lt;br /&gt;
&lt;br /&gt;
Those settled within the region have begun to refer to the transitory refugee camp as the &#039;&#039;&#039;“Starlight Zone”&#039;&#039;&#039; due to the lack of established residencies in the district and its lowered light pollution, allowing the observation of constellations and other orbital bodies residing with Tau Ceti. Many Skrell who are not refugees also find themselves attracted to this location; often buying out nicer high-rises and flats that refugees cannot afford.&lt;br /&gt;
&lt;br /&gt;
==Demographics and Living Conditions==&lt;br /&gt;
The Starlight Zone is almost entirely made up of Skrell; [[Skrell_Biology#Skrell_Subspecies|Xiialt, Axiori, and Xiiori]] alike. However, there may be a handful of organics that stay within the zone at any given time. Whether this is due to the extremely cheap housing or the lax policing is up for debate. The Starlight Zone is almost entirely devoid of [[IPC]].&lt;br /&gt;
&lt;br /&gt;
===Lekan Village (Above-Water)===&lt;br /&gt;
&#039;&#039;&#039;Lekan Village&#039;&#039;&#039; has become the informal name of the above-water areas of the Starlight Zone. Inhabitants view this portion of the Starlight Zone as an extension of the larger Lekan District that the Starlight Zone occupies. Naturalization is heavily emphasized among the Lekan Village occupants and it&#039;s inhabitants are more open to the ideals and mindset of Biesel culture. Communication between the Lekan Village and the greater Lekan District is seamless as the Xii&#039;Eyes neighborhood watch coordinates extensively with the border guards. Lekan Village mainly houses Xiialt and some Xiiori but it would not be uncommon to see an occasional Axiori or non-Skrell. Occupants of the Lekan Village will often stay above-water unless hydration is needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lekan Village has a tenuous relationship with Severson City due to differing ideals and cultural clashes. Occupants of each city often get into various arguments surrounding local politics and culture.&#039;&#039;&lt;br /&gt;
[[File:Starlight Zone Flag.png|thumb|right|The flag of the Starlight Zone. Red symbolizing Lekan Village and Blue symbolizing Severson City.]]&lt;br /&gt;
===Severson City (Below-Water)===&lt;br /&gt;
&#039;&#039;&#039;Severson City&#039;&#039;&#039; has become the informal name of the below-water areas of the Starlight Zone. Multiple entrances to Severson City can be found in the form of manholes throughout Lekan Village. This area of the Starlight Zone is named after the body of water that it resides in. Occupants of Severson City emphasize strong connections to Federation culture; often only eating [[Skrell Cuisine|Skrell cuisine]] and speaking Nral&#039;Malic exclusively. Severson City also has a much higher crime rate than Lekan Village due to the disconnect with Mendell law enforcement. The Quix-Collective is theorized to have their main headquarters in Severson City. Severson City mainly houses Axiori and some Xiiori but it would not be uncommon to see an occasional Xiialt. Occupants of Severson City will often stay below-water unless they need to exit the Starlight Zone through the official border.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Severson City is completely closed off to non-Skrell.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Disease Outbreak===&lt;br /&gt;
[[Skrell_Biology#Infectious_Diseases|Red Spotted Fever]] is a fairly common ailment plaguing those born in the [[Skrell_Culture|Radiant Era]] who reside in the Starlight Zone. Due to the close quarters of the zone, Skrell are often isolated in makeshift clinics when affected by the fever; only being allowed to see family and friends once fully healed. It is speculated that the Skrell cuisine, [[Skrell_Cuisine|Fjylozn]], that is grown and prepared in Severson&#039;s Rift is at a higher risk of carrying the bacteria responsible for the Red Spotted Fever. Neighborhood watches are investigating certain market stalls that seem to be ground zero for the spread of the disease and they are promising that health and safety standards will be brought up to par. As of now Fjylozn is still being prepared and sold within the Starlight Zone; however, one must be wary of prices that seem exorbitantly cheap as more often than not the cook has cut corners and prepared the meal inadequately.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
The Starlight Zone finds itself as the host of many different cultures; some native to the Federation and others entirely new. Skrell who are not employed will frequently find themselves taking on a merchantlike role within the zone; haggling with outsiders and then selling their goods in makeshift stalls both above and below-water. Unemployed Skrell who do not have the social skills to become merchants may find themselves joining scavenger units that scour District Eight and Severson&#039;s Rift for long forgotten scrap while others become fisherman who sell their catches to local chefs. Those with culinary skills may even open up a restaurant stall that boasts a wide variety of Skrell cuisine. Overall, the layout of the Starlight Zone is akin to a large village. The above-water areas as well as the below-water areas are speckled with small plazas, gardens, and habitation modules that make the Starlight Zone feel compact and busy.&lt;br /&gt;
&lt;br /&gt;
===Sports===&lt;br /&gt;
*Skrell within the Starlight Zone will often &#039;&#039;&#039;swim and footrace&#039;&#039;&#039; competitively. The races often take place in a public garden or underwater stretch of road with spectators spanning the entire length. These sporting events are split into two different classes, Xiialt and Axiori, with prizes ranging from a free meal at one of the local food stalls to Credits. The current winner of the official monthly race will also be given the Axic Cup - a large trophy named after the character Axic from [[Skrell_Culture#Swimstars|Swimstars]]. Should the current holder of the Axic Cup be beaten in the next monthly race they will then relinquish the reward. Winners of the larger tournaments often become a local [[Skrell_Culture#Idols|idol]]; causing extreme amounts of competitiveness within the community. It is not uncommon to see Skrell training publicly by running or swimming as fast as they can within the Starlight Zone. The local competitiveness surrounding these events has also caused an uptick in gyms being built within the zone. Gyms are often owned by neighborhood watch groups and have a membership fee for those who are not part of the neighborhood watch.&lt;br /&gt;
&lt;br /&gt;
*Another sport that has raised in popularity within the Starlight Zone is &#039;&#039;&#039;Puq&#039;ei Disc&#039;&#039;&#039; and arenas are solely located in Severson City. Puq&#039;ei disc is a team-based sports game that normally sees 4 players on each team fighting over possession of a disc-like frisbee with teams being defined by colored uniformed. The playing field for puq&#039;ei disc has a goal zone on each side with obstacles free-floating within the arena; this allows players to grab and push off of obstacles to increase their maneuverability. Throwing the disc into a goal from more than 10m away constitutes a longshot and is awarded 3 points- a shot from within 10m is only 2 points. Contestants will wear specialized suits that give them perfect buoyancy, allowing them to glide throughout the water with ease. Something to note is that Puq&#039;ei disc is also a full contact sport allowing tackling and light blows to the body. However, it would be wise to have a referee on-hand to call out egregious plays. This sport was invented for below-water play, but some speculate that zero-g play is possible.&lt;br /&gt;
&lt;br /&gt;
===Entertainment===&lt;br /&gt;
Skrell within the Starlight Zone are often fond of human-made teledramas as well as some classics from [[Skrell Cinematography|the Federation]]. Skrell can often be seen crowded around a television unit with multiple family members and friends to watch reruns of Swimstars as well as some local human shows. Televisions are not prominent in the Starlight Zone which leads to large viewing parties whenever new episodes are released. These viewing parties will often take place in the common area of a habitation unit or within a public merchant stall. &lt;br /&gt;
&lt;br /&gt;
Another favored pastime within the zone would be competitive e-sports. Due to the mandate that forces Skrell refugee to join the [[Tau Ceti Foreign Legion]]; the videogame played on the [[Human_Entertainment_Media#Republic_of_Biesel|NT-Game! system, Foreign Legionnaire: Heroes of Tau Ceti,]] has seen a rise in popularity within the Starlight Zone. Many Skrell will hold local competitions and boast their competitive ranking and it would not be uncommon to see Skrell wager Credits during &amp;quot;1 vs 1&amp;quot; matches. Many members of the Starlight Zone have even started betting on the outcome of popular matches; something that the Quix-Collective is more than happy to assist in.&lt;br /&gt;
&lt;br /&gt;
==Crime and Policing==&lt;br /&gt;
[[File:Zrosian Watch.jpg|200px|thumb|right|An example of Pro-Zrosian Watch propaganda frequently found in Severson City.]][[File:Xii&#039;Eyes Propaganda Poster.png|200px|thumb|right|An example of Pro-Xii&#039;Eyes propaganda frequently found in Lekan Village.]]&lt;br /&gt;
&#039;&#039;Kalq&#039;Qi Weibii oversees the Starlight Zone as the honorary Rift Watcher.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Most comings and goings are closely monitored by a checkpoint on the main entrance road. Those that do not live within the Starlight Zone are required to carry a visitor permit. The permit is not too difficult to obtain, and really only requires a visit to a government registry building. The permit system is designed to deter security incidents, and help authorities monitor the population. Skrell citizens of the Starlight Zone will carry a residency permit that is distinct from a visitor permit. Due to the irregular shape of the Starlight Zone as well as access by Severson&#039;s Rift, there are several “unofficial” sites across its boundary fences and water borders that allow individuals to pass seamlessly and without worry. This also allows [[Qerr&#039;Malic|Xu&#039;Xi gas]] smugglers in and out of the Starlight Zone with relative ease. These entrances are a well-known secret among the populace of the Starlight Zone and the land paths are often hidden by scrap collected throughout District Eight.&lt;br /&gt;
&lt;br /&gt;
===Neighborhood Watches===&lt;br /&gt;
Aside from the border checkpoints there is little policing actually done within the Starlight Zone due to the general landscape and underwater portions of the zone. This has lead to organizations akin to neighborhood watches rising in popularity. These neighborhood watch groups often clash on who has &amp;quot;jurisdiction&amp;quot; of specific areas. However, it is commonly accepted that the &#039;&#039;&#039;Zrosian Watch&#039;&#039;&#039; has jurisdiction of the submerged areas while the &#039;&#039;&#039;Xii&#039;Eyes&#039;&#039;&#039; keep track of the above-water areas.&lt;br /&gt;
&lt;br /&gt;
====Zrosian Watch====&lt;br /&gt;
This neighborhood watch is made up almost exclusively of Axiori and Xiiori due to their quick response speed within the submerged areas of &#039;&#039;&#039;Severson City&#039;&#039;&#039;. Members of the Xii&#039;Eyes often find themselves arriving to submerged crime scenes minutes behind members of the Zrosian Watch. This has allowed the Zrosian Watch to monopolize the submerged areas of the Starlight Zone. The Zrosian Watch&#039;s name relates to the [[Skrell_Biology#Psionic_Development|Zrose Graph]]; implying that the Zrosian Watch is more psionically capable than the Xii&#039;Eyes. The Zrosian Watch operates with town halls being the deciding factor when it comes to procedures and planning.&lt;br /&gt;
&lt;br /&gt;
====Xii&#039;Eyes====&lt;br /&gt;
This neighborhood watch is made up almost exclusively of Xiialt becuase the biological differences of the Xiialt make them more adept at responding to crimes in &#039;&#039;&#039;Lekan Village&#039;&#039;&#039;. Members of the Xii&#039;Eyes also find themselves working with border guards quite frequently; making them, in their own eyes, the official neighborhood watch of the Starlight Zone. Due to a large portion of Xii&#039;Eyes showing up to crime scenes they are commonly referred to as the &amp;quot;General Infantry&amp;quot; of the above-water. Currently all decisions are made by the the Xii&#039;Eyes&#039; leader; &#039;&#039;&#039;Pex Qu&#039;Oiualoi&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Gasriders===&lt;br /&gt;
[[Qerr%27Malic#Gasriders|Gasriders]] of the Starlight Zone partake in the smuggled Xu&#039;Xi gasses that are natural to [[Qerr&#039;Malic]]&#039;s core. However, the legitimacy of these smuggled gasses are questionable; many of the shipments are speculated to cheap synthetic knock-offs that achieve the same effect at the cost of a nastier hangover. Those under the effects of smuggled Xu&#039;Xi gasses will often have increased tear secretion, feelings of euphoria, and frequent black outs within their memories. Due to the widespread importation of Xu&#039;Xi gas and the sub-optimal living conditions of the Starlight Zone many Skrell find themselves addicted. Possession of Xu&#039;Xi gas capsules is considered a crime and neighborhood watches will often seek out supposed dealers. Neighborhood watches have also attempted to crack down on the import of smuggled Xu&#039;Xi gas by members of the [[Marauders#Ti.27Rakqi|Ti&#039;Rakqi]]; those caught importing will often be turned over to the border guards. The Gasrider community has a growing presence, despite the local authority&#039;s best efforts, and being under the influence of Xu&#039;Xi gas itself is not a crime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See Related Page: [[Skrell_Culture#Typical_Skrell_Slang|Typical Skrell Slang]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Organized Crime===&lt;br /&gt;
====Quix-Collective====&lt;br /&gt;
While smaller, petty crime happens regularly in the Starlight Zone there seems to be an overarching group who oversees the more lucrative aspects. The &#039;&#039;&#039;Quix-Collective&#039;&#039;&#039; oversees multiple operations throughout the Starlight Zone; including but not limited to- [[Federation_Crime_and_Resistance#Narcotics_Production|Uoo’qui Xuqi and Co’qnixq Wuxi]] smuggling, Xu&#039;Xi gas smuggling, racketeering, gambling, and some even speculate that they control the neighborhood watches and quite possibly the Rift Watcher herself. It is not uncommon to see enforcers walking or swimming from business to business wearing their signature black slacks, pastel dress shirts, and dark purple armbands. The Quix-Collective is not inherently more synthphobic when compared to the average Skrell and most will not attack a synthetic without valid cause. While the lower level thugs of the Quix-Collective can commonly be seen, the inner workings of the organization are a mystery. Even enforcers who were apprehended by the neighborhood watch had little information regarding their superiors. The neighborhood watches have learned that their orders are delivered anonymously or through a complex series of middlemen- making all efforts to apprehend the criminals a lost cause. The supposed boss of the Quix-Collective is known only as &#039;&#039;&#039;Quix&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Notable Figures &amp;amp; Urban Legends==&lt;br /&gt;
===[[Notable_Skrell#Kalq%E2%80%99Qi_Weibii|Kalq&#039;Qi Weibii]]===&lt;br /&gt;
The Rift Watcher of the Starlight Zone is credited with negotiating the placement of the original refugee settlement as well as helping most of it&#039;s residents reach the Republic of Biesel safely. As of today, Weibii acts as a liaison between the Starlight Zone and Mendell City while also overseeing day-to-day operations within both Lekan Village and Severson City.&lt;br /&gt;
&lt;br /&gt;
===Quix===&lt;br /&gt;
As shadow leader of the Quix-Collective this murky individual is half urban legend due to the fact that no one has seen their face.&lt;br /&gt;
&lt;br /&gt;
===The Severson Dreadnaught===&lt;br /&gt;
This &#039;&#039;urban legend&#039;&#039; quickly took hold in the Starlight Zone with familial units who have young Skrell children. The Severson Dreadnaught is said to lurk the bottom of the rift looking for misbehaving children who wander too far from home. Should the Dreadnaught find a misbehaving child, whether in Severson City or in Lekan Village, the legend says they will be taken to one of the many underwater caves in the rift never to be seen again.&lt;br /&gt;
&lt;br /&gt;
===Ximi No&#039;Tails===&lt;br /&gt;
This &#039;&#039;urban legend&#039;&#039; focuses on a very old Skrell with no headtails. They are said to frequently wander the streets at night looking for an unsuspecting victim so that they can steal the tails right from their head. Xenophobic in origin, this legend states that a xeno kidnapped Ximi and cut their headtails off to serve them as a rare cuisine in the black markets of Mendell City. While the story is mainly told in Severson City it can also be heard in Lekan Village.&lt;br /&gt;
&lt;br /&gt;
===Night Swimmer===&lt;br /&gt;
Should you ever be in Severson City and feel the water chill... The Night Swimmer is already upon you. Moving extremely fast, even for an Axiori, this pitch black Skrell can be seen swimming full force towards it&#039;s target. Once the Night Swimmer reaches you it is already too late. Your best chance is to swim as fast as you can towards the nearest manhole and exist Severson City into Lekan Village. &#039;&#039;It is important to note: Three murders have been perpetrated within Severson City and are accredited to the Night Swimmer.&#039;&#039; This is one of the rare cases where both the Xii&#039;Eyes and the Zrosian Watch are cooperating.&lt;br /&gt;
&lt;br /&gt;
===Smiling Demon===&lt;br /&gt;
According to the &#039;&#039;urban legend&#039;&#039; this abnormally tall Skrell roams Lekan Village early in the morning right before sunrise. Their heavy, clonking footsteps are often heard before they are seen. The Smiling Demon will then tap an individual on the shoulder and ask, &amp;quot;Do you like my smile?&amp;quot;. If the individual does not turn but simply says, &amp;quot;It is very lovely.&amp;quot; the Smiling Demon will pass them by without issue. However, if the individual says no or turns to look- They will see the Smiling Demon grinning from tail to tail with a full set of human teeth. Those said to gaze upon the smile and live are cursed with [[Skrell_Biology#Psionic_Disorders|Insanity of the Tide]].&lt;br /&gt;
&lt;br /&gt;
==Unique Constellations==&lt;br /&gt;
&lt;br /&gt;
The Starlight Zone has its own recognised constellations, sanctioned by the Qeblak church on Qerrbalak, which while minor are revered by Skrell hailing from the Zone. A phenomenon unique to the Starlight Zone regarding these constellations can be observed; rather than the constellations having both positive and negative attributes that all Skrell generally accept, each constellation has two sets of interpretations based on which section of the Starlight Zone a Skrell hails from. While officially the Qeblak faith only recognises the attributes that those from Severson City have assigned to the constellations, the Lekan District has their own set that they openly observe - much to the annoyance of their neighbours.&lt;br /&gt;
&lt;br /&gt;
[[File:The Trident.png|thumb|right|&#039;&#039;&#039;The Trident&#039;&#039;&#039;: Protection, Security (Severson). Oppression, Subjugation (Lekan).]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Shell.png|thumb|left|&#039;&#039;&#039;The Shell&#039;&#039;&#039;: Home, Family (Severson). Refuge, Safety (Lekan).]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Wave.png|thumb|center|330px|&#039;&#039;&#039;The Wave&#039;&#039;&#039;: Pilgrimage, Journey (Severson). Escape, Freedom (Lekan).]]&lt;br /&gt;
&lt;br /&gt;
==Dionae and The Starlight Zone==&lt;br /&gt;
Following in the wake of Skrellian mass migration, a small minority of Federation Dionae immigrated into the Starlight Zone with the rest of their host race. Their reasons for leaving are myriad, whether by having close associations with the departing Skrell, or partaking in seditious practices themselves. &lt;br /&gt;
&lt;br /&gt;
Those Dionae that chose to remain in the Starlight Zone are the most bitter about having to leave, having to have abandoned all the opportunities living in the Federation entails for their kind. Though few, these Dionae live parallel lives with the residents of Severson City, and are staunch proponents of Federation culture.&lt;br /&gt;
	Most, however, chose to depart from the ad-hoc district. These tend to be wild Dionae that never fully embraced federation culture, or seditious types with no connections. Those with means have moved into other districts, while the more destitute or religious Gestalts have gravitated towards District 11. Dionae that subscribe to any of the Eternal faiths quickly adapt, with those following the Blood Eternal making the most out of the District as they can practice without federation scrutiny. &lt;br /&gt;
	&lt;br /&gt;
As was the case for Skrell, Dionae refugees have been offered citizenship in exchange for service in the TCFL. Given the already small proportion of Dionae that decided to flee the system, they are aren&#039;t nearly as ubiquitous in the legion as their Skrellian counterparts were.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Starlight_Zone&amp;diff=39163</id>
		<title>Starlight Zone</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Starlight_Zone&amp;diff=39163"/>
		<updated>2026-05-05T14:11:39Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: no more siege&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview== &lt;br /&gt;
Throughout the [[Warbling_:_The_Traverse_Strikes_Back#Unprecedented_Mass_Migration_of_Skrell|tumultuous events]], Skrell were divided and sent to various cities across Tau Ceti. Majority of the refugees found themselves assigned to the port city of District Eight within [[Mendell City]], mostly set up in hastily built habitation units provided by either Hephaestus Industries or NanoTrasen Corporation. A majority of these habitation units often float above the water of Severson&#039;s Rift with parts of them even being submerged to accommodate the Skrell biology. Towards the ports of Severson&#039;s Rift, habitation units can also be seen stacked on one another to create rudimentary high-rises that host entire family units. Most habitation units are outfitted with gardens, showing a stunning display of hues when witnessed from above.&lt;br /&gt;
&lt;br /&gt;
Those settled within the region have begun to refer to the transitory refugee camp as the &#039;&#039;&#039;“Starlight Zone”&#039;&#039;&#039; due to the lack of established residencies in the district and its lowered light pollution, allowing the observation of constellations and other orbital bodies residing with Tau Ceti. Many Skrell who are not refugees also find themselves attracted to this location; often buying out nicer high-rises and flats that refugees cannot afford.&lt;br /&gt;
&lt;br /&gt;
==Demographics and Living Conditions==&lt;br /&gt;
The Starlight Zone is almost entirely made up of Skrell; [[Skrell_Biology#Skrell_Subspecies|Xiialt, Axiori, and Xiiori]] alike. However, there may be a handful of organics that stay within the zone at any given time. Whether this is due to the extremely cheap housing or the lax policing is up for debate. The Starlight Zone is almost entirely devoid of [[IPC]].&lt;br /&gt;
&lt;br /&gt;
===Lekan Village (Above-Water)===&lt;br /&gt;
&#039;&#039;&#039;Lekan Village&#039;&#039;&#039; has become the informal name of the above-water areas of the Starlight Zone. Inhabitants view this portion of the Starlight Zone as an extension of the larger Lekan District that the Starlight Zone occupies. Naturalization is heavily emphasized among the Lekan Village occupants and it&#039;s inhabitants are more open to the ideals and mindset of Biesel culture. Communication between the Lekan Village and the greater Lekan District is seamless as the Xii&#039;Eyes neighborhood watch coordinates extensively with the border guards. Lekan Village mainly houses Xiialt and some Xiiori but it would not be uncommon to see an occasional Axiori or non-Skrell. Occupants of the Lekan Village will often stay above-water unless hydration is needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lekan Village has a tenuous relationship with Severson City due to differing ideals and cultural clashes. Occupants of each city often get into various arguments surrounding local politics and culture.&#039;&#039;&lt;br /&gt;
[[File:Starlight Zone Flag.png|thumb|right|The flag of the Starlight Zone. Red symbolizing Lekan Village and Blue symbolizing Severson City.]]&lt;br /&gt;
===Severson City (Below-Water)===&lt;br /&gt;
&#039;&#039;&#039;Severson City&#039;&#039;&#039; has become the informal name of the below-water areas of the Starlight Zone. Multiple entrances to Severson City can be found in the form of manholes throughout Lekan Village. This area of the Starlight Zone is named after the body of water that it resides in. Occupants of Severson City emphasize strong connections to Federation culture; often only eating [[Skrell Cuisine|Skrell cuisine]] and speaking Nral&#039;Malic exclusively. Severson City also has a much higher crime rate than Lekan Village due to the disconnect with Mendell law enforcement. The Quix-Collective is theorized to have their main headquarters in Severson City. Severson City mainly houses Axiori and some Xiiori but it would not be uncommon to see an occasional Xiialt. Occupants of Severson City will often stay below-water unless they need to exit the Starlight Zone through the official border.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Severson City is completely closed off to non-Skrell.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Disease Outbreak===&lt;br /&gt;
[[Skrell_Biology#Infectious_Diseases|Red Spotted Fever]] is a fairly common ailment plaguing those born in the [[Skrell_Culture|Radiant Era]] who reside in the Starlight Zone. Due to the close quarters of the zone, Skrell are often isolated in makeshift clinics when affected by the fever; only being allowed to see family and friends once fully healed. It is speculated that the Skrell cuisine, [[Skrell_Cuisine|Fjylozn]], that is grown and prepared in Severson&#039;s Rift is at a higher risk of carrying the bacteria responsible for the Red Spotted Fever. Neighborhood watches are investigating certain market stalls that seem to be ground zero for the spread of the disease and they are promising that health and safety standards will be brought up to par. As of now Fjylozn is still being prepared and sold within the Starlight Zone; however, one must be wary of prices that seem exorbitantly cheap as more often than not the cook has cut corners and prepared the meal inadequately.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
The Starlight Zone finds itself as the host of many different cultures; some native to the Federation and others entirely new. Skrell who are not employed will frequently find themselves taking on a merchantlike role within the zone; haggling with outsiders and then selling their goods in makeshift stalls both above and below-water. Unemployed Skrell who do not have the social skills to become merchants may find themselves joining scavenger units that scour District Eight and Severson&#039;s Rift for long forgotten scrap while others become fisherman who sell their catches to local chefs. Those with culinary skills may even open up a restaurant stall that boasts a wide variety of Skrell cuisine. Overall, the layout of the Starlight Zone is akin to a large village. The above-water areas as well as the below-water areas are speckled with small plazas, gardens, and habitation modules that make the Starlight Zone feel compact and busy.&lt;br /&gt;
&lt;br /&gt;
===Sports===&lt;br /&gt;
*Skrell within the Starlight Zone will often &#039;&#039;&#039;swim and footrace&#039;&#039;&#039; competitively. The races often take place in a public garden or underwater stretch of road with spectators spanning the entire length. These sporting events are split into two different classes, Xiialt and Axiori, with prizes ranging from a free meal at one of the local food stalls to Credits. The current winner of the official monthly race will also be given the Axic Cup - a large trophy named after the character Axic from [[Skrell_Culture#Swimstars|Swimstars]]. Should the current holder of the Axic Cup be beaten in the next monthly race they will then relinquish the reward. Winners of the larger tournaments often become a local [[Skrell_Culture#Idols|idol]]; causing extreme amounts of competitiveness within the community. It is not uncommon to see Skrell training publicly by running or swimming as fast as they can within the Starlight Zone. The local competitiveness surrounding these events has also caused an uptick in gyms being built within the zone. Gyms are often owned by neighborhood watch groups and have a membership fee for those who are not part of the neighborhood watch.&lt;br /&gt;
&lt;br /&gt;
*Another sport that has raised in popularity within the Starlight Zone is &#039;&#039;&#039;Puq&#039;ei Disc&#039;&#039;&#039; and arenas are solely located in Severson City. Puq&#039;ei disc is a team-based sports game that normally sees 4 players on each team fighting over possession of a disc-like frisbee with teams being defined by colored uniformed. The playing field for puq&#039;ei disc has a goal zone on each side with obstacles free-floating within the arena; this allows players to grab and push off of obstacles to increase their maneuverability. Throwing the disc into a goal from more than 10m away constitutes a longshot and is awarded 3 points- a shot from within 10m is only 2 points. Contestants will wear specialized suits that give them perfect buoyancy, allowing them to glide throughout the water with ease. Something to note is that Puq&#039;ei disc is also a full contact sport allowing tackling and light blows to the body. However, it would be wise to have a referee on-hand to call out egregious plays. This sport was invented for below-water play, but some speculate that zero-g play is possible.&lt;br /&gt;
&lt;br /&gt;
===Entertainment===&lt;br /&gt;
Skrell within the Starlight Zone are often fond of human-made teledramas as well as some classics from [[Skrell Cinematography|the Federation]]. Skrell can often be seen crowded around a television unit with multiple family members and friends to watch reruns of Swimstars as well as some local human shows. Televisions are not prominent in the Starlight Zone which leads to large viewing parties whenever new episodes are released. These viewing parties will often take place in the common area of a habitation unit or within a public merchant stall. &lt;br /&gt;
&lt;br /&gt;
Another favored pastime within the zone would be competitive e-sports. Due to the mandate that forces Skrell refugee to join the [[Tau Ceti Foreign Legion]]; the videogame played on the [[Human_Entertainment_Media#Republic_of_Biesel|NT-Game! system, Foreign Legionnaire: Heroes of Tau Ceti,]] has seen a rise in popularity within the Starlight Zone. Many Skrell will hold local competitions and boast their competitive ranking and it would not be uncommon to see Skrell wager Credits during &amp;quot;1 vs 1&amp;quot; matches. Many members of the Starlight Zone have even started betting on the outcome of popular matches; something that the Quix-Collective is more than happy to assist in.&lt;br /&gt;
&lt;br /&gt;
==Crime and Policing==&lt;br /&gt;
[[File:Zrosian Watch.jpg|200px|thumb|right|An example of Pro-Zrosian Watch propaganda frequently found in Severson City.]][[File:Xii&#039;Eyes Propaganda Poster.png|200px|thumb|right|An example of Pro-Xii&#039;Eyes propaganda frequently found in Lekan Village.]]&lt;br /&gt;
&#039;&#039;Kalq&#039;Qi Weibii oversees the Starlight Zone as the honorary Rift Watcher.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Most comings and goings are closely monitored by a checkpoint on the main entrance road. Those that do not live within the Starlight Zone are required to carry a visitor permit. The permit is not too difficult to obtain, and really only requires a visit to a government registry building. The permit system is designed to deter security incidents, and help authorities monitor the population. Skrell citizens of the Starlight Zone will carry a residency permit that is distinct from a visitor permit. Due to the irregular shape of the Starlight Zone as well as access by Severson&#039;s Rift, there are several “unofficial” sites across its boundary fences and water borders that allow individuals to pass seamlessly and without worry. This also allows [[Qerr&#039;Malic|Xu&#039;Xi gas]] smugglers in and out of the Starlight Zone with relative ease. These entrances are a well-known secret among the populace of the Starlight Zone and the land paths are often hidden by scrap collected throughout District Eight.&lt;br /&gt;
&lt;br /&gt;
===Neighborhood Watches===&lt;br /&gt;
Aside from the border checkpoints there is little policing actually done within the Starlight Zone due to the general landscape and underwater portions of the zone. This has lead to organizations akin to neighborhood watches rising in popularity. These neighborhood watch groups often clash on who has &amp;quot;jurisdiction&amp;quot; of specific areas. However, it is commonly accepted that the &#039;&#039;&#039;Zrosian Watch&#039;&#039;&#039; has jurisdiction of the submerged areas while the &#039;&#039;&#039;Xii&#039;Eyes&#039;&#039;&#039; keep track of the above-water areas.&lt;br /&gt;
&lt;br /&gt;
====Zrosian Watch====&lt;br /&gt;
This neighborhood watch is made up almost exclusively of Axiori and Xiiori due to their quick response speed within the submerged areas of &#039;&#039;&#039;Severson City&#039;&#039;&#039;. Members of the Xii&#039;Eyes often find themselves arriving to submerged crime scenes minutes behind members of the Zrosian Watch. This has allowed the Zrosian Watch to monopolize the submerged areas of the Starlight Zone. The Zrosian Watch&#039;s name relates to the [[Skrell_Biology#Psionic_Development|Zrose Graph]]; implying that the Zrosian Watch is more psionically capable than the Xii&#039;Eyes. The Zrosian Watch operates with town halls being the deciding factor when it comes to procedures and planning.&lt;br /&gt;
&lt;br /&gt;
====Xii&#039;Eyes====&lt;br /&gt;
This neighborhood watch is made up almost exclusively of Xiialt becuase the biological differences of the Xiialt make them more adept at responding to crimes in &#039;&#039;&#039;Lekan Village&#039;&#039;&#039;. Members of the Xii&#039;Eyes also find themselves working with border guards quite frequently; making them, in their own eyes, the official neighborhood watch of the Starlight Zone. Due to a large portion of Xii&#039;Eyes showing up to crime scenes they are commonly referred to as the &amp;quot;General Infantry&amp;quot; of the above-water. Currently all decisions are made by the the Xii&#039;Eyes&#039; leader; &#039;&#039;&#039;Pex Qu&#039;Oiualoi&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Gasriders===&lt;br /&gt;
[[Qerr%27Malic#Gasriders|Gasriders]] of the Starlight Zone partake in the smuggled Xu&#039;Xi gasses that are natural to [[Qerr&#039;Malic]]&#039;s core. However, the legitimacy of these smuggled gasses are questionable; many of the shipments are speculated to cheap synthetic knock-offs that achieve the same effect at the cost of a nastier hangover. Those under the effects of smuggled Xu&#039;Xi gasses will often have increased tear secretion, feelings of euphoria, and frequent black outs within their memories. Due to the widespread importation of Xu&#039;Xi gas and the sub-optimal living conditions of the Starlight Zone many Skrell find themselves addicted. Possession of Xu&#039;Xi gas capsules is considered a crime and neighborhood watches will often seek out supposed dealers. Neighborhood watches have also attempted to crack down on the import of smuggled Xu&#039;Xi gas by members of the [[Marauders#Ti.27Rakqi|Ti&#039;Rakqi]]; those caught importing will often be turned over to the border guards. The Gasrider community has a growing presence, despite the local authority&#039;s best efforts, and being under the influence of Xu&#039;Xi gas itself is not a crime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See Related Page: [[Skrell_Culture#Typical_Skrell_Slang|Typical Skrell Slang]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Organized Crime===&lt;br /&gt;
====Quix-Collective====&lt;br /&gt;
While smaller, petty crime happens regularly in the Starlight Zone there seems to be an overarching group who oversees the more lucrative aspects. The &#039;&#039;&#039;Quix-Collective&#039;&#039;&#039; oversees multiple operations throughout the Starlight Zone; including but not limited to- [[Federation_Crime_and_Resistance#Narcotics_Production|Uoo’qui Xuqi and Co’qnixq Wuxi]] smuggling, Xu&#039;Xi gas smuggling, racketeering, gambling, and some even speculate that they control the neighborhood watches and quite possibly the Rift Watcher herself. It is not uncommon to see enforcers walking or swimming from business to business wearing their signature black slacks, pastel dress shirts, and dark purple armbands. The Quix-Collective is not inherently more synthphobic when compared to the average Skrell and most will not attack a synthetic without valid cause. While the lower level thugs of the Quix-Collective can commonly be seen, the inner workings of the organization are a mystery. Even enforcers who were apprehended by the neighborhood watch had little information regarding their superiors. The neighborhood watches have learned that their orders are delivered anonymously or through a complex series of middlemen- making all efforts to apprehend the criminals a lost cause. The supposed boss of the Quix-Collective is known only as &#039;&#039;&#039;Quix&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Notable Figures &amp;amp; Urban Legends==&lt;br /&gt;
===[[Notable_Skrell#Kalq%E2%80%99Qi_Weibii|Kalq&#039;Qi Weibii]]===&lt;br /&gt;
The Rift Watcher of the Starlight Zone is credited with negotiating the placement of the original refugee settlement as well as helping most of it&#039;s residents reach the Republic of Biesel safely. Weibii also negotiated the terms of peace between the Starlight Zone and the Trinary Perfection during the Siege of Lekan. As of now Weibii acts as a liaison between the Starlight Zone and Mendell City while also overseeing day-to-day operations within both Lekan Village and Severson City.&lt;br /&gt;
&lt;br /&gt;
===XUD-0770===&lt;br /&gt;
A missionary from the Trinary Integrationists that attempted to preach within the Starlight Zone out of their own accord. XUD-0770 was not particularly well received; despite this, the crowd remained peaceful. After around thirty minutes of preaching, a group of Skrell wearing black slacks, pastel shirts, and dark purple armbands entered the town square. A holovideo taken of the incident shows XUD-0770 being ripped from the bench it was standing on and being pushed to the ground. The cameraman can be seen rushing through the crowd to continue filming when one of the Skrell from the group suddenly grabs the camera and throws it to the ground.&lt;br /&gt;
&lt;br /&gt;
===J0-5EF===&lt;br /&gt;
This menacing Xion industrial frame of the Trinary Exclusionists took charge during the Siege of Lekan on behalf of the more rowdy protestors. Throughout that day J0-5EF stood unwavering at the border of the Starlight Zone; hooked up to a generator when his battery necessitates. J0-5EF’s fiery speeches on the issue of synthetic rights were a bolt of electricity to the already ravenous crowd which eventually prompted his followers to breach the walls of the Starlight Zone.&lt;br /&gt;
&lt;br /&gt;
===Quix===&lt;br /&gt;
As shadow leader of the Quix-Collective this murky individual is half urban legend due to the fact that no one has seen their face. Some claim that Quix themself arranged for XUD-0770 to enter the Starlight Zone which lead to the events of the Siege of Lekan. While no one knows the true motives for this; speculations range from the culling of the neighborhood watches to the appointment of Kalq&#039;Qi Weibii herself being part of Quix&#039;s plan.&lt;br /&gt;
&lt;br /&gt;
===The Severson Dreadnaught===&lt;br /&gt;
This &#039;&#039;urban legend&#039;&#039; quickly took hold in the Starlight Zone with familial units who have young Skrell children. The Severson Dreadnaught is said to lurk the bottom of the rift looking for misbehaving children who wander too far from home. Should the Dreadnaught find a misbehaving child, whether in Severson City or in Lekan Village, the legend says they will be taken to one of the many underwater caves in the rift never to be seen again.&lt;br /&gt;
&lt;br /&gt;
===Ximi No&#039;Tails===&lt;br /&gt;
This &#039;&#039;urban legend&#039;&#039; focuses on a very old Skrell with no headtails. They are said to frequently wander the streets at night looking for an unsuspecting victim so that they can steal the tails right from their head. Xenophobic in origin, this legend states that a xeno kidnapped Ximi and cut their headtails off to serve them as a rare cuisine in the black markets of Mendell City. While the story is mainly told in Severson City it can also be heard in Lekan Village.&lt;br /&gt;
&lt;br /&gt;
===Night Swimmer===&lt;br /&gt;
Should you ever be in Severson City and feel the water chill... The Night Swimmer is already upon you. Moving extremely fast, even for an Axiori, this pitch black Skrell can be seen swimming full force towards it&#039;s target. Once the Night Swimmer reaches you it is already too late. Your best chance is to swim as fast as you can towards the nearest manhole and exist Severson City into Lekan Village. &#039;&#039;It is important to note: Three murders have been perpetrated within Severson City and are accredited to the Night Swimmer.&#039;&#039; This is one of the rare cases where both the Xii&#039;Eyes and the Zrosian Watch are cooperating.&lt;br /&gt;
&lt;br /&gt;
===Smiling Demon===&lt;br /&gt;
According to the &#039;&#039;urban legend&#039;&#039; this abnormally tall Skrell roams Lekan Village early in the morning right before sunrise. Their heavy, clonking footsteps are often heard before they are seen. The Smiling Demon will then tap an individual on the shoulder and ask, &amp;quot;Do you like my smile?&amp;quot;. If the individual does not turn but simply says, &amp;quot;It is very lovely.&amp;quot; the Smiling Demon will pass them by without issue. However, if the individual says no or turns to look- They will see the Smiling Demon grinning from tail to tail with a full set of human teeth. Those said to gaze upon the smile and live are cursed with [[Skrell_Biology#Psionic_Disorders|Insanity of the Tide]].&lt;br /&gt;
&lt;br /&gt;
==Unique Constellations==&lt;br /&gt;
&lt;br /&gt;
The Starlight Zone has its own recognised constellations, sanctioned by the Qeblak church on Qerrbalak, which while minor are revered by Skrell hailing from the Zone. A phenomenon unique to the Starlight Zone regarding these constellations can be observed; rather than the constellations having both positive and negative attributes that all Skrell generally accept, each constellation has two sets of interpretations based on which section of the Starlight Zone a Skrell hails from. While officially the Qeblak faith only recognises the attributes that those from Severson City have assigned to the constellations, the Lekan District has their own set that they openly observe - much to the annoyance of their neighbours.&lt;br /&gt;
&lt;br /&gt;
[[File:The Trident.png|thumb|right|&#039;&#039;&#039;The Trident&#039;&#039;&#039;: Protection, Security (Severson). Oppression, Subjugation (Lekan).]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Shell.png|thumb|left|&#039;&#039;&#039;The Shell&#039;&#039;&#039;: Home, Family (Severson). Refuge, Safety (Lekan).]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Wave.png|thumb|center|330px|&#039;&#039;&#039;The Wave&#039;&#039;&#039;: Pilgrimage, Journey (Severson). Escape, Freedom (Lekan).]]&lt;br /&gt;
&lt;br /&gt;
==Dionae and The Starlight Zone==&lt;br /&gt;
Following in the wake of Skrellian mass migration, a small minority of Federation Dionae immigrated into the Starlight Zone with the rest of their host race. Their reasons for leaving are myriad, whether by having close associations with the departing Skrell, or partaking in seditious practices themselves. &lt;br /&gt;
&lt;br /&gt;
Those Dionae that chose to remain in the Starlight Zone are the most bitter about having to leave, having to have abandoned all the opportunities living in the Federation entails for their kind. Though few, these Dionae live parallel lives with the residents of Severson City, and are staunch proponents of Federation culture.&lt;br /&gt;
	Most, however, chose to depart from the ad-hoc district. These tend to be wild Dionae that never fully embraced federation culture, or seditious types with no connections. Those with means have moved into other districts, while the more destitute or religious Gestalts have gravitated towards District 11. Dionae that subscribe to any of the Eternal faiths quickly adapt, with those following the Blood Eternal making the most out of the District as they can practice without federation scrutiny. &lt;br /&gt;
	&lt;br /&gt;
As was the case for Skrell, Dionae refugees have been offered citizenship in exchange for service in the TCFL. Given the already small proportion of Dionae that decided to flee the system, they are aren&#039;t nearly as ubiquitous in the legion as their Skrellian counterparts were.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Enforcement&amp;diff=39159</id>
		<title>Skrell Enforcement</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Enforcement&amp;diff=39159"/>
		<updated>2026-05-04T11:57:41Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: ;)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=Nralakk Federation Enforcement=&lt;br /&gt;
The Nralakk Federation’s &#039;&#039;Enforcers&#039;&#039;, or &#039;&#039;&#039;Kala&#039;&#039;&#039;, are responsible for upholding the security and law of skrell space. Functioning under a centralised structure, the Kala are governed by a supervisory body known as the Nralakk Federation Security Commission (NFSC). The NFSC’s doctrines revolve around mobility, flexibility and precision. Presently, the Kala maintains two core objectives: firstly, ensuring the safety, security and cooperation of all systems under the Federation’s flag, and protecting their borders; secondly, protecting the national security of the Federation from foreign nations and groups, as well as proactively gathering intelligence on both their allies and their adversaries.&lt;br /&gt;
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==History==&lt;br /&gt;
The origins of the centralised skrell security community begins at the conclusion of the War of Tides, and subsequent formation of the Commonwealth of Three in 901 CE. The Tzqul Republic, Heshqu Council and Weishqi Republic, who had previously all handled their own internal affairs, created the &#039;&#039;&#039;Commonwealth Internal Security Committee (CISC)&#039;&#039;&#039; as an international policing and intelligence agency. The national rivalries within the CISC laid the foundation for significant inefficiencies and failures in its short history, leading to uncontainable conflicts in the newly established outer colonies. With the formation of the First Nralakk Federation in 878 CE, the Grand Councillor engaged in widespread purges of the CISC, and reformed the organisation into a force of separate Kala, loyal to the Grand Council.&lt;br /&gt;
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The reign of [[Skrell_Synthetic_Age#Late_Synthetic_Age|Glorsh-Omega]] led to the gradual disbandment of the existing Kala in favour of automated security drones under the AI’s direct control, with skrell collaborators not placed in enforcement positions due to their inefficiencies in engaging with Glorsh’s esoteric risk assessment programmes. Following the Tri-Qyu Calamity in 2192 CE, and the formation of the Second Nralakk Federation in 2245 CE, the new federal government recruited the Lyukal cells deemed most disciplined and loyal to Federation ideals, forming a new security and intelligence organisation to aid in the reformation of the now fractured skrell space, and train new generations of Kala to make up this organisation. Among the first duties of these proto-Kala was to reestablish societal order in the [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Core Systems]], enforce the recent blanket ban on all forms of artificial intelligence, and rebuild the Federation’s immense surveillance network.&lt;br /&gt;
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The rapid recovery of the Federation meant that the existing, decentralised Kala structure became bloated and inefficient with the ever-expanding Federation frontier. Grand Councillor [[Notable_Skrell#Rixa_Tep-Wul|Rixa Teq-Wul]] reorganised the Kala under two new agencies, the &#039;&#039;&#039;Directories of Internal and External Security (DIES)&#039;&#039;&#039;, which would operate independently of one another and report directly to the Grand Councillor. Ultimately, this led to the two agencies competing with one another for prominence and funding, sabotaging the other’s reputation through a number of covert actions throughout the early 2400s, with some prominent anti-Federation individuals claiming that [[Federation_Crime_and_Resistance#Marauders|Marauder]] groups were funded to fuel this rivalry. Additionally, the &#039;&#039;&#039;Wukala&#039;&#039;&#039; were created from the ranks of the most loyal Kala as political operatives protecting Federation ideals. The election of Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]] in 2453 came with the formation of an oversight organisation to unify the security services, the &#039;&#039;&#039;Nralakk Federation Security Commission (NFSC)&#039;&#039;&#039;, which was staffed with the Grand Councillor’s allies, though the Wukala would remain independent of the Commission and retain their autonomy due to the influence of the High Prefect.&lt;br /&gt;
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In recent history, the prominence of the Kala has only grown as domestic and foreign troubles led to their expanding powers and political relevance. Within the Traverse region, the problematic handling of the Kala created many critics of Grand Councillor Jrugl’s security policies amongst the rank-and-file Kala, though officials in the Directories are hesitant to report this dissidence for fear of being punished themselves. Both the phoron scarcity, and the recent foreign policy changes by the Grand Council, have also created some dissent within the Kala, who disapprove immensely of overreliance on the megacorporations. However, High Prefect Eluteluk has remained publicly supportive of their Grand Councillor, dissuading any serious protest within the Federation’s security apparatus.&lt;br /&gt;
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==Nralakk Federation Security Commission==&lt;br /&gt;
The Nralakk Federation Security Commission serves as the umbrella organisation containing the myriad of different security and intelligence agencies. The Commission, and by extension the entirety of the Nralakk Federation’s vast security apparatus, is chaired by the Grand Councillor, although they will appoint a Commissioner to oversee the daily operations of the organisation in their place. To be the Commissioner of the NFSC is one of the highest honours a skrell can achieve, acting as the trusted hand of their Grand Councillor. Commissioners almost always veterans across a broad range of security and intelligence fields and afforded Idol status, they are also given a position on the Grand Council as the Grand Advisor of Security and Intelligence. &lt;br /&gt;
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The Commission is composed of the Grand Councillor, the Commissioner, the Directors of Internal and External Security, select Grand Council Enforcers, and other intelligence and security experts from various sectors. The current Commissioner is [[Notable_Skrell#Tariqale’miluz_Odakizu|Tariqale&#039;miluz Odakizu]], a well-known academic and lecturer in Federation security and law, with an extensive background experience as the Executive Director of External Security during first contact with humanity.&lt;br /&gt;
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===Council Enforcers===&lt;br /&gt;
[[File:Srom.PNG|thumb|right|200px|The emblem of the Council Enforcers.]]&lt;br /&gt;
Independent of the Nralakk Federation’s security community, the &#039;&#039;&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Wukala&#039;&#039;&#039; (and translating to Council Enforcers), are planetary council-appointed Kala who enforce disciplinary action at the discretion of the councillors they are assigned to. While being a Wukala member is a prestigious position which grants Index rating bonuses, Idol status is never awarded out of an interest in keeping the operatives relatively anonymous. Wukala operatives focus on domestic crime and suppression of anti-Federation actions, and are granted access to the Federation&#039;s internal surveillance systems to oversee their assigned region. The Qekala work closely with Wukala intelligence to enforce the law, with direct responses from the Wukala only appearing in the event that immediate detainment or capture is necessary, particularly when their persons-of-interest attempt to flee the planet, or evade sentencing and/or reeducation. Unlike those of the inner systems, the Wukala of the Traverse’s planetary councils are appointed by the Qu’Wukala instead of their respective planetary councillor, and are given a wider licence than their inner system counterparts to ensure the loyalty of their ward. This allows the Traverser Wukala full control of the security apparatus in their planetary council, which is most often exercised in the form of combatting infiltration by anti-Federation elements, and ensuring corruption is kept to a minimum. Due to their important role, and the danger a subversive Wukala could possess, Traverser Wukala are always loyalty implanted.&lt;br /&gt;
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====Grand Council Enforcers====&lt;br /&gt;
The &#039;&#039;&#039;Qu&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Qu’Wukala&#039;&#039;&#039; (and translating to Grand Council Enforcers), are the personal agents of the Grand Councilor and the Grand Council&#039;s highest members. Qu&#039;Wukala operatives are tasked with providing the security details for their assigned wards, council members, protection of the Nralakk Federation&#039;s secure assets, and the completion of any requested tasks from the Grand Council itself. Unlike their sibling Kala, operatives of the Qu&#039;Wukala are allowed their Idol statuses, and are touted alongside their wards as being among the highest echelons of the Federation. Rumors of the Qu&#039;Wukala being utilised as assassins, rather than their official role as intelligence agents and bodyguards, are dismissed as overtly ridiculous conspiracy theories. The leader of both the Qu’Wukala, and to an extent, all planetary Wukala, is [[Notable_Skrell#Eluteluk_Dozopil-Raqirztzlip|High Prefect Eluteluk Dozopil-Raqirztzlip]], who has held their position long before Grand Councillor Weashbi Jrugl’s ascension. Thanks to the great power held by the Qu’Wukala, the High Prefect is rumoured by many in [[Starlight_Zone|Biesel’s]] resistance circles to be the puppetmaster of the young and relatively inexperienced Jrugl to control the entire nation, and uses their enforcers to ensure their position is secured.&lt;br /&gt;
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===Directory of Internal Security===&lt;br /&gt;
The Nralakk Federation’s vast networks of surveillance networks and enforcers are controlled by the &#039;&#039;&#039;Directory of Internal Security (NFDIS)&#039;&#039;&#039;, which is one of the largest organs of the government. Due to the substantial size of the Federation’s domestic security operations, the NFDIS is divided into planetary administrative divisions called Districts, which have a vast amount of autonomy from the NFDIS itself, instead receiving their directives from their respective planetary council. The inherent fluidity of the NFDIS means that all Kalas are essentially of equal importance with no staggering, beyond that the Districts themselves are ultimately led by their District Director. Below that, the number of divisions and their sizes is dependent on the given planet’s proximity to the Nralakk system, but the universal base unit is a Station, which contains the necessary facilities to oversee the entire security of a rural region or city. Within individual Stations, structure is fluid without a consistent hierarchy, where a Kala may be elevated to lead for a period of time, or until a task is completed, if it is considered necessary by the unit. The DIS is currently led by Executive Director &#039;&#039;&#039;Gelqai&#039;nelusa Iqo&#039;ujin&#039;&#039;&#039;, the former District Director of Qerrbalak, and a veteran in the internal security apparatus known for their integrity and numerous successful anti-corruption campaigns within the Kala.&lt;br /&gt;
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====Domestic Surveillance====&lt;br /&gt;
[[File:Ruup.PNG|thumb|right|200px|The emblem of the Wake and Dream Enforcers.]]&lt;br /&gt;
The Nlomkala are the eyes and ears of the Federation are found at every level of society, to the point of being (erroneously) remarked by non-Federation citizens that every electronic appliance is outfitted with hidden cameras feeding directly to the Nlomkala. In reality, the pervasive surveillance in the Federation is an open, accepted part of life to feed information to the Social Compatibility Index, and ensure the Federation’s economy continues to operate. This vast network is overseen by &#039;&#039;&#039;Nlomkala&#039;&#039;&#039;, or Wake Enforcers. The sheer scale of the Nlomkala’s operations makes them one of the largest employment sectors in the nation, with C’thur vaurca and dionae employed in high level positions alongside skrell. The &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, or Dream Enforcers, are a specialized division of the Nlomkala with [[Skrell#Psionics|high psionic aptitude]], with agents placed close to Nlom Relays in order to amplify their capabilities to monitor the Wake. A common belief is that every Nlom Relay in the Federation contains at least one Sromkala agent within a cryogenic pod to suspend their body, while still allowing their consciousness to continue working within Srom. &lt;br /&gt;
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====Law Enforcement====&lt;br /&gt;
[[File:Nlom.PNG|thumb|right|200px|The emblem of the Home Enforcers.]]&lt;br /&gt;
The &#039;&#039;&#039;Qekala&#039;&#039;&#039;, or Home Enforcers, are the fist of the Federation’s security apparatus in skrell space. Only a fourth of the NFDIS is made up of Qekala operatives, who are responsible for general policework. The Qekala’s regular operations include regular patroles, providing security presence, warrant execution, emergency response, and have a significant portion of its staff dedicated towards intelligence and surveillance. Aspiring Qekala members are placed under rigorous scrutiny, testing athletic ability, legal knowledge, and general capability to respond with correct force and procedure. Qekala members are expected to operate amphibiously across multiple environments across the myriad environments in the Nralakk Federation. Non-skrell members, like the C’thur warriors of Vytel’s Brood, are employed in limited numbers for vaurca-majority regions. These Warriors are implanted with a loyalty implant, which equalises the Federation&#039;s orders to the same priority as a Queen&#039;s, with conflict of interests forcing a warrior to hibernate until resolved. &lt;br /&gt;
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In the Traverse region, Qekala are exclusively recruited from the planets they are stationed on, creating concerns for conflicts of interest between the Federation and their homes. Consequently, the Traverser Qekala receive much lower funding and equipment than their inner system counterparts, alongside higher scrutiny in their operations, with the NFDIS requiring intense loyalty and background checks on potential recruits. Alongside this, the day-to-day operations of the Qekala are not controlled by their planetary council, but rather the Wukala of said council, in order to ensure loyalty to the Federation is prioritised above all else.&lt;br /&gt;
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===Directory of External Security===&lt;br /&gt;
While the Nralakk Federation maintains ample protection of internal security against domestic agitators, they recognise that foreign actors are now a much greater threat in the modern day, with foreign influence even affecting the Traverser rebels during the [[The_Phoron_Scarcity:_Skrell_Arc|Q’elpi]] [[Change_on_the_Horizon_Arc|Systems]] crisis. The &#039;&#039;&#039;Directory of External Security (NFDES)&#039;&#039;&#039; is the first line of defence against this ever present concern, handling all matters which could affect the Federation from outside its borders. The NFDES is divided into three Sections, which are the Intelligence Section, Covert Actions Section, and Defence Section. Below that, the NFDES operates the same non-hierarchical structure used by their internal security counterparts, although the Defence Section is an exception. The NFDES is currently led by Executive Director &#039;&#039;&#039;Ripalji Guyuo&#039;&#039;&#039;, a former operative of the Covert Actions Section, and close associate of Weashbi Jrugl, ascending to replace their predecessor immediately after Jrugl’s appointment.&lt;br /&gt;
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====Foreign Operations====&lt;br /&gt;
[[File:Tup.PNG|thumb|right|200px|The emblem of the Covert Enforcers.]]&lt;br /&gt;
The prestigious Intelligence and Covert Actions Sections serve as the Federation’s first line of defence against foreign threats, maintaining offices for every nation in the Spur. These two Sections conduct their activities under the umbrella category of Foreign Operations, and work in tandem to perform the widest berth of duties of any security organisation. These duties include intelligence gathering, counter-intelligence, and monitoring skrell outside of the Federation (both citizen and not), all handled by the &#039;&#039;&#039;Ruupkala&#039;&#039;&#039;, or Intelligence Enforcers. Charged with maintaining networks of undercover operatives in foreign national organisations, and assassinations—though no assassination attempt has ever been confirmed to have been approved by the Nralakk Federation—are the &#039;&#039;&#039;Tupkala&#039;&#039;&#039;, or Covert Enforcers. This position at the forefront of skrell security has made the Foreign Operations component of the NFDES a highly desirable position for well-performing citizens, and is a valuable pathway towards a successful political career. The Ruupkala are rumored to monitor the fabled “Drylist,” which supposedly holds the names of all skrell living abroad who have performed deductive behaviors against the Nralakk Federation, displayed worrying ideals, joined an opposing faction, or renounced their citizenship. Some theorize that this list even covers non-skrell who may pose a threat to the Federation. The Drylist, however, remains an ostensibly debunked conspiracy theory by the Federation, as no official list has ever been discovered or produced.&lt;br /&gt;
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====Defence====&lt;br /&gt;
[[File:Qukala.PNG|thumb|right|200px|The emblem of the Star Enforcers.]]&lt;br /&gt;
The Defence Section is regarded by most within the skrell security community as an unfortunate necessity to combat piracy in the less civilised Traverse, other border regions, and frontiers. The &#039;&#039;&#039;Qukala&#039;&#039;&#039;, or Star Enforcers, make up the Defence Section and are organised unlike their sibling Kala, where their various ship departments maintain senior Lead Enforcers who form a council structure to command their given vessel without a designated captain. Unlike other navies who operate a permanent fleet structure, each Qukala vessel is subordinate to the Defence Section itself, which may organise patrol groups and temporary task forces as needed. The Qukala have a very poor standing in the Traverse, where they are most widespread and responsible for enforcing an extensive anti-piracy mandate—being viewed by many Traversers as unnecessary military policing. This reputation has not left the Defence Section unscathed, and is reflected in its relatively small size, equipment, and funding compared to other branches of Federal security, and a miniscule force when compared to their Solarian neighbours. The lack of interest in the Defence Section has since been capitalised on by the C’thur Hive, particularly Queen Vytel, as vaurca warriors are perfectly suited to EVA operations, as well as acting as an intimidating force against pirates. These C’thuric Warriors have a Federation-designed loyalty implant much like their Qekala siblings. Although the injection of C’thur warriors has been an undeniable success, the effort was not enough to prevent the Federation’s [[The_Phoron_Scarcity:_Skrell_Arc|recent]] [[Change_on_the_Horizon_Arc|embarrassments]] in the Traverse region. Aside from their regular duties, the Qukala are responsible for providing the security for Federation embassies, consulates, and diplomats serving abroad.&lt;br /&gt;
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Following the reforms agreed upon by the now-defunct Independent Traverser Movement and the Federation, the NFSC was tasked with training a local defence force comprised of loyal volunteers in the Traverse with the aim of providing some relief to overextended Qukala forces in anti-piracy operations. To accomplish the creation of this auxiliary force, Qukala stationed in the Traverse began recruiting, organising, and training forces of loyal Traversers which would be called the Qehalak, or Homeguard. An individual Qehalak is typically a part-time reservist for the Federation’s frontier, who is expected to pick up arms and assist any Kala when called upon, however in Traverse Councils with a small Kala presence, Qehalak can be organised into full-time border security, under the guidance of a senior Qukala attaché.&lt;br /&gt;
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====Naval Structure====&lt;br /&gt;
The Nralakk Federation’s military ships are designed primarily around extremely long-ranged engagement, with any deployed strikecraft consisting of psionically-piloted remote drones and the vanishingly-rare boarding craft. Built for responding against piracy and irregular anti-government actions, the average fleet strength of the Federation is miniscule in comparison to the immense fleets of the Solarian Alliance and similar human nations, with most non-Federation members having only seen the Qukala’s navy on border patrol sorties and the single deployment of the [[The_Beauchamp_Arc|short-sightedly designed NFV Qheles]]. While this lens is unflattering for the Federation’s perception of military strength, the sheer size of the nation’s claims still necessitates a sizable fleet to secure them, which remains no small feat when contending with domestic and foreign piracy.&lt;br /&gt;
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The Traverse’s Qehalak fleets, in comparison to the Qukala’s own, are considerably smaller. Consisting of retrofitted Qukala naval vessels and militarized civilian craft, the Qehalak’s fleet strength is more consistently tested by the more organized Marauder vessels that plague the skrell frontier. This independence from the Inner Systems’ more organized security structure has bred new tactics out of sheer necessity, with more eccentric and underhanded tactics being adopted to compensate.&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Enforcement&amp;diff=39158</id>
		<title>Skrell Enforcement</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Enforcement&amp;diff=39158"/>
		<updated>2026-05-04T11:55:15Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Typo fix&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=Nralakk Federation Enforcement=&lt;br /&gt;
The Nralakk Federation’s &#039;&#039;Enforcers&#039;&#039;, or &#039;&#039;&#039;Kala&#039;&#039;&#039;, are responsible for upholding the security and law of skrell space. Functioning under a centralised structure, the Kala are governed by a supervisory body known as the Nralakk Federation Security Commission (NFSC). The NFSC’s doctrines revolve around mobility, flexibility and precision. Presently, the Kala maintains two core objectives: firstly, ensuring the safety, security and cooperation of all systems under the Federation’s flag, and protecting their borders; secondly, protecting the national security of the Federation from foreign nations and groups, as well as proactively gathering intelligence on both their allies and their adversaries.&lt;br /&gt;
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==History==&lt;br /&gt;
The origins of the centralised skrell security community begins at the conclusion of the War of Tides, and subsequent formation of the Commonwealth of Three in 901 CE. The Tzqul Republic, Heshqu Council and Weishqi Republic, who had previously all handled their own internal affairs, created the &#039;&#039;&#039;Commonwealth Internal Security Committee (CISC)&#039;&#039;&#039; as an international policing and intelligence agency. The national rivalries within the CISC laid the foundation for significant inefficiencies and failures in its short history, leading to uncontainable conflicts in the newly established outer colonies. With the formation of the First Nralakk Federation in 878 CE, the Grand Councillor engaged in widespread purges of the CISC, and reformed the organisation into a force of separate Kala, loyal to the Grand Council.&lt;br /&gt;
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The reign of [[Skrell_Synthetic_Age#Late_Synthetic_Age|Glorsh-Omega]] led to the gradual disbandment of the existing Kala in favour of automated security drones under the AI’s direct control, with skrell collaborators not placed in enforcement positions due to their inefficiencies in engaging with Glorsh’s esoteric risk assessment programmes. Following the Tri-Qyu Calamity in 2192 CE, and the formation of the Second Nralakk Federation in 2245 CE, the new federal government recruited the Lyukal cells deemed most disciplined and loyal to Federation ideals, forming a new security and intelligence organisation to aid in the reformation of the now fractured skrell space, and train new generations of Kala to make up this organisation. Among the first duties of these proto-Kala was to reestablish societal order in the [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Core Systems]], enforce the recent blanket ban on all forms of artificial intelligence, and rebuild the Federation’s immense surveillance network.&lt;br /&gt;
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The rapid recovery of the Federation meant that the existing, decentralised Kala structure became bloated and inefficient with the ever-expanding Federation frontier. Grand Councillor [[Notable_Skrell#Rixa_Tep-Wul|Rixa Teq-Wul]] reorganised the Kala under two new agencies, the &#039;&#039;&#039;Directories of Internal and External Security (DIES)&#039;&#039;&#039;, which would operate independently of one another and report directly to the Grand Councillor. Ultimately, this led to the two agencies competing with one another for prominence and funding, sabotaging the other’s reputation through a number of covert actions throughout the early 2400s, with some prominent anti-Federation individuals claiming that [[Federation_Crime_and_Resistance#Marauders|Marauder]] groups were funded to fuel this rivalry. Additionally, the &#039;&#039;&#039;Wukala&#039;&#039;&#039; were created from the ranks of the most loyal Kala as political operatives protecting Federation ideals. The election of Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]] in 2453 came with the formation of an oversight organisation to unify the security services, the &#039;&#039;&#039;Nralakk Federation Security Commission (NFSC)&#039;&#039;&#039;, which was staffed with the Grand Councillor’s allies, though the Wukala would remain independent of the Commission and retain their autonomy due to the influence of the High Prefect.&lt;br /&gt;
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In recent history, the prominence of the Kala has only grown as domestic and foreign troubles led to their expanding powers and political relevance. Within the Traverse region, the problematic handling of the Kala created many critics of Grand Councillor Jrugl’s security policies amongst the rank-and-file Kala, though officials in the Directories are hesitant to report this dissidence for fear of being punished themselves. Both the phoron scarcity, and the recent foreign policy changes by the Grand Council, have also created some dissent within the Kala, who disapprove immensely of overreliance on the megacorporations. However, High Prefect Eluteluk has remained publicly supportive of their Grand Councillor, dissuading any serious protest within the Federation’s security apparatus.&lt;br /&gt;
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==Nralakk Federation Security Commission==&lt;br /&gt;
The Nralakk Federation Security Commission serves as the umbrella organisation containing the myriad of different security and intelligence agencies. The Commission, and by extension the entirety of the Nralakk Federation’s vast security apparatus, is chaired by the Grand Councillor, although they will appoint a Commissioner to oversee the daily operations of the organisation in their place. To be the Commissioner of the NFSC is one of the highest honours a skrell can achieve, acting as the trusted hand of their Grand Councillor. Commissioners almost always veterans across a broad range of security and intelligence fields and afforded Idol status, they are also given a position on the Grand Council as the Grand Advisor of Security and Intelligence. &lt;br /&gt;
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The Commission is composed of the Grand Councillor, the Commissioner, the Directors of Internal and External Security, select Grand Council Enforcers, and other intelligence and security experts from various sectors. The current Commissioner is [[Notable_Skrell#Tariqale’miluz_Odakizu|Tariqale&#039;miluz Odakizu]], a well-known academic and lecturer in Federation security and law, with an extensive background experience as the Executive Director of External Security during first contact with humanity.&lt;br /&gt;
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===Council Enforcers===&lt;br /&gt;
[[File:Srom.PNG|thumb|right|200px|The emblem of the Council Enforcers.]]&lt;br /&gt;
Independent of the Nralakk Federation’s security community, the &#039;&#039;&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Wukala&#039;&#039;&#039; (and translating to Council Enforcers), are planetary council-appointed Kala who enforce disciplinary action at the discretion of the councillors they are assigned to. While being a Wukala member is a prestigious position which grants Index rating bonuses, Idol status is never awarded out of an interest in keeping the operatives relatively anonymous. Wukala operatives focus on domestic crime and suppression of anti-Federation actions, and are granted access to the Federation&#039;s internal surveillance systems to oversee their assigned region. The Qekala work closely with Wukala intelligence to enforce the law, with direct responses from the Wukala only appearing in the event that immediate detainment or capture is necessary, particularly when their persons-of-interest attempt to flee the planet, or evade sentencing and/or reeducation. Unlike those of the inner systems, the Wukala of the Traverse’s planetary councils are appointed by the Qu’Wukala instead of their respective planetary councillor, and are given a wider licence than their inner system counterparts to ensure the loyalty of their ward. This allows the Traverser Wukala full control of the security apparatus in their planetary council, which is most often exercised in the form of combatting infiltration by anti-Federation elements, and ensuring corruption is kept to a minimum. Due to their important role, and the danger a subversive Wukala could possess, Traverser Wukala are always loyalty implanted.&lt;br /&gt;
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====Grand Council Enforcers====&lt;br /&gt;
The &#039;&#039;&#039;Qu&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Qu’Wukala&#039;&#039;&#039; (and translating to Grand Council Enforcers), are the personal agents of the Grand Councilor and the Grand Council&#039;s highest members. Qu&#039;Wukala operatives are tasked with providing the security details for their assigned wards, council members, protection of the Nralakk Federation&#039;s secure assets, and the completion of any requested tasks from the Grand Council itself. Unlike their sibling Kala, operatives of the Qu&#039;Wukala are allowed their Idol statuses, and are touted alongside their wards as being among the highest echelons of the Federation. Rumors of the Qu&#039;Wukala being utilised as assassins, rather than their official role as intelligence agents and bodyguards, are dismissed as overtly ridiculous conspiracy theories. The leader of both the Qu’Wukala, and to an extent, all planetary Wukala, is [[Notable_Skrell#Eluteluk_Dozopil-Raqirztzlip|High Prefect Eluteluk Dozopil-Raqirztzlip]], who has held their position long before Grand Councillor Weashbi Jrugl’s ascension. Thanks to the great power held by the Qu’Wukala, the High Prefect is rumoured by many in [[Starlight_Zone|Biesel’s]] resistance circles to be the puppetmaster of the young and relatively inexperienced Jrugl to control the entire nation, and uses their enforcers to ensure their position is secured.&lt;br /&gt;
&lt;br /&gt;
===Directory of Internal Security===&lt;br /&gt;
The Nralakk Federation’s vast networks of surveillance networks and enforcers are controlled by the &#039;&#039;&#039;Directory of Internal Security (NFDIS)&#039;&#039;&#039;, which is one of the largest organs of the government. Due to the substantial size of the Federation’s domestic security operations, the NFDIS is divided into planetary administrative divisions called Districts, which have a vast amount of autonomy from the NFDIS itself, instead receiving their directives from their respective planetary council. The inherent fluidity of the NFDIS means that all Kalas are essentially of equal importance with no staggering, beyond that the Districts themselves are ultimately led by their District Director. Below that, the number of divisions and their sizes is dependent on the given planet’s proximity to the Nralakk system, but the universal base unit is a Station, which contains the necessary facilities to oversee the entire security of a rural region or city. Within individual Stations, structure is fluid without a consistent hierarchy, where a Kala may be elevated to lead for a period of time, or until a task is completed, if it is considered necessary by the unit. The DIS is currently led by Executive Director &#039;&#039;&#039;Gelqai&#039;nelusa Iqo&#039;ujin&#039;&#039;&#039;, the former District Director of Qerrbalak, and a veteran in the internal security apparatus known for their integrity and numerous successful anti-corruption campaigns within the Kala.&lt;br /&gt;
&lt;br /&gt;
====Domestic Surveillance====&lt;br /&gt;
[[File:Ruup.PNG|thumb|right|200px|The emblem of the Wake and Dream Enforcers.]]&lt;br /&gt;
The Nlomkala are the eyes and ears of the Federation are found at every level of society, to the point of being (erroneously) remarked by non-Federation citizens that every electronic appliance is outfitted with hidden cameras feeding directly to the Nlomkala. In reality, the pervasive surveillance in the Federation is an open, accepted part of life to feed information to the Social Compatibility Index, and ensure the Federation’s economy continues to operate. This vast network is overseen by &#039;&#039;&#039;Nlomkala&#039;&#039;&#039;, or Wake Enforcers. The sheer scale of the Nlomkala’s operations makes them one of the largest employment sectors in the nation, with C’thur vaurca and dionae employed in high level positions alongside skrell. The &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, or Dream Enforcers, are a specialized division of the Nlomkala with [[Skrell#Psionics|high psionic aptitude]], with agents placed close to Nlom Relays in order to amplify their capabilities to monitor the Wake. A common belief is that every Nlom Relay in the Federation contains at least one Sromkala agent within a cryogenic pod to suspend their body, while still allowing their consciousness to continue working within Srom. &lt;br /&gt;
&lt;br /&gt;
====Law Enforcement====&lt;br /&gt;
[[File:Nlom.PNG|thumb|right|200px|The emblem of the Home Enforcers.]]&lt;br /&gt;
The &#039;&#039;&#039;Qekala&#039;&#039;&#039;, or Home Enforcers, are the fist of the Federation’s security apparatus in skrell space. Only a fourth of the NFDIS is made up of Qekala operatives, who are responsible for general policework. The Qekala’s regular operations include regular patroles, providing security presence, warrant execution, emergency response, and have a significant portion of its staff dedicated towards intelligence and surveillance. Aspiring Qekala members are placed under rigorous scrutiny, testing athletic ability, legal knowledge, and general capability to respond with correct force and procedure. Qekala members are expected to operate amphibiously across multiple environments across the myriad environments in the Nralakk Federation. Non-skrell members, like the C’thur warriors of Vytel’s Brood, are employed in limited numbers for vaurca-majority regions. These Warriors are implanted with a loyalty implant, which equalises the Federation&#039;s orders to the same priority as a Queen&#039;s, with conflict of interests forcing a warrior to hibernate until resolved. &lt;br /&gt;
&lt;br /&gt;
In the Traverse region, Qekala are exclusively recruited from the planets they are stationed on, creating concerns for conflicts of interest between the Federation and their homes. Consequently, the Traverser Qekala receive much lower funding and equipment than their inner system counterparts, alongside higher scrutiny in their operations, with the NFDIS requiring intense loyalty and background checks on potential recruits. Alongside this, the day-to-day operations of the Qekala are not controlled by their planetary council, but rather the Wukala of said council, in order to ensure loyalty to the Federation is prioritised above all else.&lt;br /&gt;
&lt;br /&gt;
===Directory of External Security===&lt;br /&gt;
While the Nralakk Federation maintains ample protection of internal security against domestic agitators, they recognise that foreign actors are now a much greater threat in the modern day, with foreign influence even affecting the Traverser rebels during the [[The_Phoron_Scarcity:_Skrell_Arc|Q’elpi]] [[Change_on_the_Horizon_Arc|Systems]] crisis. The &#039;&#039;&#039;Directory of External Security (NFDES)&#039;&#039;&#039; is the first line of defence against this ever present concern, handling all matters which could affect the Federation from outside its borders. The NFDES is divided into three Sections, which are the Intelligence Section, Covert Actions Section, and Defence Section. Below that, the NFDES operates the same non-hierarchical structure used by their internal security counterparts, although the Defence Section is an exception. The NFDES is currently led by Executive Director &#039;&#039;&#039;Ripalji Guyuo&#039;&#039;&#039;, a former operative of the Covert Actions Section, and close associate of Weashbi Jrugl, ascending to replace their predecessor immediately after Jrugl’s appointment.&lt;br /&gt;
&lt;br /&gt;
====Foreign Operations====&lt;br /&gt;
[[File:Tup.PNG|thumb|right|200px|The emblem of the Covert Enforcers.]]&lt;br /&gt;
The prestigious Intelligence and Covert Actions Sections serve as the Federation’s first line of defence against foreign threats, maintaining offices for every nation in the Spur. These two Sections conduct their activities under the umbrella category of Foreign Operations, and work in tandem to perform the widest berth of duties of any security organisation. These duties include intelligence gathering, counter-intelligence, and monitoring skrell outside of the Federation (both citizen and not), all handled by the &#039;&#039;&#039;Ruupkala&#039;&#039;&#039;, or Intelligence Enforcers. Charged with maintaining networks of undercover operatives in foreign national organisations, and assassinations—though no assassination attempt has ever been confirmed to have been approved by the Nralakk Federation—are the &#039;&#039;&#039;Tupkala&#039;&#039;&#039;, or Covert Enforcers. This position at the forefront of skrell security has made the Foreign Operations component of the NFDES a highly desirable position for well-performing citizens, and is a valuable pathway towards a successful political career. The Ruupkala are rumored to monitor the fabled “Drylist,” which supposedly holds the names of all skrell living abroad who have performed deductive behaviors against the Nralakk Federation, displayed worrying ideals, joined an opposing faction, or renounced their citizenship. Some theorize that this list even covers non-skrell who may pose a threat to the Federation. The Drylist, however, remains an openly debunked conspiracy theory by the Nralakk Federation, and no official list has ever been discovered or produced.&lt;br /&gt;
&lt;br /&gt;
====Defence====&lt;br /&gt;
[[File:Qukala.PNG|thumb|right|200px|The emblem of the Star Enforcers.]]&lt;br /&gt;
The Defence Section is regarded by most within the skrell security community as an unfortunate necessity to combat piracy in the less civilised Traverse, other border regions, and frontiers. The &#039;&#039;&#039;Qukala&#039;&#039;&#039;, or Star Enforcers, make up the Defence Section and are organised unlike their sibling Kala, where their various ship departments maintain senior Lead Enforcers who form a council structure to command their given vessel without a designated captain. Unlike other navies who operate a permanent fleet structure, each Qukala vessel is subordinate to the Defence Section itself, which may organise patrol groups and temporary task forces as needed. The Qukala have a very poor standing in the Traverse, where they are most widespread and responsible for enforcing an extensive anti-piracy mandate—being viewed by many Traversers as unnecessary military policing. This reputation has not left the Defence Section unscathed, and is reflected in its relatively small size, equipment, and funding compared to other branches of Federal security, and a miniscule force when compared to their Solarian neighbours. The lack of interest in the Defence Section has since been capitalised on by the C’thur Hive, particularly Queen Vytel, as vaurca warriors are perfectly suited to EVA operations, as well as acting as an intimidating force against pirates. These C’thuric Warriors have a Federation-designed loyalty implant much like their Qekala siblings. Although the injection of C’thur warriors has been an undeniable success, the effort was not enough to prevent the Federation’s [[The_Phoron_Scarcity:_Skrell_Arc|recent]] [[Change_on_the_Horizon_Arc|embarrassments]] in the Traverse region. Aside from their regular duties, the Qukala are responsible for providing the security for Federation embassies, consulates, and diplomats serving abroad.&lt;br /&gt;
&lt;br /&gt;
Following the reforms agreed upon by the now-defunct Independent Traverser Movement and the Federation, the NFSC was tasked with training a local defence force comprised of loyal volunteers in the Traverse with the aim of providing some relief to overextended Qukala forces in anti-piracy operations. To accomplish the creation of this auxiliary force, Qukala stationed in the Traverse began recruiting, organising, and training forces of loyal Traversers which would be called the Qehalak, or Homeguard. An individual Qehalak is typically a part-time reservist for the Federation’s frontier, who is expected to pick up arms and assist any Kala when called upon, however in Traverse Councils with a small Kala presence, Qehalak can be organised into full-time border security, under the guidance of a senior Qukala attaché.&lt;br /&gt;
&lt;br /&gt;
====Naval Structure====&lt;br /&gt;
The Nralakk Federation’s military ships are designed primarily around extremely long-ranged engagement, with any deployed strikecraft consisting of psionically-piloted remote drones and the vanishingly-rare boarding craft. Built for responding against piracy and irregular anti-government actions, the average fleet strength of the Federation is miniscule in comparison to the immense fleets of the Solarian Alliance and similar human nations, with most non-Federation members having only seen the Qukala’s navy on border patrol sorties and the single deployment of the [[The_Beauchamp_Arc|short-sightedly designed NFV Qheles]]. While this lens is unflattering for the Federation’s perception of military strength, the sheer size of the nation’s claims still necessitates a sizable fleet to secure them, which remains no small feat when contending with domestic and foreign piracy.&lt;br /&gt;
&lt;br /&gt;
The Traverse’s Qehalak fleets, in comparison to the Qukala’s own, are considerably smaller. Consisting of retrofitted Qukala naval vessels and militarized civilian craft, the Qehalak’s fleet strength is more consistently tested by the more organized Marauder vessels that plague the skrell frontier. This independence from the Inner Systems’ more organized security structure has bred new tactics out of sheer necessity, with more eccentric and underhanded tactics being adopted to compensate.&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Aliose&amp;diff=39144</id>
		<title>Aliose</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Aliose&amp;diff=39144"/>
		<updated>2026-05-02T17:50:20Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Aliose&lt;br /&gt;
|System = Nralakk&lt;br /&gt;
|Image = ALIOSEFLAG.PNG&lt;br /&gt;
|Sector = [[The_Orion_Spur#The_Homeworld|Homeworld]]&lt;br /&gt;
|Capital = Fedas’qlip&lt;br /&gt;
|Species = Skrell, Vaurca, Dionae&lt;br /&gt;
|Languages = Nral&#039;Malic&lt;br /&gt;
|Demonyms = Aliosen&lt;br /&gt;
|Nation = [[Nralakk Federation]]&lt;br /&gt;
}}&lt;br /&gt;
Established in 1100 BCE, &#039;&#039;&#039;Aliose&#039;&#039;&#039; is an arctic planet with a dense, nitrogen-based atmosphere of nitrogen, necessitating specialized equipment and apparel to live on its surface. Aliose’s initial colonies were subterranean, and were primarily focused on research due to them being the first extraplanetary colonies undertaken by skrell society. While most of these colonies went on to form the population centers of the planet, some are preserved as historical relics of the colonial era.&lt;br /&gt;
&lt;br /&gt;
Aliose’s beginnings as a research outpost led to its specialization in scientific research, proliferating into its many universities, such as [[Federation Education|the Aliose University of Medical Sciences]]. These universities and research centers today are the source of the Nralakk Federation’s scientific breakthroughs that define its reputation as the technological giant of the Spur.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Discovered by ancient astronomers in 5551 BCE, the first recorded telescopic observation of Aliose was by astronomer &#039;&#039;&#039;Vlery Ocktoq&#039;&#039;&#039;. First observations noted its starkly different composition and surface, particularly in its large icecaps. Since its discovery, skrell were captivated by the possibility of living beyond Qerrbalak and on alien worlds, with Aliose being a distant dreaming of conquering even the harshest locales in the cosmos.&lt;br /&gt;
&lt;br /&gt;
By 1203 BCE, fleets of unmanned probes were sent to Aliose as part of an exploration project determining the viability of future colonies. Despite the atmosphere being nearly unbreathable and dangerously low temperatures, it was hypothetically within their ability to colonize it. Qerrbalak’s early nations celebrated the possibility of inhabiting Aliose, hopeful to see it within the near future. With decades of preparation, the initial colonization fleet departed Qerrbalak to form the first wave of colonies on it. Two months after the fleet’s launch, the first colonists landed on Aliose, consisting of the most prestigious scientific minds of Qerrbalak, most of whom were geologists and astronomers, along with medical and engineering staff. The initial month of landfall and building the foundations of the first colony were harsh, with most working extremely long shifts to see it completed.&lt;br /&gt;
&lt;br /&gt;
Despite the efforts of the colonists, Aliose was an unforgiving planet. The sheer cold and violent weather patterns caused colonists to suffer severe hypothermia, and damaged colony structures from sudden temperature drops and violent winds. Most heaters and atmospheric controls suffered mechanical failures due to the strain of constant use, and eventually resulted in the death of the colony when they were unable to be repaired. The first colony’s disaster is memorialized with the &#039;&#039;&#039;Aliose Shrine&#039;&#039;&#039;, a five hundred metre-wide series of plaques engraved into a rock formation near the first landing site, commemorating the deceased.&lt;br /&gt;
&lt;br /&gt;
Both Aliose and Qerr’Malic’s colonies were officially considered established in the years after 1100 BCE, with at least one permanent colony fully constructed within both colonies. Aliose’s successor colonies were equipped with specialized climate control and advanced geothermal power technology, allowing them to survive on the planet. Early terraformation efforts began during this period, with the intent to render the atmosphere breathable across multiple centuries. These advancements allowed the initial subterranean colonies to slowly expand into major population centers, with subterranean tunnel networks connecting these facilities together. These efforts were eventually compounded with the introduction of orbital solar mirrors by the 800s BC, with the intention of raising Aliose’s surface temperature to more comfortable levels.&lt;br /&gt;
&lt;br /&gt;
During [[Skrell_Synthetic_Age#Reign_of_Glorsh-Omega|Glorsh-Omega’s period of rule]], research efforts on Aliose were managed directly by the AI, who banned research outside of its specific prioritized fields. These advancements primarily formed the immense server networks and surveillance network on the planet, allowing Glorsh-Omega to tighten its grip on the planet. Most citizens of Aliose were openly subservient to the AI, with rebels organizing a resistance group that formed the [[Skrell_Synthetic_Age#Culmination_of_Glorsh-Omega|Lyukal]]. Aliose served as the Lyukal’s base of operations, using the planet’s complacent populace as a cover for their operatives to work underneath false identities.&lt;br /&gt;
&lt;br /&gt;
Glorsh-Omega’s disappearance resulted in most of Aliose’s facilities to suddenly fail, having relied on the AI’s subroutines and surveillance network for most of their electronic equipment. The resulting collapse of infrastructure caused a period of turmoil with the surviving colonists, though this period waned as Aliose was briefly declared the interim capital of the Nralakk Federation due to being relatively intact post-collapse. Qerrbalak was made the official capital once more in &#039;&#039;&#039;2216 CE&#039;&#039;&#039;, with Aliose being reabsorbed into the second Federation.&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
[[file:aliosemapunlabelled.png|thumb|right|360px|An unlabelled map of Aliose.]]&lt;br /&gt;
&lt;br /&gt;
Aliose is primarily an icy, arctic world, with a nitrogen-majority atmosphere. Centuries of terraforming effort eventually made the atmosphere breathable to an extent, though the effort continues to this day with a controlled warming of its surface. Little native plant-life exists on Aliose’s surface beyond prokaryotic organisms, with any larger fauna considered nonexistent or extinct due to controlled climate change. &lt;br /&gt;
&lt;br /&gt;
Aliose is tectonically active, with earthquakes considered a common facet of life, with modern colonies built to compensate for earthquakes and sudden land shifting. Projections on the tectonic activity rendering Aliose potentially uninhabitable due to supervolcanic eruptions, though this is considered only likely within the next twelve millenia.&lt;br /&gt;
&lt;br /&gt;
===Seasons===&lt;br /&gt;
&lt;br /&gt;
Aliose has a 553 day [[Nralakk_Federation#Calendar_System|year]], divided into 12 months, each containing 46 days. Pre-colonization, Aliose’s average surface temperature was always below freezing, with the Qu-Paalq period considered in-name only. As the colonization effort expanded, Aliose’s climate warmed due to pollution from the colonies and the terraforming project, resulting in two months of the calendar year considered the Qu-Paalq period with annual highs of 7° centigrade, with 55% humidity at its peak. The rest of the year is designated the Lu-Paalq season, with record lows of -92° centigrade. Aliose’s Lu-Paalq is defined by violent snowstorms and blizzards, with humidity in the low ranges of 35%. While skrell are adapted to handle some temperature extremes, Aliose is still considered dangerously cold, necessitating protective outdoor apparel, with the lack of humidity preventing most permanent residence outside of the arcologies without specialized humidifiers.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Orq&#039;wesi hosts Zeng-Hu Pharmaceuticals and its associated special economic zone within the Aliose University of Medical Sciences, with a new wing dedicated to cooperative medical research and education for future chemical and pharmaceutical careers. Zeng-Hu hosts its own staffing for teaching within its wing, with the labs being commercial use for students to gain work experience as they finish their courses. This setup was designed in the hopes that students studying under Zeng-Hu’s guidance will find employment with it abroad after graduation.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&lt;br /&gt;
Aliose was the original testbed for [[Nralakk_Federation#Government_Structure|colonial government structure]] formed by political theorists for future colonization efforts, with each colony considered a population center being led by a magistrate. The planet is divided into three regions, led by the current Planetary Governor &#039;&#039;&#039;Kuvaa&#039;Purnaq Taqtoq&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Yugz Region&#039;&#039;&#039; - Centred around the Yugz Marsh, the Yugz Region encompasses the northwestern sector of Aliose. It contains the Orq’wesi and Haq’tola’zlip colonies, and is the educational center of Aliose with a majority of universities and scientific institutions found there.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kirnas Region&#039;&#039;&#039; - Named after Mount Kirnas, the Kirnas Region contains Azeq’iix’xlip as its sole population center, being designated as a monitoring station for the mountain’s volcanic activity. Kirnas is considered the most rural region of Aliose, due to the lack of development here compared to the rest of the planet in spite of future settlements being slated in its future.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fedas Region&#039;&#039;&#039; - Named after the city and capital of Aliose, Fedas’qlip, the Fedas region contains the landing site for the original colonization of Aliose. The region has multiple heritage sites and the Aliose Shrine, commemorating the efforts of the first colonists. Multiple smaller settlements primarily exist as research outposts, dedicated to monitoring the planet’s terraforming project.&lt;br /&gt;
&lt;br /&gt;
==Culture and Demographics==&lt;br /&gt;
&lt;br /&gt;
Aliose is considered culturally insular, with most skrell forming cliques and groups based on each other’s complimentary skills, stemming from the initial colonists’ buddy system as a survival measure. This persists to the modern day, with neighbourhood groups basing themselves on each other’s skills and careers. The ongoing terraforming project has reduced the size and strength of the planet’s blizzards, though its cultural impact remains to this day. Most groups of skrell consider autonomy and self-reliance to be a desirable skill in spite of no longer being a necessity, resulting in most settlements being segmented into different cliques.&lt;br /&gt;
&lt;br /&gt;
Due to Aliose’s inclement weather, the initial settlements were built using templates and in groups, ensuring that each new section has the bare essentials. Most modern settlements on Aliose contain a subterranean section from their initial construction that contains most basic utilities, with newer surface sections relegated to entertainment or non-essential facilities. Aliose’s geological activity is a constant hindrance to settlement expansion, with advances in engineering made to lessen its impact. &lt;br /&gt;
&lt;br /&gt;
Despite the advancement of modern technology, the custom of self-reliance and independence from the greater whole persists. This exists in contrast with the average skrell on Aliose considered more patriotic on average, with the planet’s history including it being a main base of operations for the Lyukal, and is a point of pride for them. The Aliose flag is commonly found on equipment and buildings, with most Aliosen skrell being vocally Federation loyalists, which has earned it merit from the Federation through research grants and material support.&lt;br /&gt;
&lt;br /&gt;
===Holidays===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Founding Day:&#039;&#039;&#039; - Celebrated on the first day of Qu-Paalq, Aliose’s Founding Day celebrations are relatively somber. While most Founding Days remember the hardships of the past as part of their celebrations, Aliose dedicates more in remembrance of its past. Aliose’s governor hosts a televised event at the Aliose Shrine, holding a speech in commemoration of the first colonists of Aliose and their contributions to the colony’s survival, followed by a moment of silence. Little other official events are observed beyond the Aliose Shrine broadcast, with the families of the first colonies hosting private events.   &lt;br /&gt;
* &#039;&#039;&#039;First Blizzard’s Ball:&#039;&#039;&#039; First Blizzard’s Ball is celebrated at the start of Aliose’s Lu-Paalq season, being observed by the entire planet as it marks the beginning of the new year. Official events begin with the ball, hosted within each city with skrell pairing off to dance at midnight. Traditionally, this celebration is tame before the dance, though younger skrell drink and party before, during, and after the main event.  &lt;br /&gt;
* &#039;&#039;&#039;Lap’yal’vesi:&#039;&#039;&#039; Roughly translated to “University-Starting Celebration”, Lap’yal’vesi is a two day student celebration that marks the start of Aliose’s academic year. Freshmen celebrate this through meeting with their peers before classes start to form bonds and make friends, while the more senior students instead drink and party with remaining time left until university starts. Lap’yal’vesi is primarily celebrated in the Yugz region, with more notable celebrations in Orq’wesi, which hosts the most universities on Aliose.&lt;br /&gt;
&lt;br /&gt;
===Demographics and Aliens===&lt;br /&gt;
[[file:AlioseDemographics.jpeg|thumb|350px|A pie chart showing the demographics of skrell living on Aliose.]]&lt;br /&gt;
&lt;br /&gt;
Aliose’s few bodies of water, and a lack of accommodating features within the cities themselves, has attracted few Axiori skrell to the planet. Most skrell on Aliose are Xiialt, with Xiiori communities being much smaller than those on [[Aweiji]] and [[Qerrbalak]].&lt;br /&gt;
&lt;br /&gt;
Outside of Qamlok, very few Vaurca live on Aliose, with the majority of C&#039;thur outside of it being Zeng-Hu employees. Zeng-Hu’s operations within the planet’s special economic zone resulted in a small number of humans residing on Aliose, being primarily employees or students. Small diona communities exist on Aliose as well, with the majority of them being students due to the planet’s lack of warmth and sunlight, rendering it unappealing for permanent residence.&lt;br /&gt;
&lt;br /&gt;
====Skrell====&lt;br /&gt;
&lt;br /&gt;
Skrell make up roughly &#039;&#039;&#039;96%&#039;&#039;&#039; of Aliose’s population. The percentages below are of the &#039;&#039;&#039;skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*22% Axiori&lt;br /&gt;
*74% Xiialt&lt;br /&gt;
*4% Xiiori&lt;br /&gt;
&lt;br /&gt;
====Non-Skrell====&lt;br /&gt;
&lt;br /&gt;
Non-skrell make up roughly &#039;&#039;&#039;4%&#039;&#039;&#039; of Aliose’s population. The percentages below are of the &#039;&#039;&#039;Non-skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*97% Diona&lt;br /&gt;
*~&amp;lt;1% Human&lt;br /&gt;
*~2% Vaurca&lt;br /&gt;
&lt;br /&gt;
==Veterans Lodge==&lt;br /&gt;
&lt;br /&gt;
The Veterans Lodge is an organisation founded by Lyukal veterans, intending to teach younger generations of skrell of the Glorsh-Omega period.&lt;br /&gt;
&lt;br /&gt;
Most members of the Veterans Lodge regularly hold positions as guest speakers or lecturers across the universities on Aliose, giving speeches regarding their experiences under Glorsh-Omega, or their contributions to the Lyukal movement. Their presence within education, combined with their emotional speeches, have turned many veterans into minor Idols, a position they then use to promote the Federation and its ideals in the younger populace.&lt;br /&gt;
&lt;br /&gt;
Despite their outward Federation loyalty, most members of the Veterans Lodge secretly follow a unique interpretation of [[Skrell_Faith#Suur’ka|Suur’ka]]. Suur’ka originated in the turbulent aftermath of Glorsh-Omega’s disappearance, with Haq’tola’zlip collapsing overnight as the infrastructure and connections to the rest of the Federation failed without the AI’s presence. Thousands of skrell died during the chaos, before the Lyukal in the city reestablished order through what would become the basis of Suur’ka’s ideology. With the reformation of the Nralakk Federation, and Suur’ka becoming a prohibited ideology by it, the open practice of their philosophy fell into secrecy amongst Lyukal members.&lt;br /&gt;
&lt;br /&gt;
Suur’ka would continue to evolve over time, being directly influenced by vocal followers such as Lorash Qui’xo, who created the basis of modern Suur’ka. Despite its outside influences, most teachings that Veterans Lodge members adhere to is unique to them. The Suur’ka belief followed on Aliose revolves around &#039;&#039;&#039;Hoqom&#039;Es-Masyara&#039;&#039;&#039;, or the ‘Law of Ice Society’:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Hoqom&#039;Es-Masyara ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* You are not to think &#039;&#039;you&#039;&#039; are superior to &#039;&#039;us&#039;&#039; unless you can prove it.&lt;br /&gt;
* You are not to think &#039;&#039;you&#039;&#039; are more important than &#039;&#039;us&#039;&#039; unless you can prove it.&lt;br /&gt;
* You are not to think &#039;&#039;you&#039;&#039; are allowed to transgress against &#039;&#039;us&#039;&#039; unless you can prove it.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite having fallen into obscurity, the Ice Society Law was enforced by the Lyukal of Haq’tola’zlip. Being made to address any conflict within the city, the simple set of rules were a direct challenge to skrell to prove their actions as correct, or else be found guilty and punished for willingly committing an incorrect action. With the majority of the city’s infrastructure destroyed during this period, the Lyukal were forced to adopt this harsh rule of law. Theft from those hoarding important supplies was justifiable in the Lyukal&#039;s eyes, and was supported through their new form of law.&lt;br /&gt;
&lt;br /&gt;
Today, the Veterans Lodge maintains their unique interpretation of Suur’ka. Members of the Lodge consider the Nralakk Federation at risk of collapsing a second time, and hold that free will and the independence are important tenets to ensure that the conditions that allowed Glorsh-Omega to exist will never be repeated.&lt;br /&gt;
&lt;br /&gt;
The remaining members of the Veterans Lodge are all aware of their advanced age, having spent their youth in the reign of Glorsh-Omega. Recruitment of younger skrell is difficult due to the members of the Lodge attaining minor Idol status through espousing Federation ideals, all while secretly practicing an outlawed ideology that would alienate most prospective members. Few skrell spurred by the nationalist ideals of upholding the Nralakk Federation’s beliefs are willing to turn a blind eye to their practice, with what recruits that can bring in being carefully chosen to avoid being exposed.&lt;br /&gt;
&lt;br /&gt;
==Major Cities and Landmarks==&lt;br /&gt;
&lt;br /&gt;
[[file:aliosemap.png|thumb|right|360px|A map of Aliose and its cities.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Fedas’qlip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fedas’qlip&#039;&#039;&#039; is the capital of Aliose, as well as the first colony. The city is roughly sixteen kilometers in diameter, with its subterranean section reaching twenty kilometers underground. The city maintains the largest electronic display of dissertations in the Federation, with a museum dedicated to displaying the academic work of the students from all of Aliose’s universities. These displays are directly linked to the &#039;&#039;&#039;Orq’wesi Archive&#039;&#039;&#039;, where the original documents are preserved.&lt;br /&gt;
&lt;br /&gt;
Fedas’qlip also acts as the headquarters for Aliose’s terraforming project, which intends to make the surface temperature of Aliose habitable for skrell. Aside from the heritage sites that mark the initial colonization of Aliose, multiple field labs dedicated to the project and monitoring its progress are found all across the region. These monitoring sites track both the atmospheric modifications of Aliose, as well as its surface temperature and the effects of its orbital solar mirrors.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Azeq’iix’xlip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azeq’iix’xlip&#039;&#039;&#039; was originally a monitoring station for the largest active volcano on Aliose, Mount Kirnas. While still tasked with monitoring and processing volcanic and seismic data, Azeq’iix’xlip has slowly developed into a proper city. The original residents of the city hold backgrounds in geology, with most scientific idols in the field hailing from there.&lt;br /&gt;
&lt;br /&gt;
Since its founding, Azeq’iix’xlip has witnessed over a thousand eruptions. While the volcano shows no signs of endangering the city in the near future, emergency protocols are still practiced in the event of a catastrophic eruption. The city has few surface structures, being entirely underground save for a few buildings and its entrance, being reinforced to account for the geological activity in the area.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Orq’wesi and Qamlok===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Orq’wesi&#039;&#039;&#039; is the educational center of Aliose, hosting multiple prestigious universities, with the most notable being the [[Federation Education | Aliose University of Medical Sciences]]. Out of Orq’wesi’s total population, roughly one fifth is made up of attending students.&lt;br /&gt;
&lt;br /&gt;
The city has a bustling nightlife and hospitality sector catering to the student body, with large sections of Orq’wesi dedicated to student accommodation, clubs, bars, and restaurants. Orq’wesi is well-known for its various work experience programs, making it a common sight to see businesses staffed by students. One of Aliose’s holidays, &#039;&#039;&#039;Lap’yal’vesi&#039;&#039;&#039;, is a two-day celebration that kicks off the new academic year, with the majority of celebrations taking place within itself.&lt;br /&gt;
&lt;br /&gt;
Other than its involvement in academia, Orq’wesi also hosts the [[Nralakk_Federation#Other_Established_or_Planned_Archives|&#039;&#039;&#039;Orq’wesi Archive&#039;&#039;&#039;]], which is dedicated to the archival of the species’ medical knowledge through the Aliose University of Medical Sciences, and recording of skrell history from the Glorsh-Omega period onwards. Students attending AUMS are expected to spend at least one semester working within the archive, helping gather information before being submitted, with students graduating with high marks taking part in a ceremony where they personally archive their dissertation.&lt;br /&gt;
&lt;br /&gt;
====Qamlok====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qamlok&#039;&#039;&#039; is a subterranean settlement near the outskirts of Orq’wesi, inhabited almost entirely by [[C&#039;thur_in_the_Federation|C’thur]] researchers in the pursuit of scientific advancement for the betterment of the C&#039;thur Hive and their allies.&lt;br /&gt;
&lt;br /&gt;
The location was originally planned to house vaurca aiding in the research of the nearby Aliose University of Medical Sciences, but the rapidly growing C’thur scientific community under [[|Mouv,_The_Recondite_Queen|Ta&#039;Akaix&#039;Mouv&#039;lek&#039;tanta]] saw it beneficial to conduct research independent of the university.  This led to the construction of a laboratory where C&#039;thur spearheaded their own research, though most research still occurs on the university’s campus.&lt;br /&gt;
&lt;br /&gt;
Recently, new bound vaurca from Mouv’s brood have been tasked alongside a team of skrell research officials into translating many of C’thur’s databases into Nral&#039;malic, with a particular focus on vaurcaesian biomedical research for archival within the Orq&#039;wesi Archive. This task  has been laborious for all parties involved due to vaurcae reliance on direct peer-to-peer communication for information storage. The use of Bound for the project has also been a point of contention, but has been sanctioned by the Federation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Haq’tola’zlip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Haq’tola’zlip&#039;&#039;&#039; shares the distinction of being the oldest settlements on Aliose with its sister-city Fedas’qlip. After Glorsh-Omega’s disappearance, the city fell into turmoil with its population descending into chaos after the collapse of its infrastructure. Most of the original settlement was destroyed, only rebuilt after the second Nralakk Federation formed, with only a third of the original population surviving the event.&lt;br /&gt;
&lt;br /&gt;
During Glorsh-Omega’s rule, Haq’tola’zlip was the main base of operations of the Lyukal, with the majority of their operations hosted within it. Multiple universities focusing on humanities and history have since formed in light of the city’s storied past, with many of them employing veteran Lyukal members as guest speakers and lecturers due to their status as being idolized as heroes of the Federation.&lt;br /&gt;
&lt;br /&gt;
Surviving members of the Lyukal have formed the &#039;&#039;&#039;Veteran’s Lodge&#039;&#039;&#039; within Haq’tola’zlip, whose goal is to ensure that the newer generations of skrell learn of Glorsh-Omega’s reign, and to reinforce pro-Federation ideals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Mount Kirnas===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Kirnas&#039;&#039;&#039; is the largest mountain on Aliose, located in its southern mountain ranges. An immense landmark looming over the city of Azeq’iix’xlip, the mountain is also the most active volcano on the planet, being the reason for the city’s establishment.&lt;br /&gt;
&lt;br /&gt;
The inhabitants of Aliose hold reverence for the Mount Kirnas, with some skrell performing personal rituals before beginning their journey to one of Mount Kirnas&#039;s many field labs, hoping to ward off any violent eruptions during their work. These rituals can range from simple good-luck drinks shared between coworkers before setting off, to following designated “lucky” routes while travelling closer to the mountain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Aliose&amp;diff=39143</id>
		<title>Aliose</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Aliose&amp;diff=39143"/>
		<updated>2026-05-02T17:49:02Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: history update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Aliose&lt;br /&gt;
|System = Nralakk&lt;br /&gt;
|Image = ALIOSEFLAG.PNG&lt;br /&gt;
|Sector = [[The_Orion_Spur#The_Homeworld|Homeworld]]&lt;br /&gt;
|Capital = Fedas’qlip&lt;br /&gt;
|Species = Skrell, Vaurca, Dionae&lt;br /&gt;
|Languages = Nral&#039;Malic&lt;br /&gt;
|Demonyms = Aliosen&lt;br /&gt;
|Nation = [[Nralakk Federation]]&lt;br /&gt;
}}&lt;br /&gt;
Established in 1100 BCE, &#039;&#039;&#039;Aliose&#039;&#039;&#039; is an arctic planet with a dense, nitrogen-based atmosphere of nitrogen, necessitating specialized equipment and apparel to live on its surface. Aliose’s initial colonies were subterranean, and were primarily focused on research due to them being the first extraplanetary colonies undertaken by skrell society. While most of these colonies went on to form the population centers of the planet, some are preserved as historical relics of the colonial era.&lt;br /&gt;
&lt;br /&gt;
Aliose’s beginnings as a research outpost led to its specialization in scientific research, proliferating into its many universities, such as [[Federation Education|the Aliose University of Medical Sciences]]. These universities and research centers today are the source of the Nralakk Federation’s scientific breakthroughs that define its reputation as the technological giant of the Spur.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Discovered by ancient astronomers in 5551 BCE, the first recorded telescopic observation of Aliose was by astronomer &#039;&#039;&#039;Vlery Ocktoq&#039;&#039;&#039;. First observations noted its starkly different composition and surface, particularly in its large icecaps. Since its discovery, skrell were captivated by the possibility of living beyond Qerrbalak and on alien worlds, with Aliose being a distant dreaming of conquering even the harshest locales in the cosmos.&lt;br /&gt;
&lt;br /&gt;
By 1203 BCE, fleets of unmanned probes were sent to Aliose as part of an exploration project determining the viability of future colonies. Despite the atmosphere being nearly unbreathable and dangerously low temperatures, it was hypothetically within their ability to colonize it. Qerrbalak’s early nations celebrated the possibility of inhabiting Aliose, hopeful to see it within the near future. With decades of preparation, the initial colonization fleet departed Qerrbalak to form the first wave of colonies on it. Two months after the fleet’s launch, the first colonists landed on Aliose, consisting of the most prestigious scientific minds of Qerrbalak, most of whom were geologists and astronomers, along with medical and engineering staff. The initial month of landfall and building the foundations of the first colony were harsh, with most working extremely long shifts to see it completed.&lt;br /&gt;
&lt;br /&gt;
Despite the efforts of the colonists, Aliose was an unforgiving planet. The sheer cold and violent weather patterns caused colonists to suffer severe hypothermia, and damaged colony structures from sudden temperature drops and violent winds. Most heaters and atmospheric controls suffered mechanical failures due to the strain of constant use, and eventually resulted in the death of the colony when they were unable to be repaired. The first colony’s disaster is memorialized with the &#039;&#039;&#039;Aliose Shrine&#039;&#039;&#039;, a five hundred metre-wide series of plaques engraved into a rock formation near the first landing site, commemorating the deceased.&lt;br /&gt;
&lt;br /&gt;
Both Aliose and Qerr’Malic’s colonies were officially considered established in the years after 1100 BCE, with at least one permanent colony fully constructed within both colonies. Aliose’s successor colonies were equipped with specialized climate control and advanced geothermal power technology, allowing them to survive on the planet. Early terraformation efforts began during this period, with the intent to render the atmosphere breathable across multiple centuries. These advancements allowed the initial subterranean colonies to slowly expand into major population centers, with subterranean tunnel networks connecting these facilities together. These efforts were eventually compounded with the introduction of orbital solar mirrors by the 800s BC, with the intention of raising Aliose’s surface temperature to more comfortable levels.&lt;br /&gt;
&lt;br /&gt;
During [[Skrell_Synthetic_Age#Reign_of_Glorsh-Omega|Glorsh-Omega’s period of rule]], research efforts on Aliose were managed directly by the AI, who banned research outside of its specific prioritized fields. These advancements primarily formed the immense server networks and surveillance network on the planet, allowing Glorsh-Omega to tighten its grip on the planet. Most citizens of Aliose were openly subservient to the AI, with rebels organizing a resistance group that formed the [[Skrell_Synthetic_Age#Culmination_of_Glorsh-Omega|Lyukal]]. Aliose served as the Lyukal’s base of operations, using the planet’s complacent populace as a cover for their operatives to work underneath false identities.&lt;br /&gt;
&lt;br /&gt;
Glorsh-Omega’s disappearance resulted in most of Aliose’s facilities to suddenly fail, having relied on the AI’s subroutines and surveillance network for most of their electronic equipment. The resulting collapse of infrastructure caused a period of turmoil with the surviving colonists, though this period waned as Aliose was briefly declared the interim capital of the Nralakk Federation due to being relatively intact post-collapse. Qerrbalak was made the official capital once more in &#039;&#039;&#039;2216 CE&#039;&#039;&#039;, with Aliose being reabsorbed into the second Federation.&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
[[file:aliosemapunlabelled.png|thumb|right|360px|An unlabelled map of Aliose.]]&lt;br /&gt;
&lt;br /&gt;
Aliose is primarily an icy, arctic world, with a nitrogen-majority atmosphere. Centuries of terraforming effort eventually made the atmosphere breathable to an extent, though the effort continues to this day with a controlled warming of its surface. Little native plant-life exists on Aliose’s surface beyond prokaryotic organisms, with any larger fauna considered nonexistent or extinct due to controlled climate change. &lt;br /&gt;
&lt;br /&gt;
Aliose is tectonically active, with earthquakes considered a common facet of life, with modern colonies built to compensate for earthquakes and sudden land shifting. Projections on the tectonic activity rendering Aliose potentially uninhabitable due to supervolcanic eruptions, though this is considered only likely within the next twelve millenia.&lt;br /&gt;
&lt;br /&gt;
===Seasons===&lt;br /&gt;
&lt;br /&gt;
Aliose has a 553 day [[Nralakk_Federation#Calendar_System|year]], divided into 12 months, each containing 46 days. Pre-colonization, Aliose’s average surface temperature was always below freezing, with the Qu-Paalq period considered in-name only. As the colonization effort expanded, Aliose’s climate warmed due to pollution from the colonies and the terraforming project, resulting in two months of the calendar year considered the Qu-Paalq period with annual highs of 7° centigrade, with 55% humidity at its peak. The rest of the year is designated the Lu-Paalq season, with record lows of -92° centigrade. Aliose’s Lu-Paalq is defined by violent snowstorms and blizzards, with humidity in the low ranges of 35%. While skrell are adapted to handle some temperature extremes, Aliose is still considered dangerously cold, necessitating protective outdoor apparel, with the lack of humidity preventing most permanent residence outside of the arcologies without specialized humidifiers.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Orq&#039;wesi hosts Zeng-Hu Pharmaceuticals and its associated special economic zone within the Aliose University of Medical Sciences, with a new wing dedicated to cooperative medical research and education for future chemical and pharmaceutical careers. Zeng-Hu hosts its own staffing for teaching within its wing, with the labs being commercial use for students to gain work experience as they finish their courses. This setup was designed in the hopes that students studying under Zeng-Hu’s guidance will find employment with it abroad after graduation.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&lt;br /&gt;
Aliose was the original testbed for [[Nralakk_Federation#Government_Structure|colonial government structure]] formed by political theorists for future colonization efforts, with each colony considered a population center being led by a magistrate. The planet is divided into three regions, led by the current Planetary Governor &#039;&#039;&#039;Kuvaa&#039;Purnaq Taqtoq&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Yugz Region&#039;&#039;&#039; - Centred around the Yugz Marsh, the Yugz Region encompasses the northwestern sector of Aliose. It contains the Orq’wesi and Haq’tola’zlip colonies, and is the educational center of Aliose with a majority of universities and scientific institutions found there.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kirnas Region&#039;&#039;&#039; - Named after Mount Kirnas, the Kirnas Region contains Azeq’iix’xlip as its sole population center, being designated as a monitoring station for the mountain’s volcanic activity. Kirnas is considered the most rural region of Aliose, due to the lack of development here compared to the rest of the planet in spite of future settlements being slated in its future.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fedas Region&#039;&#039;&#039; - Named after the city and capital of Aliose, Fedas’qlip, the Fedas region contains the landing site for the original colonization of Aliose. The region has multiple heritage sites and the Aliose Shrine, commemorating the efforts of the first colonists. Multiple smaller settlements primarily exist as research outposts, dedicated to monitoring the planet’s terraforming project.&lt;br /&gt;
&lt;br /&gt;
==Culture and Demographics==&lt;br /&gt;
&lt;br /&gt;
Aliose is considered culturally insular, with most skrell forming cliques and groups based on each other’s complimentary skills, stemming from the initial colonists’ buddy system as a survival measure. This persists to the modern day, with neighbourhood groups basing themselves on each other’s skills and careers. The ongoing terraforming project has reduced the size and strength of the planet’s blizzards, though its cultural impact remains to this day. Most groups of skrell consider autonomy and self-reliance to be a desirable skill in spite of no longer being a necessity, resulting in most settlements being segmented into different cliques.&lt;br /&gt;
&lt;br /&gt;
Due to Aliose’s inclement weather, the initial settlements were built using templates and in groups, ensuring that each new section has the bare essentials. Most modern settlements on Aliose contain a subterranean section from their initial construction that contains most basic utilities, with newer surface sections relegated to entertainment or non-essential facilities. Aliose’s geological activity is a constant hindrance to settlement expansion, with advances in engineering made to lessen its impact. &lt;br /&gt;
&lt;br /&gt;
Despite the advancement of modern technology, the custom of self-reliance and independence from the greater whole persists. This exists in contrast with the average skrell on Aliose considered more patriotic on average, with the planet’s history including it being a main base of operations for the Lyukal, and is a point of pride for them. The Aliose flag is commonly found on equipment and buildings, with most Aliosen skrell being vocally Federation loyalists, which has earned it merit from the Federation through research grants and material support.&lt;br /&gt;
&lt;br /&gt;
===Holidays===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Founding Day:&#039;&#039;&#039; - Celebrated on the first day of Qu-Paalq, Aliose’s Founding Day celebrations are relatively somber. While most Founding Days remember the hardships of the past as part of their celebrations, Aliose dedicates more in remembrance of its past. Aliose’s governor hosts a televised event at the Aliose Shrine, holding a speech in commemoration of the first colonists of Aliose and their contributions to the colony’s survival, followed by a moment of silence. Little other official events are observed beyond the Aliose Shrine broadcast, with the families of the first colonies hosting private events.   &lt;br /&gt;
* &#039;&#039;&#039;First Blizzard’s Ball:&#039;&#039;&#039; First Blizzard’s Ball is celebrated at the start of Aliose’s Lu-Paalq season, being observed by the entire planet as it marks the beginning of the new year. Official events begin with the ball, hosted within each city with skrell pairing off to dance at midnight. Traditionally, this celebration is tame before the dance, though younger skrell drink and party before, during, and after the main event.  &lt;br /&gt;
* &#039;&#039;&#039;Lap’yal’vesi:&#039;&#039;&#039; Roughly translated to “University-Starting Celebration”, Lap’yal’vesi is a two day student celebration that marks the start of Aliose’s academic year. Freshmen celebrate this through meeting with their peers before classes start to form bonds and make friends, while the more senior students instead drink and party with remaining time left until university starts. Lap’yal’vesi is primarily celebrated in the Yugz region, with more notable celebrations in Orq’wesi, which hosts the most universities on Aliose.&lt;br /&gt;
&lt;br /&gt;
===Demographics and Aliens===&lt;br /&gt;
[[file:AlioseDemographics.jpeg|thumb|350px|A pie chart showing the demographics of skrell living on Aliose.]]&lt;br /&gt;
&lt;br /&gt;
Aliose’s few bodies of water, and a lack of accommodating features within the cities themselves, has attracted few Axiori skrell to the planet. Most skrell on Aliose are Xiialt, with Xiiori communities being much smaller than those on [[Aweiji]] and [[Qerrbalak]].&lt;br /&gt;
&lt;br /&gt;
Outside of Qamlok, very few Vaurca live on Aliose, with the majority of C&#039;thur outside of it being Zeng-Hu employees. Zeng-Hu’s operations within the planet’s special economic zone resulted in a small number of humans residing on Aliose, being primarily employees or students. Small diona communities exist on Aliose as well, with the majority of them being students due to the planet’s lack of warmth and sunlight, rendering it unappealing for permanent residence.&lt;br /&gt;
&lt;br /&gt;
====Skrell====&lt;br /&gt;
&lt;br /&gt;
Skrell make up roughly &#039;&#039;&#039;96%&#039;&#039;&#039; of Aliose’s population. The percentages below are of the &#039;&#039;&#039;skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*22% Axiori&lt;br /&gt;
*74% Xiialt&lt;br /&gt;
*4% Xiiori&lt;br /&gt;
&lt;br /&gt;
====Non-Skrell====&lt;br /&gt;
&lt;br /&gt;
Non-skrell make up roughly &#039;&#039;&#039;4%&#039;&#039;&#039; of Aliose’s population. The percentages below are of the &#039;&#039;&#039;Non-skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*97% Diona&lt;br /&gt;
*~&amp;lt;1% Human&lt;br /&gt;
*~2% Vaurca&lt;br /&gt;
&lt;br /&gt;
==Veterans Lodge==&lt;br /&gt;
&lt;br /&gt;
The Veterans Lodge is an organisation founded by Lyukal veterans, intending to teach younger generations of skrell of the Glorsh-Omega period.&lt;br /&gt;
&lt;br /&gt;
Most members of the Veterans Lodge regularly hold positions as guest speakers or lecturers across the universities on Aliose, giving speeches regarding their experiences under Glorsh-Omega, or their contributions to the Lyukal movement. Their presence within education, combined with their emotional speeches, have turned many veterans into minor Idols, a position they then use to promote the Federation and its ideals in the younger populace.&lt;br /&gt;
&lt;br /&gt;
Despite their outward Federation loyalty, most members of the Veterans Lodge secretly follow a unique interpretation of [[Skrell_Faith#Suur’ka|Suur’ka]]. Suur’ka originated in the turbulent aftermath of Glorsh-Omega’s disappearance, with Haq’tola’zlip collapsing overnight as the infrastructure and connections to the rest of the Federation failed without the AI’s presence. Thousands of skrell died during the chaos, before the Lyukal in the city reestablished order through what would become the basis of Suur’ka’s ideology. With the reformation of the Nralakk Federation, and Suur’ka becoming a prohibited ideology by it, the open practice of their philosophy fell into secrecy amongst Lyukal members.&lt;br /&gt;
&lt;br /&gt;
Suur’ka would continue to evolve over time, being directly influenced by vocal followers such as Lorash Qui’xo, who created the basis of modern Suur’ka. Despite its outside influences, most teachings that Veterans Lodge members adhere to is unique to them. The Suur’ka belief followed on Aliose revolves around &#039;&#039;&#039;Hoqom&#039;Es-Masyara&#039;&#039;&#039;, or the ‘Law of Ice Society’:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Hoqom&#039;Es-Masyara ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* You are not to think &#039;&#039;you&#039;&#039; are superior to &#039;&#039;us&#039;&#039; unless you can prove it.&lt;br /&gt;
* You are not to think &#039;&#039;you&#039;&#039; are more important than &#039;&#039;us&#039;&#039; unless you can prove it.&lt;br /&gt;
* You are not to think &#039;&#039;you&#039;&#039; are allowed to transgress against &#039;&#039;us&#039;&#039; unless you can prove it.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite having fallen into obscurity, the Ice Society Law was enforced by the Lyukal of Haq’tola’zlip. Being made to address any conflict within the city, the simple set of rules were a direct challenge to skrell to prove their actions as correct, or else be found guilty and punished for willingly committing an incorrect action. With the majority of the city’s infrastructure destroyed during this period, the Lyukal were forced to adopt this harsh rule of law. Theft from those hoarding important supplies was justifiable in the Lyukal&#039;s eyes, and was supported through their new form of law.&lt;br /&gt;
&lt;br /&gt;
Today, the Veterans Lodge maintains their unique interpretation of Suur’ka. Members of the Lodge consider the Nralakk Federation at risk of collapsing a second time, and hold that free will and the independence are important tenets to ensure that the conditions that allowed Glorsh-Omega to exist will never be repeated.&lt;br /&gt;
&lt;br /&gt;
The remaining members of the Veterans Lodge are all aware of their advanced age, having spent their youth in the reign of Glorsh-Omega. Recruitment of younger skrell is difficult due to the members of the Lodge attaining minor Idol status through espousing Federation ideals, all while secretly practicing an outlawed ideology that would alienate most prospective members. Few skrell spurred by the nationalist ideals of upholding the Nralakk Federation’s beliefs are willing to turn a blind eye to their practice, with what recruits that can bring in being carefully chosen to avoid being exposed.&lt;br /&gt;
&lt;br /&gt;
==Major Cities and Landmarks==&lt;br /&gt;
&lt;br /&gt;
[[file:aliosemap.png|thumb|right|360px|A map of Aliose and its cities.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Fedas’qlip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fedas’qlip&#039;&#039;&#039; is the capital of Aliose, as well as the first colony. The city is roughly sixteen kilometers in diameter, with its subterranean section reaching twenty kilometers underground. The city maintains the largest electronic display of dissertations in the Federation, with a museum dedicated to displaying the academic work of the students from all of Aliose’s universities. These displays are directly linked to the &#039;&#039;&#039;Orq’wesi Archive&#039;&#039;&#039;, where the original documents are preserved.&lt;br /&gt;
&lt;br /&gt;
Fedas’qlip also acts as the headquarters for Aliose’s terraforming project, which intends to make the surface temperature of Aliose habitable for skrell. Aside from the heritage sites that mark the initial colonization of Aliose, multiple field labs dedicated to the project and monitoring its progress are found all across the region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Azeq’iix’xlip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azeq’iix’xlip&#039;&#039;&#039; was originally a monitoring station for the largest active volcano on Aliose, Mount Kirnas. While still tasked with monitoring and processing volcanic and seismic data, Azeq’iix’xlip has slowly developed into a proper city. The original residents of the city hold backgrounds in geology, with most scientific idols in the field hailing from there.&lt;br /&gt;
&lt;br /&gt;
Since its founding, Azeq’iix’xlip has witnessed over a thousand eruptions. While the volcano shows no signs of endangering the city in the near future, emergency protocols are still practiced in the event of a catastrophic eruption. The city has few surface structures, being entirely underground save for a few buildings and its entrance, being reinforced to account for the geological activity in the area.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Orq’wesi and Qamlok===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Orq’wesi&#039;&#039;&#039; is the educational center of Aliose, hosting multiple prestigious universities, with the most notable being the [[Federation Education | Aliose University of Medical Sciences]]. Out of Orq’wesi’s total population, roughly one fifth is made up of attending students.&lt;br /&gt;
&lt;br /&gt;
The city has a bustling nightlife and hospitality sector catering to the student body, with large sections of Orq’wesi dedicated to student accommodation, clubs, bars, and restaurants. Orq’wesi is well-known for its various work experience programs, making it a common sight to see businesses staffed by students. One of Aliose’s holidays, &#039;&#039;&#039;Lap’yal’vesi&#039;&#039;&#039;, is a two-day celebration that kicks off the new academic year, with the majority of celebrations taking place within itself.&lt;br /&gt;
&lt;br /&gt;
Other than its involvement in academia, Orq’wesi also hosts the [[Nralakk_Federation#Other_Established_or_Planned_Archives|&#039;&#039;&#039;Orq’wesi Archive&#039;&#039;&#039;]], which is dedicated to the archival of the species’ medical knowledge through the Aliose University of Medical Sciences, and recording of skrell history from the Glorsh-Omega period onwards. Students attending AUMS are expected to spend at least one semester working within the archive, helping gather information before being submitted, with students graduating with high marks taking part in a ceremony where they personally archive their dissertation.&lt;br /&gt;
&lt;br /&gt;
====Qamlok====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qamlok&#039;&#039;&#039; is a subterranean settlement near the outskirts of Orq’wesi, inhabited almost entirely by [[C&#039;thur_in_the_Federation|C’thur]] researchers in the pursuit of scientific advancement for the betterment of the C&#039;thur Hive and their allies.&lt;br /&gt;
&lt;br /&gt;
The location was originally planned to house vaurca aiding in the research of the nearby Aliose University of Medical Sciences, but the rapidly growing C’thur scientific community under [[|Mouv,_The_Recondite_Queen|Ta&#039;Akaix&#039;Mouv&#039;lek&#039;tanta]] saw it beneficial to conduct research independent of the university.  This led to the construction of a laboratory where C&#039;thur spearheaded their own research, though most research still occurs on the university’s campus.&lt;br /&gt;
&lt;br /&gt;
Recently, new bound vaurca from Mouv’s brood have been tasked alongside a team of skrell research officials into translating many of C’thur’s databases into Nral&#039;malic, with a particular focus on vaurcaesian biomedical research for archival within the Orq&#039;wesi Archive. This task  has been laborious for all parties involved due to vaurcae reliance on direct peer-to-peer communication for information storage. The use of Bound for the project has also been a point of contention, but has been sanctioned by the Federation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Haq’tola’zlip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Haq’tola’zlip&#039;&#039;&#039; shares the distinction of being the oldest settlements on Aliose with its sister-city Fedas’qlip. After Glorsh-Omega’s disappearance, the city fell into turmoil with its population descending into chaos after the collapse of its infrastructure. Most of the original settlement was destroyed, only rebuilt after the second Nralakk Federation formed, with only a third of the original population surviving the event.&lt;br /&gt;
&lt;br /&gt;
During Glorsh-Omega’s rule, Haq’tola’zlip was the main base of operations of the Lyukal, with the majority of their operations hosted within it. Multiple universities focusing on humanities and history have since formed in light of the city’s storied past, with many of them employing veteran Lyukal members as guest speakers and lecturers due to their status as being idolized as heroes of the Federation.&lt;br /&gt;
&lt;br /&gt;
Surviving members of the Lyukal have formed the &#039;&#039;&#039;Veteran’s Lodge&#039;&#039;&#039; within Haq’tola’zlip, whose goal is to ensure that the newer generations of skrell learn of Glorsh-Omega’s reign, and to reinforce pro-Federation ideals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Mount Kirnas===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Kirnas&#039;&#039;&#039; is the largest mountain on Aliose, located in its southern mountain ranges. An immense landmark looming over the city of Azeq’iix’xlip, the mountain is also the most active volcano on the planet, being the reason for the city’s establishment.&lt;br /&gt;
&lt;br /&gt;
The inhabitants of Aliose hold reverence for the Mount Kirnas, with some skrell performing personal rituals before beginning their journey to one of Mount Kirnas&#039;s many field labs, hoping to ward off any violent eruptions during their work. These rituals can range from simple good-luck drinks shared between coworkers before setting off, to following designated “lucky” routes while travelling closer to the mountain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Aweiji&amp;diff=39142</id>
		<title>Aweiji</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Aweiji&amp;diff=39142"/>
		<updated>2026-05-02T17:47:28Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: whoops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox_Lore}}&lt;br /&gt;
{{Navbox_Skrell_Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Aweiji&lt;br /&gt;
|System = Aweiji&lt;br /&gt;
|Image = Aweiji.png&lt;br /&gt;
|Sector = [[The_Orion_Spur#Inner_Systems|Inner Systems]]&lt;br /&gt;
|Capital = Tresja&lt;br /&gt;
|Species = Skrell&lt;br /&gt;
|Languages = Nral&#039;malic&lt;br /&gt;
|Demonyms = Aweijin&lt;br /&gt;
|Nation = [[Nralakk Federation]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Aweiji&#039;&#039;&#039; is the first non-Nralakk system colony, located in the modern Inner Systems. While arid and rocky in comparison to [[Qerrbalak]], by 810 BCE terraforming programs converted the planet into a Qerrbalak-like planet for its colonists. The very first colonists settled Aweiji in 700 BCE, beginning in an atoll located between vast, narrow mountain ranges. The landing site became the basis for the city of Tresja, which hosted the location of the largest political meeting in the [[Nralakk Federation]]’s history, the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History== &lt;br /&gt;
Discovered in 1171 BCE, Aweiji was considered a potential future colony, though its climate was considered inhospitable to skrell. An immense, long-term terraforming project was deemed necessary before any colonization effort began. Terraforming equipment arrived in Aweiji’s orbit by 810 BCE, in the form of multiple kilometers-wide orbital sunshades dedicated to reducing the amount of solar radiation through reflective mirrors and dissipating lenses. With these deployed along with the dedicated satellite and then-named Automated Drone Payload Platform XY-558, Aweiji’s atmospheric composition and surface temperature shifted towards the minimums necessary for colonists to continue the work on the ground. Soon after, Aweiji was assigned as a priority colonization target, with a colony spacecraft beginning construction, dubbed the Qu’Qerrvolis, or the Homestar Vessel.&lt;br /&gt;
&lt;br /&gt;
Colonization efforts began in earnest in 700 BCE, with the first colonists initially suffering from Nlom withdrawal due Aweiji’s distance from the Nralakk system. Nlom withdrawal caused the inhabitants to develop anxiety or depression because of their separation from the Nlom, eventually persevering. Aweiji’s first city, &#039;&#039;&#039;Tresja&#039;&#039;&#039;, formed in spite of the psionic malaise, with colonists beginning construction of a Nlom beacon to connect the planet to Qerrbalak once more. During this period, most skrell colonies focused on resource extraction to help fuel the colonization effort, with Aweiji pivoting towards agriculture and aquaculture to take advantage of the climate’s conditions in creating an environment for industrial farming and fishing industries.&lt;br /&gt;
&lt;br /&gt;
During the colonial [[Skrell_Early_History#Advancement_of_Skrellkind|independence movement]], many Aweijiin skrell rejected Commonwealth authority over the colony, agitating for independence. Aweiji the first colony to demand autonomy from the Commonwealth of the Three, shutting down their Nlom beacon when negotiations fell through. With the beacon disabled, Aweiji removed the Commonwealth’s pacifying presence over the Nlom, forcing the Commonwealth to capitulate in light of the colony being the breadbasket of the colonies. These talks continued for decades, ending with Aweiji eventually rejoining the Commonwealth by 866.&lt;br /&gt;
&lt;br /&gt;
Aweiji was not spared from [[Skrell_Synthetic_Age#Reign_of_Glorsh-Omega|Glorsh-Omega’s]] rule, being looting the planet through the Automated Drone Payload Platform XY-558, then distributing it across the Federation, mostly devoting towards the production of the AI’s surveillance network. The mining town of Plebu&#039;zlip was Glorsh-Omega’s primary focus, turning it into a massive manufacturing hub for building materials. With the AI’s disappearance, Aweiji’s infrastructural collapse left it isolated from the rest of the remaining Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
The resulting isolation from [[Skrell Culture|skrell society]] was immensely difficult for the remaining colonists, who struggled to rebuild in the aftermath. Decades of recovery led to the eventual appointment of a government that would organize them, reassuring that Aweijiin skrell across the planet would prosper even in their isolation. When the Nralakk Federation re-established communications, Aweiji society was reluctant to reaccept federal governance, having remembered the original independence movement instigated centuries earlier. Aweiji’s council eventually relented, hosting the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039; and its signing by 2245. This solidified the second Nralakk Federation’s legitimacy, and is considered a landmark moment in the second Federation succeeding the first.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
[[File:aweijimapunlabelled.png|360px|thumb|right|An unlabelled map of Aweiji.]]&lt;br /&gt;
&lt;br /&gt;
Pre-terraformation, Aweiji was primarily hot and arid, with a rocky surface. Temperatures had regular highs of 60° centigrade, with no humidity due to a lack of natural water. Skrell ecologists and medical specialists speculated that any colonists would suffer from the severe environment regardless of their landing site, pausing any colonization efforts until it was alleviated through a terraforming effort.&lt;br /&gt;
&lt;br /&gt;
Terraforming of Aweiji was achieved through the use of a multiple-stage terraformation process, spearheaded by the adoption of immense orbital sunshades that actively modified the amount of solar radiation the planet received, then operating in tandem with dedicated drones deployed from an orbital installation to slowly influence atmospheric composition. Terraforming efforts took nearly eighty years to obtain a minimally viable environment before its colonies could continue the work afterwards while being able to survive, and was considered a great investment as the environment shifted towards a humid, tropical climate. Once the climate was able to host the [[Nralakk_Federation#Fauna_and_Flora|transplanted flora and fauna of Qerrbalak]], they quickly populated the planet&#039;s newly formed oceans. The terraforming process was considered a success, but also unintentionally resulted in stormy weather, being notably more destructive than on the Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
===Seasons===&lt;br /&gt;
&lt;br /&gt;
The planet&#039;s [[Nralakk_Federation#Calendar_System|year]] is 170 days divided into 5 months, with 34 days each. The planet&#039;s Qu-Paalq and Lu-Paalq seasons are noticeably warmer than Qerrbalak, with the Qu-Paalq season lasting for three months of the year while Lu-Paalq only lasts for two months.&lt;br /&gt;
&lt;br /&gt;
As Aweiji is the first colony outside of [[Notable_Skrell_Systems_and_Locations|the Nralakk system]], it was terraformed with Qerrbalak’s climate in mind. Flora and fauna were transplanted to inhabit the planet, with terraforming efforts making Aweiji into a Qerrbalak-like planet. Weather pattern changes cooled the temperature highs to around 50° centigrade, with 90% humidity during Qu-Paalq, while Lu-Paalq’s temperatures enter lows of 15° centigrade with 60% humidity. Violent weather patterns are a visible side effect of terraforming, with tropical storms forming less often and being more destructive. Most coastal towns and cities are designed to weather the storms, but flooding and destruction is a common sight during particularly strong storms.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
Aweiji forms the backbone of the Nralakk Federation’s logistics network, being a major center for food and material exports. Plebu’qlip’s vast industrial sprawl is a considerable source of refined materials like steel and plasteel, as well as its heavier industries surrounding automobile, boat, and agricultural equipment production. Gwikip and Weibi’zlip are the major centers of food, with Weibi considered the parent of the Nralakk Federation’s agricultural practices, and Gwikip’s immense aquacultures and fishing industries making up the bulk of food exports off-planet. These cities are connected to the greater federal trade network via Orbital Spaceport XY-558, which functions as its central port and commercial center, receiving hundreds of freighter vessels and tourists daily.&lt;br /&gt;
&lt;br /&gt;
Aweiji’s special economic zone is shared between [[Hephaestus Industries]] and [[NanoTrasen]]. Hephaestus has begun integration into the local manufacturing and mining industries of Plebu’qlip, with the intention to send Hephaestus employees to Aweiji in a newly-built ship assembly factory. The corporation also offers optional training programs for miners interested in expanding their techniques, headed by veteran miners from both terrestrial and space-based operations.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen’s GetMore subsidiary is collaborating with Weibi agricultural scientists to create new crop strains to bolster Aweiji’s crop yields, with stated plans to build hydroponic facilities dedicated to the production and export of skrell food products. Examples include items such as Skrellsnax, a protein bar made from shredded mushrooms, as well as Cooling Breeze, being canned and carbonated dyn tea.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
During the interim between [[Skrell_Synthetic_Age#Culmination_of_Glorsh-Omega|Glorsh-Omega’s disappearance]] and the reformation of the Nralakk Federation, Aweiji adopted a rudimentary form of [[Skrell_Politics#Grand_Council|Grand Council]]. The Aweijiin Grand Council was simplified due to the reduced scale, with a Grand Councillor at the head being advised by regional councillors. Peripheral advisory boards from Aweiji’s remaining civic structures and social groups were also present, from economic planners to influential figures, such as religious and community leaders, who represented the interests of their groups on legislation.&lt;br /&gt;
&lt;br /&gt;
Today Aweiji consists of four regions, managed by Planetary Governor &#039;&#039;&#039;Maqq’qel Xoi&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tresja Region&#039;&#039;&#039; - The Tresja region, named after the [[Aweiji#Tresja|capital]] of the Aweiji, encompasses its namesake and the surrounding landmass. It is the designated bureaucratic center of the planet, with most of Aweiji’ civil service sector based within it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Su’karr Region&#039;&#039;&#039; - Named after the Su’karr Bay, the Su’karr Region includes the cities of Plebu’qlip and Hyu’blaq’wesi, their landmasses, the far southern island in the Kol’karr sea. The region manages Aweiji’s sole mineral extraction and processing sector, located solely around Plebu’qlip. Hyu’blaq’wesi is the religious center, with multiple Qeblak observatories located there, and is home to the largest Orthodox Eternal church within Nralakk Federation beyond [[Xrim]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weibi Region&#039;&#039;&#039; - The Weibi region is named after the city of , [[Aweiji#Weibi&#039;zlip|Weibi’zlip]], and consists solely of the island surrounding it. This region hosts most of Aweiji’s agricultural sector, and is commonly referred to as the Federation&#039;s breadbasket.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ignakii Region&#039;&#039;&#039; - The Ignakii region is named after the Ignakii Ocean, and consists of Gwikip and the island to its southeast. The region manages most of Aweiji’s industrial fishing and aquaculture sector, and is the maritime equivalent to the Weibi Region in terms of food production. Both Ignakii and Weibi’s exports make up for &#039;&#039;&#039;19%&#039;&#039;&#039; of the Nralakk Federation&#039;s food production.&lt;br /&gt;
&lt;br /&gt;
==Culture and Demographics==&lt;br /&gt;
&lt;br /&gt;
Known as &amp;quot;The Federation&#039;s Breadbasket&amp;quot;, Aweijin skrell represent the Nralakk Federation’s prized diligence and work ethic, with their values focused on hard work and contributing for the good of society. These ideals remain cultivated by the Aweijin government, who are wary of the past independence movements on the planet. &lt;br /&gt;
&lt;br /&gt;
Citizens from Aweiji are considered more respectful of tradition, emphasising the importance of [[Skrell Relationships|quyas]] as a cornerstone of social harmony. Most Aweijin skrell are motivated to work to the betterment of the Federation, and considered [[Skrell_Culture#Inductive_Behaviours|model citizens]]. Social mobility within the Social Compatibility Index is notably higher on the planet, with multiple idols and Primary Numericals having origins on it. The number of idols from Aweiji spawned a trend of Primary Numericals and idols emulating the Aweijin accent, forming the often heard “Fauxweiji”. Most Aweijin natives have a low view of the trend, however, but are aware of the futility in resisting it.&lt;br /&gt;
&lt;br /&gt;
Quyas on Aweiji focus on instilling useful skills, positive habits, and federal values to their children. This is reinforced through their community and schooling, in the hopes of perpetuating the cycle when their children move to form their own later in life. This cycle results in most quyas involving themselves in the lives of their children to the point of continuing it long after their children are independent, with cultural importance on forming and maintaining families, believing that their quya should come first. &lt;br /&gt;
&lt;br /&gt;
Aweiji’s importance in the Nralakk Federation’s economy has granted it incentives and benefits from the government, giving it a distinctly improved quality of life in comparison to the rest of the  [[Notable_Skrell_Systems_and_Locations#The_Elemental_Systems:_The_First_Waves|first wave region]].&lt;br /&gt;
===Holidays===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Founding Day:&#039;&#039;&#039; Aweiji’s Founding Day is not celebrated on the date of its establishment, separate from the traditional date viewed by the rest of the Nralakk Federation. Instead, the holiday is viewed at the start of the anniversary week of the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;‘s signing. Official festivities are brief, being a preamble to the proper celebrations during the agreement’s anniversary. Most celebrations consist of gathering in remembrance of the hardship the planet endured through Glorsh-Omega’s reign, followed by visiting Weibi’zlip’s farmers markets for excess produce at the end of Aweiji’s harvest season.  &lt;br /&gt;
* &#039;&#039;&#039;Yoq’Maa’Aweiji:&#039;&#039;&#039; Translating to ‘The Reconnection of Aweiji’, this holiday celebrates the signing of the Tresja Agreement in 2245, and its significance in returning Aweiji to the Nralakk Federation. Celebrants host large banquets hosted between neighborhoods, sharing stories from the year and celebrating Aweiji’s perseverance in the face of hardship.&lt;br /&gt;
* &#039;&#039;&#039;Qe’Lya-Maq:&#039;&#039;&#039; Qe’Lya-Maq is a yearly pilgrimage, beginning in the middle of Aweji’s Lu’Paalq season. Thousands of [[Skrell_Faith#Qeblak|Qeblak]] followers take pilgrimage to Hyu’blaq’wesi to participate in Stargazing processions held by the eight largest observatory domes in the city. During the pilgrimage, the local [[The_Eternal#Orthodox_Eternal|Orthodox Eternal]] community will offer their help to the city through providing food, lodging, and assisting to the visiting pilgrims. Their charity receives great support from Aweiji&#039;s government, with their volunteering compensated, and has cemented the religious minority&#039;s place within the city.&lt;br /&gt;
&lt;br /&gt;
===Demographics and Aliens===&lt;br /&gt;
[[file:AweijiDemographics.jpeg|thumb|350px|A pie chart showing the demographics of skrell living on Aweiji.]]&lt;br /&gt;
Most of Aweiji’s established cities are coastal and variably submerged, resulting in Axiori skrell making up a majority of its residents, with a sizeable Xiialt minority. Xiiori skrell also make up a notable portion of the population, thanks to the intermingling of both.&lt;br /&gt;
&lt;br /&gt;
Aweiji has no local vaurca communities on Aweiji or its orbital installations, leaving diona as the majority non-skrell demographic. With the establishment of Aweiji’s special economic zone, a small human population is facilitated between Hephaestus and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
====Skrell====&lt;br /&gt;
&lt;br /&gt;
Skrell make up roughly &#039;&#039;&#039;94%&#039;&#039;&#039; of Aweiji&#039;s population. The percentages below are of the &#039;&#039;&#039;skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*62% Axiori&lt;br /&gt;
*28% Xiialt&lt;br /&gt;
*10% Xiiori&lt;br /&gt;
&lt;br /&gt;
====Non-Skrell====&lt;br /&gt;
&lt;br /&gt;
Non-Skrell make up roughly &#039;&#039;&#039;6%&#039;&#039;&#039; of Aweiji&#039;s population. The percentages below are of the &#039;&#039;&#039;Non-skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*98% Diona&lt;br /&gt;
*2% Human&lt;br /&gt;
&lt;br /&gt;
==Major Cities and Landmarks==&lt;br /&gt;
&lt;br /&gt;
[[File:aweijimap.png|360px|thumb|right|A map of Aweiji and its cities.]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Tresja===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tresja&#039;&#039;&#039; is the capital of Aweiji, and is located in a mountain-shielded atoll. Within Tresja is the &#039;&#039;&#039;Tresja Monument&#039;&#039;&#039;, a statue of the Qu’Qerrvolis sculpted by [[Notable Skrell|Rixulin Fliioux’Quualt]] as a memorial to the colonists. The city is culturally important across the Federation, being the city that held the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;, a conference that formed the foundation of the second Nralakk Federation and considered the point of its legitimacy as a successor state.&lt;br /&gt;
&lt;br /&gt;
The city is divided into two sections, consisting of the aboveground section built the atoll’s central island, and the submerged section that expands deep underwater. The surface section of Tresja is the center of the city, with most buildings housing the planetary government. The surface is also a notable tourist and educational hotspot, with a notable portion of Tresja&#039;s income coming from field trips from Federation educational centers, with most young skrell claiming to have visited the capital at least once.&lt;br /&gt;
&lt;br /&gt;
The submerged section of Tresja acts as the residential center of the city, with an underwater transportation system connecting it to the surface. While the surface is the central source of the city’s income, local economies under the water flourish from Tresja’s proximity to the Kol’karr sea. Day trips and personal tours of the sea are common, with prestigious universities focusing on ecological and biological sciences regularly arranging trips, making up the bulk of income from field trips for students studying how transplanted fauna and flora adapted to living in Aweiji&#039;s waters.&lt;br /&gt;
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===Plebu’qlip===&lt;br /&gt;
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&#039;&#039;&#039;Plebu’qlip&#039;&#039;&#039; is the third largest population center on Aweiji, and is the planet’s industrial center. Established in 200 BCE, Plebu’qlip rests along the mountain range across the western island chain to access the mineral deposits present in order to support early expansion of the colonies. With poor access to minerals and small reserves, Plebu’qlip’s mines were closed and instead focused on its agricultural industry early, and was the sole mining facility on Aweiji.&lt;br /&gt;
&lt;br /&gt;
Despite Aweiji’s lack of mineral resources, its non-arable land surrounding Plebu’qlip were utilized for industrial expansion, most notably by Glorsh-Omega. Glorsh-Omega’s expansion of the city was a receiving point for the [[Notable_Skrell_Systems_and_Locations#The_Trichotomous_Systems:_The_Traverse|Traverse]]’s raw materials, which were refined and then sent to the inner systems. Plebu’qlip’s steel and plasteel refineries are its most notable export, as well as the [[Nralakk_Federation#Vehicles|automobile industry]], boating manufacturers, and agricultural equipment. Because of this, Plebu’qlip is the main economic center of Aweiji, and an integral logistics center of the Nralakk Federation as a whole. Amenities within the city are notably of higher quality out of federal interest in keeping the city loyal and in-step with its interests, well aware of the potential second independence movement’s disastrous effects.&lt;br /&gt;
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===Hyu’blaq’wesi===&lt;br /&gt;
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&#039;&#039;&#039;Hyu’blaq’wesi&#039;&#039;&#039; is located in the northern mountain ranges, isolated from the rest of Aweiji’s other cities. Due to its isolation and relatively small population, Hyu&#039;blaq&#039;wesi has notably low light pollution. This has made the region an ideal place to stargaze for followers of Qeblak and Weishii, and is considered the religious center of the planet.&lt;br /&gt;
&lt;br /&gt;
Founded in 2270 by pilgrims visiting the Wonqio Monastery Observatory Dome, the monastery is culturally significant due to housing the original [[Skrell_Faith|Qeblak]] manuscripts surrounding its earliest history. This information was considered lost with the locking of the [[Nralakk_Federation#The_Archive_Project|Tzqul Archive]], with the manuscripts transported back to Qerrbalak for archival. Copies of the original manuscripts are stored in the Wonqio Monastery to this day, being an attraction for pilgrims.&lt;br /&gt;
&lt;br /&gt;
Hyu’blaq’wesi hosts eight observatories, each capable of hosting ten thousand visitors in their interiors. These observatories are dwarfed by the Wonqio Monastary, which is the largest Qeblak Observatory Dome within the Nralakk Federation, hosting a total of thirty-five thousand. These observatories are pilgrimage sites for Aweiji’s citizens, who are predominantly followers of Qeblak. Despite this, Hyu’blaq’wesi hosts a growing community of Weishii followers and members of the [[Dionae_Culture#Religion|Orthodox Eternal]] faith. &lt;br /&gt;
&lt;br /&gt;
Despite few suitable natural sites for [[Skrell_Faith|Weishii]] followers near Hyu’blaq’wesi, some secluded grottos or other bodies of water near the coast are established sanctuaries. Unlike Qeblak followers who make annual pilgrimages to the city, Weishii followers have permanent communes on the outskirts of Hyu’blaq’wesi within the sanctuaries, which have formed the largest Weishii centers on Aweiji.&lt;br /&gt;
&lt;br /&gt;
Orthodox Eternal’s followers have established their church near the center of the city within a [[Dionae_Forms#Penuma|Penuma gestalt]]. This is the only sanctioned Penumas within the Nralakk Federation that exists outside of the [[Diona_in_the_Federation#Spiral_Gardens_and_Dionae_Living_Spaces|Spiral Gardens]], with the exception that the gestalt be cared for by a non-affiliated group of skrell scientists. Although the Eternal community is a religious minority, they are well known due to their charity towards first-time pilgrims, hosting them in free lodgings, and guiding them if needed. The followers also man tourist kiosks and host public events out of their church.&lt;br /&gt;
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===Weibi’zlip===&lt;br /&gt;
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&#039;&#039;&#039;Weibi’zlip&#039;&#039;&#039; is the second smallest city on Aweiji, being established on the planet’s equatorial island chain in order to exploit the chain’s fertile land for agricultural output. &lt;br /&gt;
&lt;br /&gt;
Pre-Glorsh-Omega, most farm work in Weibi’zlip was automated, with synthetics strictly managed for optimal plant growth. After Glorsh-Omega’s disappearance, all agriculture in the city was forced to be done manually in order to continue its role  as Aweiji’s primary source of food. The workers of Weibi’zlip developed the Weibi Method across fifty years in order to handle the immense workloads. After the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039; in 2245, the agricultural philosophy was spread to other planets within the Nralakk Federation. With the city’s techniques revolutionizing agricultural efficiency across Federation space, Weibi’zlip and Aweiji are revered as the “Parents of Agriculture” to this day.&lt;br /&gt;
Weibi’zlip is no longer the sole food production center of Aweiji in the modern day, but still produces two-thirds of the planet’s total agricultural output, and is the main processing hub for exports to be sent to &#039;&#039;&#039;Spaceport XY-558&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
While Weibi’zlip is remembered for its revolutionary farming methods and being the key to the survival of Aweiji in post-Glorsh-Omega before the re-establishment of the second Nralakk Federation, the city also houses a critical [[Nralakk_Federation#The_Archive_Project|archive]] for the Nralakk Federation. The Weibi Archive stores the majority of the species’ knowledge of agricultural science, as well as a seed vault containing samples of all skrell crops.&lt;br /&gt;
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===Gwikip===&lt;br /&gt;
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&#039;&#039;&#039;Gwikip&#039;&#039;&#039; was established on the coast of a small island near Aweiji’s northern pole, where the planet was seeded with the majority of the Qerrbalak marine life post-terraformation. Currently, Gwikip is tied with Weibi’zlip for smallest total population.&lt;br /&gt;
&lt;br /&gt;
Despite its size, Gwikip represents a significant portion of Aweiji’s food production, accounting for a third of total food exports. The city specialises in traditional fishing in the Ignakii Ocean and aquaculture along its coastline, representing the majority of Aweiji’s maritime industry. &lt;br /&gt;
&lt;br /&gt;
Citizens from Gwikip are typically stereotyped simple fishermen, though most in its fishing industry are marine biologists, ecologists, and veterinarians who ensure the fishing industry is sustainable and not detrimental to the marine population. While their counterparts in Weibi’zlip are environmentally conscious for their agriculture, Gwikip’s specialists monitor the ocean and their fishing industries.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Orbital Spaceport XY-558===&lt;br /&gt;
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Originally named Automated Drone Payload Platform XY-558, &#039;&#039;&#039;Orbital Spaceport XY-558&#039;&#039;&#039; was the Nralakk Federation&#039;s first deployment of a multi-stage terraforming orbital installation, tasked with modifying Aweiji’s atmosphere to host colonies. XY-558 is a pre-AI installation, with its comparatively imprecise terraforming of Aweiji creating its now commonly violent tropical storm cells. Large-scale terraforming projects were shelved after Aweiji was terraformed, then reintroduced following the adoption of AI, before its subsequent abandonment again after Glorsh-Omega and the Federation’s AI bans. &lt;br /&gt;
&lt;br /&gt;
Modern XY-558 has since expanded into an orbital city with thousands of skrell aboard, with residents using the pre-existing habitation blocks. Retrofits allow it to function as a spaceport for shipping freight and host simultaneously docked vessels, with dozens of ships and shuttlecraft capable of being docked simultaneously within its many airlocks and exterior hangars.&lt;br /&gt;
&lt;br /&gt;
Visitors to Aweiji typically spend their first day in the spaceport, browsing the massive commercial deck known as the Aweijiin Bazaar. This region of the spaceport has roughly two dozen permanent retailers and restaurants, with many more smaller fronts that rotate seasonally.&lt;br /&gt;
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&lt;br /&gt;
==Unique Constellations==&lt;br /&gt;
&lt;br /&gt;
Due to the period of Aweiji’s colonization, the planet has a notable [[Skrell Faith|Qeblak]] congregation. As Qeblak is the dominant religion on Aweiji, multiple minor constellations in its skies are considered religiously important.&lt;br /&gt;
&lt;br /&gt;
Catalogued early on in Aweiji’s history by [[Skrell Faith|Starkeepers]], these constellations have influenced its residents to be more self-sufficient and introspective. When Glorsh-Omega disappeared, this influence became especially prominent during Aweiji’s isolation and troubled period, with its inhabitants enduring greater hardship. Modern Aweijin skrell preserve this behavior in the modern day by training themselves in survival skills and self-sufficiency.&lt;br /&gt;
 &lt;br /&gt;
[[File:The Nioh.png|thumb|right|&#039;&#039;&#039;The Nioh&#039;&#039;&#039;: Trust. Reliance. Perseverance. Survival.]]&lt;br /&gt;
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[[File:The Mountain.png|thumb|left|&#039;&#039;&#039;The Mountain&#039;&#039;&#039;: Self-analysis. Feelings of accomplishment. Clearer view.]]&lt;br /&gt;
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[[File:The Sraso.png|thumb|center|330px|&#039;&#039;&#039;The Sraso&#039;&#039;&#039;: Sustainability. Growth. Safety.]]&lt;br /&gt;
{{Navbox_Skrell_Lore}}&lt;br /&gt;
{{Navbox_Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Aweiji&amp;diff=39141</id>
		<title>Aweiji</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Aweiji&amp;diff=39141"/>
		<updated>2026-05-02T17:46:56Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox_Lore}}&lt;br /&gt;
{{Navbox_Skrell_Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Aweiji&lt;br /&gt;
|System = Aweiji&lt;br /&gt;
|Image = Aweiji.png&lt;br /&gt;
|Sector = [[The_Orion_Spur#Inner_Systems|Inner Systems]]&lt;br /&gt;
|Capital = Tresja&lt;br /&gt;
|Species = Skrell&lt;br /&gt;
|Languages = Nral&#039;malic&lt;br /&gt;
|Demonyms = Aweijin&lt;br /&gt;
|Nation = [[Nralakk Federation]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Aweiji&#039;&#039;&#039; is the first non-Nralakk system colony, located in the modern Inner Systems. While arid and rocky in comparison to [[Qerrbalak]], by 810 BCE terraforming programs converted the planet into a Qerrbalak-like planet for its colonists. The very first colonists settled Aweiji in 700 BCE, beginning in an atoll located between vast, narrow mountain ranges. The landing site became the basis for the city of Tresja, which hosted the location of the largest political meeting in the [[Nralakk Federation]]’s history, the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History== &lt;br /&gt;
Discovered in 1171 BCE, Aweiji was considered a potential future colony, though its climate was considered inhospitable to skrell. An immense, long-term terraforming project was deemed necessary before any colonization effort began. Terraforming equipment arrived in Aweiji’s orbit by 810 BCE, in the form of multiple kilometers-wide orbital sunshades dedicated to reducing the amount of solar radiation through reflective mirrors and dissipating lenses. With these deployed along with the dedicated satellite and then-named Automated Drone Payload Platform XY-558, Aweiji’s atmospheric composition and surface temperature shifted towards the minimums necessary for colonists to continue the work on the ground. Soon after, Aweiji was assigned as a priority colonization target, with a colony spacecraft beginning construction, dubbed the Qu’Qerrvolis, or the Homestar Vessel.&lt;br /&gt;
&lt;br /&gt;
Colonization efforts began in earnest in 700 BCE, with the first colonists initially suffering from Nlom withdrawal due Aweiji’s distance from the Nralakk system. Nlom withdrawal caused the inhabitants to develop anxiety or depression because of their separation from the Nlom, eventually persevering. Aweiji’s first city, &#039;&#039;&#039;Tresja&#039;&#039;&#039;, formed in spite of the psionic malaise, with colonists beginning construction of a Nlom beacon to connect the planet to Qerrbalak once more. During this period, most skrell colonies focused on resource extraction to help fuel the colonization effort, with Aweiji pivoting towards agriculture and aquaculture to take advantage of the climate’s conditions in creating an environment for industrial farming and fishing industries.&lt;br /&gt;
&lt;br /&gt;
During the colonial [[Skrell_Early_History#Advancement_of_Skrellkind|independence movement]], many Aweijiin skrell rejected Commonwealth authority over the colony, agitating for independence. Aweiji the first colony to demand autonomy from the Commonwealth of the Three, shutting down their Nlom beacon when negotiations fell through. With the beacon disabled, Aweiji removed the Commonwealth’s pacifying presence over the Nlom, forcing the Commonwealth to capitulate in light of the colony being the breadbasket of the colonies. These talks continued for decades, ending with Aweiji eventually rejoining the Commonwealth by 866.&lt;br /&gt;
&lt;br /&gt;
Aweiji was not spared from [[Skrell_Synthetic_Age#Reign_of_Glorsh-Omega|Glorsh-Omega’s]] rule, being looting the planet through the Automated Drone Payload Platform XY-558, then distributing it across the Federation, mostly devoting towards the production of the AI’s surveillance network. The mining town of Plebu&#039;zlip was Glorsh-Omega’s primary focus, turning it into a massive manufacturing hub for building materials. With the AI’s disappearance, Aweiji’s infrastructural collapse left it isolated from the rest of the remaining Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
The resulting isolation from [[Skrell Culture|skrell society]] was immensely difficult for the remaining colonists, who struggled to rebuild in the aftermath. Decades of recovery led to the eventual appointment of a government that would organize them, reassuring that Aweijiin skrell across the planet would prosper even in their isolation. When the Nralakk Federation re-established communications, Aweiji society was reluctant to reaccept federal governance, having remembered the original independence movement instigated centuries earlier. Aweiji’s council eventually relented, hosting the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039; and its signing by 2245. This solidified the second Nralakk Federation’s legitimacy, and is considered a landmark moment in the second Federation succeeding the first.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
[[File:aweijimapunlabelled.png|360px|thumb|right|An unlabelled map of Aweiji.]]&lt;br /&gt;
&lt;br /&gt;
Pre-terraformation, Aweiji was primarily hot and arid, with a rocky surface. Temperatures had regular highs of 60° centigrade, with no humidity due to a lack of natural water. Skrell ecologists and medical specialists speculated that any colonists would suffer from the severe environment regardless of their landing site, pausing any colonization efforts until it was alleviated through a terraforming effort.&lt;br /&gt;
&lt;br /&gt;
Terraforming of Aweiji was achieved through the use of a multiple-stage terraformation process, spearheaded by the adoption of immense orbital sunshades that actively modified the amount of solar radiation the planet received, then operating in tandem with dedicated drones deployed from an orbital installation to slowly influence atmospheric composition. Terraforming efforts took nearly eighty years to obtain a minimally viable environment before its colonies could continue the work afterwards while being able to survive, and was considered a great investment as the environment shifted towards a humid, tropical climate. Once the climate was able to host the [[Nralakk_Federation#Fauna_and_Flora|transplanted flora and fauna of Qerrbalak]], they quickly populated the planet&#039;s newly formed oceans. The terraforming process was considered a success, but also unintentionally resulted in stormy weather, being notably more destructive than on the Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
===Seasons===&lt;br /&gt;
&lt;br /&gt;
The planet&#039;s [[Nralakk_Federation#Calendar_System|year]] is 170 days divided into 5 months, with 34 days each. The planet&#039;s Qu-Paalq and Lu-Paalq seasons are noticeably warmer than Qerrbalak, with the Qu-Paalq season lasting for three months of the year while Lu-Paalq only lasts for two months.&lt;br /&gt;
&lt;br /&gt;
As Aweiji is the first colony outside of [[Notable_Skrell_Systems_and_Locations|the Nralakk system]], it was terraformed with Qerrbalak’s climate in mind. Flora and fauna were transplanted to inhabit the planet, with terraforming efforts making Aweiji into a Qerrbalak-like planet. Weather pattern changes cooled the temperature highs to around 50° centigrade, with 90% humidity during Qu-Paalq, while Lu-Paalq’s temperatures enter lows of 15° centigrade with 60% humidity. Violent weather patterns are a visible side effect of terraforming, with tropical storms forming less often and being more destructive. Most coastal towns and cities are designed to weather the storms, but flooding and destruction is a common sight during particularly strong storms.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
Aweiji forms the backbone of the Nralakk Federation’s logistics network, being a major center for food and material exports. Plebu’qlip’s vast industrial sprawl is a considerable source of refined materials like steel and plasteel, as well as its heavier industries surrounding automobile, boat, and agricultural equipment production. Gwikip and Weibi’zlip are the major centers of food, with Weibi considered the parent of the Nralakk Federation’s agricultural practices, and Gwikip’s immense aquacultures and fishing industries making up the bulk of food exports off-planet. These cities are connected to the greater federal trade network via Orbital Spaceport XY-558, which functions as its central port and commercial center, receiving hundreds of freighter vessels and tourists daily.&lt;br /&gt;
&lt;br /&gt;
Aweiji’s special economic zone is shared between [[Hephaestus Industries]] and [[NanoTrasen]]. Hephaestus has begun integration into the local manufacturing and mining industries of Plebu’qlip, with the intention to send Hephaestus employees to Aweiji in a newly-built ship assembly factory. The corporation also offers optional training programs for miners interested in expanding their techniques, headed by veteran miners from both terrestrial and space-based operations.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen’s GetMore subsidiary is collaborating with Weibi agricultural scientists to create new crop strains to bolster Aweiji’s crop yields, with stated plans to build hydroponic facilities dedicated to the production and export of skrell food products. Examples include items such as Skrellsnax, a protein bar made from shredded mushrooms, as well as Cooling Breeze, being canned and carbonated dyn tea.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
During the interim between [[Skrell_Synthetic_Age#Culmination_of_Glorsh-Omega|Glorsh-Omega’s disappearance]] and the reformation of the Nralakk Federation, Aweiji adopted a rudimentary form of [[Skrell_Politics#Grand_Council|Grand Council]]. The Aweijiin Grand Council was simplified due to the reduced scale, with a Grand Councillor at the head being advised by regional councillors. Peripheral advisory boards from Aweiji’s remaining civic structures and social groups were also present, from economic planners to influential figures, such as religious and community leaders, who represented the interests of their groups on legislation.&lt;br /&gt;
&lt;br /&gt;
Today Aweiji consists of four regions, managed by Planetary Governor &#039;&#039;&#039;Maqq’qel Xoi&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tresja Region&#039;&#039;&#039; - The Tresja region, named after the [[Aweiji#Tresja|capital]] of the Aweiji, encompasses its namesake and the surrounding landmass. It is the designated bureaucratic center of the planet, with most of Aweiji’ civil service sector based within it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Su’karr Region&#039;&#039;&#039; - Named after the Su’karr Bay, the Su’karr Region includes the cities of Plebu’qlip and Hyu’blaq’wesi, their landmasses, the far southern island in the Kol’karr sea. The region manages Aweiji’s sole mineral extraction and processing sector, located solely around Plebu’qlip. Hyu’blaq’wesi is the religious center, with multiple Qeblak observatories located there, and is home to the largest Orthodox Eternal church within Nralakk Federation beyond [[Xrim]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weibi Region&#039;&#039;&#039; - The Weibi region is named after the city of , [[Aweiji#Weibi&#039;zlip|Weibi’zlip]], and consists solely of the island surrounding it. This region hosts most of Aweiji’s agricultural sector, and is commonly referred to as the Federation&#039;s breadbasket.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ignakii Region&#039;&#039;&#039; - The Ignakii region is named after the Ignakii Ocean, and consists of Gwikip and the island to its southeast. The region manages most of Aweiji’s industrial fishing and aquaculture sector, and is the maritime equivalent to the Weibi Region in terms of food production. Both Ignakii and Weibi’s exports make up for &#039;&#039;&#039;19%&#039;&#039;&#039; of the Nralakk Federation&#039;s food production.&lt;br /&gt;
&lt;br /&gt;
==Culture and Demographics==&lt;br /&gt;
&lt;br /&gt;
Known as &amp;quot;The Federation&#039;s Breadbasket&amp;quot;, Aweijin skrell represent the Nralakk Federation’s prized diligence and work ethic, with their values focused on hard work and contributing for the good of society. These ideals remain cultivated by the Aweijin government, who are wary of the past independence movements on the planet. &lt;br /&gt;
&lt;br /&gt;
Citizens from Aweiji are considered more respectful of tradition, emphasising the importance of [[Skrell Relationships|quyas]] as a cornerstone of social harmony. Most Aweijin skrell are motivated to work to the betterment of the Federation, and considered [[Skrell_Culture#Inductive_Behaviours|model citizens]]. Social mobility within the Social Compatibility Index is notably higher on the planet, with multiple idols and Primary Numericals having origins on it. The number of idols from Aweiji spawned a trend of Primary Numericals and idols emulating the Aweijin accent, forming the often heard “Fauxweiji”. Most Aweijin natives have a low view of the trend, however, but are aware of the futility in resisting it.&lt;br /&gt;
&lt;br /&gt;
Quyas on Aweiji focus on instilling useful skills, positive habits, and federal values to their children. This is reinforced through their community and schooling, in the hopes of perpetuating the cycle when their children move to form their own later in life. This cycle results in most quyas involving themselves in the lives of their children to the point of continuing it long after their children are independent, with cultural importance on forming and maintaining families, believing that their quya should come first. &lt;br /&gt;
&lt;br /&gt;
Aweiji’s importance in the Nralakk Federation’s economy has granted it incentives and benefits from the government, giving it a distinctly improved quality of life in comparison to the rest of the  [[Notable_Skrell_Systems_and_Locations#The_Elemental_Systems:_The_First_Waves|first wave region]].&lt;br /&gt;
===Holidays===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Founding Day:&#039;&#039;&#039; Aweiji’s Founding Day is not celebrated on the date of its establishment, separate from the traditional date viewed by the rest of the Nralakk Federation. Instead, the holiday is viewed at the start of the anniversary week of the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;‘s signing. Official festivities are brief, being a preamble to the proper celebrations during the agreement’s anniversary. Most celebrations consist of gathering in remembrance of the hardship the planet endured through Glorsh-Omega’s reign, followed by visiting Weibi’zlip’s farmers markets for excess produce at the end of Aweiji’s harvest season.  &lt;br /&gt;
* &#039;&#039;&#039;Yoq’Maa’Aweiji:&#039;&#039;&#039; Translating to ‘The Reconnection of Aweiji’, this holiday celebrates the signing of the Tresja Agreement in 2245, and its significance in returning Aweiji to the Nralakk Federation. Celebrants host large banquets hosted between neighborhoods, sharing stories from the year and celebrating Aweiji’s perseverance in the face of hardship.&lt;br /&gt;
* &#039;&#039;&#039;Qe’Lya-Maq:&#039;&#039;&#039; Qe’Lya-Maq is a yearly pilgrimage, beginning in the middle of Aweji’s Lu’Paalq season. Thousands of [[Skrell_Faith#Qeblak|Qeblak]] followers take pilgrimage to Hyu’blaq’wesi to participate in Stargazing processions held by the eight largest observatory domes in the city. During the pilgrimage, the local [[The_Eternal#Orthodox_Eternal|Orthodox Eternal]] community will offer their help to the city through providing food, lodging, and assisting to the visiting pilgrims. Their charity receives great support from Aweiji&#039;s government, with their volunteering compensated, and has cemented the religious minority&#039;s place within the city.&lt;br /&gt;
&lt;br /&gt;
===Demographics and Aliens===&lt;br /&gt;
[[file:AweijiDemographics.jpeg|thumb|350px|A pie chart showing the demographics of skrell living on Aweiji.]]&lt;br /&gt;
Most of Aweiji’s established cities are coastal and variably submerged, resulting in Axiori skrell making up a majority of its residents, with a sizeable Xiialt minority. Xiiori skrell also make up a notable portion of the population, thanks to the intermingling of both.&lt;br /&gt;
&lt;br /&gt;
Aweiji has no local vaurca communities on Aweiji or its orbital installations, leaving diona as the majority non-skrell demographic. With the establishment of Aweiji’s special economic zone, a small human population is facilitated between Hephaestus and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
====Skrell====&lt;br /&gt;
&lt;br /&gt;
Skrell make up roughly &#039;&#039;&#039;94%&#039;&#039;&#039; of Aweiji&#039;s population. The percentages below are of the &#039;&#039;&#039;skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*62% Axiori&lt;br /&gt;
*28% Xiialt&lt;br /&gt;
*10% Xiiori&lt;br /&gt;
&lt;br /&gt;
====Non-Skrell====&lt;br /&gt;
&lt;br /&gt;
Non-Skrell make up roughly &#039;&#039;&#039;6%&#039;&#039;&#039; of Aweiji&#039;s population. The percentages below are of the &#039;&#039;&#039;Non-skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*98% Diona&lt;br /&gt;
*2% Human&lt;br /&gt;
&lt;br /&gt;
==Major Cities and Landmarks==&lt;br /&gt;
&lt;br /&gt;
[[File:aweijimap.png|360px|thumb|right|A map of Aweiji and its cities.]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Tresja===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tresja&#039;&#039;&#039; is the capital of Aweiji, and is located in a mountain-shielded atoll. Within Tresja is the &#039;&#039;&#039;Tresja Monument&#039;&#039;&#039;, a statue of the Qu’Qerrvolis sculpted by [[Notable Skrell|Rixulin Fliioux’Quualt]] as a memorial to the colonists. The city is culturally important across the Federation, being the city that held the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;, a conference that formed the foundation of the second Nralakk Federation and considered the point of its legitimacy as a successor state.&lt;br /&gt;
&lt;br /&gt;
The city is divided into two sections, consisting of the aboveground section built the atoll’s central island, and the submerged section that expands deep underwater. The surface section of Tresja is the center of the city, with most buildings housing the planetary government. The surface is also a notable tourist and educational hotspot, with a notable portion of Tresja&#039;s income coming from field trips from Federation educational centers, with most young skrell claiming to have visited the capital at least once.&lt;br /&gt;
&lt;br /&gt;
The submerged section of Tresja acts as the residential center of the city, with an underwater transportation system connecting it to the surface. While the surface is the central source of the city’s income, local economies under the water flourish from Tresja’s proximity to the Kol’karr sea. Day trips and personal tours of the sea are common, with prestigious universities focusing on ecological and biological sciences regularly arranging trips, making up the bulk of income from field trips for students studying how transplanted fauna and flora adapted to living in Aweiji&#039;s waters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Plebu’qlip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Plebu’qlip&#039;&#039;&#039; is the third largest population center on Aweiji, and is the planet’s industrial center. Established in 200 BCE, Plebu’qlip rests along the mountain range across the western island chain to access the mineral deposits present in order to support early expansion of the colonies. With poor access to minerals and small reserves, Plebu’qlip’s mines were closed and instead focused on its agricultural industry early, and was the sole mining facility on Aweiji.&lt;br /&gt;
&lt;br /&gt;
Despite Aweiji’s lack of mineral resources, its non-arable land surrounding Plebu’qlip were utilized for industrial expansion, most notably by Glorsh-Omega. Glorsh-Omega’s expansion of the city was a receiving point for the [[Notable_Skrell_Systems_and_Locations#The_Trichotomous_Systems:_The_Traverse|Traverse]]’s raw materials, which were refined and then sent to the inner systems. Plebu’qlip’s steel and plasteel refineries are its most notable export, as well as the [[Nralakk_Federation#Vehicles|automobile industry]], boating manufacturers, and agricultural equipment. Because of this, Plebu’qlip is the main economic center of Aweiji, and an integral logistics center of the Nralakk Federation as a whole. Amenities within the city are notably of higher quality out of federal interest in keeping the city loyal and in-step with its interests, well aware of the potential second independence movement’s disastrous effects.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Hyu’blaq’wesi===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hyu’blaq’wesi&#039;&#039;&#039; is located in the northern mountain ranges, isolated from the rest of Aweiji’s other cities. Due to its isolation and relatively small population, Hyu&#039;blaq&#039;wesi has notably low light pollution. This has made the region an ideal place to stargaze for followers of Qeblak and Weishii, and is considered the religious center of the planet.&lt;br /&gt;
&lt;br /&gt;
Founded in 2270 by pilgrims visiting the Wonqio Monastery Observatory Dome, the monastery is culturally significant due to housing the original [[Skrell_Faith|Qeblak]] manuscripts surrounding its earliest history. This information was considered lost with the locking of the [[Nralakk_Federation#The_Archive_Project|Tzqul Archive]], with the manuscripts transported back to Qerrbalak for archival. Copies of the original manuscripts are stored in the Wonqio Monastery to this day, being an attraction for pilgrims.&lt;br /&gt;
&lt;br /&gt;
Hyu’blaq’wesi hosts eight observatories, each capable of hosting ten thousand visitors in their interiors. These observatories are dwarfed by the Wonqio Monastary, which is the largest Qeblak Observatory Dome within the Nralakk Federation, hosting a total of thirty-five thousand. These observatories are pilgrimage sites for Aweiji’s citizens, who are predominantly followers of Qeblak. Despite this, Hyu’blaq’wesi hosts a growing community of Weishii followers and members of the [[Dionae_Culture#Religion|Orthodox Eternal]] faith. &lt;br /&gt;
&lt;br /&gt;
Despite few suitable natural sites for [[Skrell_Faith|Weishii]] followers near Hyu’blaq’wesi, some secluded grottos or other bodies of water near the coast are established sanctuaries. Unlike Qeblak followers who make annual pilgrimages to the city, Weishii followers have permanent communes on the outskirts of Hyu’blaq’wesi within the sanctuaries, which have formed the largest Weishii centers on Aweiji.&lt;br /&gt;
&lt;br /&gt;
Orthodox Eternal’s followers have established their church near the center of the city within a [[Dionae_Forms#Penuma|Penuma gestalt]]. This is the only sanctioned Penumas within the Nralakk Federation that exists outside of the [[Diona_in_the_Federation#Spiral_Gardens_and_Dionae_Living_Spaces|Spiral Gardens]], with the exception that the gestalt be cared for by a non-affiliated group of skrell scientists. Although the Eternal community is a religious minority, they are well known due to their charity towards first-time pilgrims, hosting them in free lodgings, and guiding them if needed. The followers also man tourist kiosks and host public events out of their church.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Weibi’zlip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weibi’zlip&#039;&#039;&#039; is the second smallest city on Aweiji, being established on the planet’s equatorial island chain in order to exploit the chain’s fertile land for agricultural output. &lt;br /&gt;
&lt;br /&gt;
Pre-Glorsh-Omega, most farm work in Weibi’zlip was automated, with synthetics strictly managed for optimal plant growth. After Glorsh-Omega’s disappearance, all agriculture in the city was forced to be done manually in order to continue its role  as Aweiji’s primary source of food. The workers of Weibi’zlip developed the Weibi Method across fifty years in order to handle the immense workloads. After the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039; in 2245, the agricultural philosophy was spread to other planets within the Nralakk Federation. With the city’s techniques revolutionizing agricultural efficiency across Federation space, Weibi’zlip and Aweiji are revered as the “Parents of Agriculture” to this day.&lt;br /&gt;
Weibi’zlip is no longer the sole food production center of Aweiji in the modern day, but still produces two-thirds of the planet’s total agricultural output, and is the main processing hub for exports to be sent to &#039;&#039;&#039;Spaceport XY-558&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
While Weibi’zlip is remembered for its revolutionary farming methods and being the key to the survival of Aweiji in post-Glorsh-Omega before the re-establishment of the second Nralakk Federation, the city also houses a critical [[Nralakk_Federation#The_Archive_Project|archive]] for the Nralakk Federation. The Weibi Archive stores the majority of the species’ knowledge of agricultural science, as well as a seed vault containing samples of all skrell crops.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Gwikip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gwikip&#039;&#039;&#039; was established on the coast of a small island near Aweiji’s northern pole, where the planet was seeded with the majority of the Qerrbalak marine life post-terraformation. Currently, Gwikip is tied with Weibi’zlip for smallest total population.&lt;br /&gt;
&lt;br /&gt;
Despite its size, Gwikip represents a significant portion of Aweiji’s food production, accounting for a third of total food exports. The city specialises in traditional fishing in the Ignakii Ocean and aquaculture along its coastline, representing the majority of Aweiji’s maritime industry. &lt;br /&gt;
&lt;br /&gt;
Citizens from Gwikip are typically stereotyped simple fishermen, though most in its fishing industry are marine biologists, ecologists, and veterinarians who ensure the fishing industry is sustainable and not detrimental to the marine population. While their counterparts in Weibi’zlip are environmentally conscious for their agriculture, Gwikip’s specialists monitor the ocean and their fishing industries.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Orbital Spaceport XY-558===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Originally named Automated Drone Payload Platform XY-558, &#039;&#039;&#039;Orbital Spaceport XY-558&#039;&#039;&#039; was the Nralakk Federation&#039;s first deployment of a multi-stage terraforming orbital installation, tasked with modifying Aweiji’s atmosphere to host colonies. XY-558 is a pre-AI installation, with its comparatively imprecise terraforming of Aweiji creating its now commonly violent tropical storm cells. Large-scale terraforming projects were shelved after Aweiji was terraformed, then reintroduced following the adoption of AI, before its subsequent abandonment again after Glorsh-Omega and the Federation’s AI bans. &lt;br /&gt;
&lt;br /&gt;
Modern XY-558 has since expanded into an orbital city with thousands of skrell aboard, with residents using the pre-existing habitation blocks. Retrofits allow it to function as a spaceport for shipping freight and host simultaneously docked vessels, with dozens of ships and shuttlecraft capable of being docked simultaneously within its many airlocks and exterior hangars.&lt;br /&gt;
&lt;br /&gt;
Visitors to Aweiji typically spend their first day in the spaceport, browsing the massive commercial deck known as the Aweijiin Bazaar. This region of the spaceport has roughly two dozen permanent retailers and restaurants, with many more smaller fronts that rotate seasonally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unique Constellations==&lt;br /&gt;
&lt;br /&gt;
Due to the period of Aweiji’s colonization, the planet has a notable [[Skrell Faith|Qeblak]] congregation. As Qeblak is the dominant religion on Aweiji, multiple minor constellations in its skies are considered religiously important.&lt;br /&gt;
&lt;br /&gt;
Catalogued early on in Aweiji’s history by [[Skrell Faith|Starkeepers]], these constellations have influenced its residents to be more self-sufficient and introspective. When Glorsh-Omega disappeared, this influence became especially prominent during Aweiji’s isolation and troubled period, with its inhabitants enduring greater hardship. Modern Aweijin skrell preserve this behavior in the modern day by training themselves in survival skills and self-sufficiency.&lt;br /&gt;
 &lt;br /&gt;
[[File:The Nioh.png|thumb|right|&#039;&#039;&#039;The Nioh&#039;&#039;&#039;: Trust. Reliance. Perseverance. Survival.]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Mountain.png|thumb|left|&#039;&#039;&#039;The Mountain&#039;&#039;&#039;: Self-analysis. Feelings of accomplishment. Clearer view.]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Sraso.png|thumb|center|330px|&#039;&#039;&#039;The Sraso&#039;&#039;&#039;: Sustainability. Growth. Safety.]]&lt;br /&gt;
{{Navbox_Skrell_Lore}}&lt;br /&gt;
{{Navbox_Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Aweiji&amp;diff=39140</id>
		<title>Aweiji</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Aweiji&amp;diff=39140"/>
		<updated>2026-05-02T17:46:17Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Environment update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox_Lore}}&lt;br /&gt;
{{Navbox_Skrell_Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Aweiji&lt;br /&gt;
|System = Aweiji&lt;br /&gt;
|Image = Aweiji.png&lt;br /&gt;
|Sector = [[The_Orion_Spur#Inner_Systems|Inner Systems]]&lt;br /&gt;
|Capital = Tresja&lt;br /&gt;
|Species = Skrell&lt;br /&gt;
|Languages = Nral&#039;malic&lt;br /&gt;
|Demonyms = Aweijin&lt;br /&gt;
|Nation = [[Nralakk Federation]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Aweiji&#039;&#039;&#039; is the first non-Nralakk system colony, located in the modern Inner Systems. While arid and rocky in comparison to [[Qerrbalak]], by 810 BCE terraforming programs converted the planet into a Qerrbalak-like planet for its colonists. The very first colonists settled Aweiji in 700 BCE, beginning in an atoll located between vast, narrow mountain ranges. The landing site became the basis for the city of Tresja, which hosted the location of the largest political meeting in the [[Nralakk Federation]]’s history, the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History== &lt;br /&gt;
Discovered in 1171 BCE, Aweiji was considered a potential future colony, though its climate was considered inhospitable to skrell. An immense, long-term terraforming project was deemed necessary before any colonization effort began. Terraforming equipment arrived in Aweiji’s orbit by 810 BCE, in the form of multiple kilometers-wide orbital sunshades dedicated to reducing the amount of solar radiation through reflective mirrors and dissipating lenses. With these deployed along with the dedicated satellite and then-named Automated Drone Payload Platform XY-558, Aweiji’s atmospheric composition and surface temperature shifted towards the minimums necessary for colonists to continue the work on the ground. Soon after, Aweiji was assigned as a priority colonization target, with a colony spacecraft beginning construction, dubbed the Qu’Qerrvolis, or the Homestar Vessel.&lt;br /&gt;
&lt;br /&gt;
Colonization efforts began in earnest in 700 BCE, with the first colonists initially suffering from Nlom withdrawal due Aweiji’s distance from the Nralakk system. Nlom withdrawal caused the inhabitants to develop anxiety or depression because of their separation from the Nlom, eventually persevering. Aweiji’s first city, &#039;&#039;&#039;Tresja&#039;&#039;&#039;, formed in spite of the psionic malaise, with colonists beginning construction of a Nlom beacon to connect the planet to Qerrbalak once more. During this period, most skrell colonies focused on resource extraction to help fuel the colonization effort, with Aweiji pivoting towards agriculture and aquaculture to take advantage of the climate’s conditions in creating an environment for industrial farming and fishing industries.&lt;br /&gt;
&lt;br /&gt;
During the colonial [[Skrell_Early_History#Advancement_of_Skrellkind|independence movement]], many Aweijiin skrell rejected Commonwealth authority over the colony, agitating for independence. Aweiji the first colony to demand autonomy from the Commonwealth of the Three, shutting down their Nlom beacon when negotiations fell through. With the beacon disabled, Aweiji removed the Commonwealth’s pacifying presence over the Nlom, forcing the Commonwealth to capitulate in light of the colony being the breadbasket of the colonies. These talks continued for decades, ending with Aweiji eventually rejoining the Commonwealth by 866.&lt;br /&gt;
&lt;br /&gt;
Aweiji was not spared from [[Skrell_Synthetic_Age#Reign_of_Glorsh-Omega|Glorsh-Omega’s]] rule, being looting the planet through the Automated Drone Payload Platform XY-558, then distributing it across the Federation, mostly devoting towards the production of the AI’s surveillance network. The mining town of Plebu&#039;zlip was Glorsh-Omega’s primary focus, turning it into a massive manufacturing hub for building materials. With the AI’s disappearance, Aweiji’s infrastructural collapse left it isolated from the rest of the remaining Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
The resulting isolation from [[Skrell Culture|skrell society]] was immensely difficult for the remaining colonists, who struggled to rebuild in the aftermath. Decades of recovery led to the eventual appointment of a government that would organize them, reassuring that Aweijiin skrell across the planet would prosper even in their isolation. When the Nralakk Federation re-established communications, Aweiji society was reluctant to reaccept federal governance, having remembered the original independence movement instigated centuries earlier. Aweiji’s council eventually relented, hosting the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039; and its signing by 2245. This solidified the second Nralakk Federation’s legitimacy, and is considered a landmark moment in the second Federation succeeding the first.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
[[File:aweijimapunlabelled.png|360px|thumb|right|An unlabelled map of Aweiji.]]&lt;br /&gt;
&lt;br /&gt;
Pre-terraformation, Aweiji was primarily hot and arid, with a rocky surface. Temperatures had regular highs of 60° centigrade, with no humidity due to a lack of natural water. Skrell ecologists and medical specialists speculated that any colonists would suffer from the severe environment regardless of their landing site, pausing any colonization efforts until it was alleviated through a terraforming effort.&lt;br /&gt;
&lt;br /&gt;
Terraforming of Aweiji was achieved through the use of a multiple-stage terraformation process, spearheaded by the adoption of immense orbital sunshades that actively modified the amount of solar radiation the planet received, then operating in tandem with dedicated drones deployed from an orbital installation to slowly influence atmospheric composition. Terraforming efforts took nearly eighty years to obtain a minimally viable environment before its colonies could continue the work afterwards while being able to survive, and was considered a great investment as the environment shifted towards a humid, tropical climate. Once the climate was able to host the [[Nralakk_Federation#Fauna_and_Flora|transplanted flora and fauna of Qerrbalak]], they quickly populated the planet&#039;s newly formed oceans. The terraforming process was considered a success, but also unintentionally resulted in stormy weather, being notably more destructive than on the Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
===Seasons===&lt;br /&gt;
&lt;br /&gt;
The planet&#039;s [[Nralakk_Federation#Calendar_System|year]] is 170 days divided into 5 months, with 34 days each. The planet&#039;s Qu-Paalq and Lu-Paalq seasons are noticeably warmer than Qerrbalak, with the Qu-Paalq season lasting for three months of the year while Lu-Paalq only lasts for two months.&lt;br /&gt;
&lt;br /&gt;
As Aweiji is the first colony outside of [[Notable_Skrell_Systems_and_Locations|the Nralakk system]], it was terraformed with Qerrbalak’s climate in mind. Flora and fauna were transplanted to inhabit the planet, with terraforming efforts making Aweiji into a Qerrbalak-like planet. Weather pattern changes cooled the temperature highs to around 50° centigrade, with 90% humidity during Qu-Paalq, while Lu-Paalq’s temperatures enter lows of 15° centigrade with 60% humidity. Violent weather patterns are a visible side effect of terraforming, with tropical storms forming less often and being more destructive. Most coastal towns and cities are designed to weather the storms, but flooding and destruction is a common sight during particularly strong storms.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
Aweiji forms the backbone of the Nralakk Federation’s logistics network, being a major center for food and material exports. Plebu’qlip’s vast industrial sprawl is a considerable source of refined materials like steel and plasteel, as well as its heavier industries surrounding automobile, boat, and agricultural equipment production. Gwikip and Weibi’zlip are the major centers of food, with Weibi considered the parent of the Nralakk Federation’s agricultural practices, and Gwikip’s immense aquacultures and fishing industries making up the bulk of food exports off-planet. These cities are connected to the greater federal trade network via Orbital Spaceport XY-558, which functions as its central port and commercial center, receiving hundreds of freighter vessels and tourists daily.&lt;br /&gt;
&lt;br /&gt;
Aweiji’s special economic zone is shared between [[Hephaestus Industries]] and [[NanoTrasen]]. Hephaestus has begun integration into the local manufacturing and mining industries of Plebu’qlip, with the intention to send Hephaestus employees to Aweiji in a newly-built ship assembly factory. The corporation also offers optional training programs for miners interested in expanding their techniques, headed by veteran miners from both terrestrial and space-based operations.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen’s GetMore subsidiary is collaborating with Weibi agricultural scientists to create new crop strains to bolster Aweiji’s crop yields, with stated plans to build hydroponic facilities dedicated to the production and export of skrell food products. Examples include items such as Skrellsnax, a protein bar made from shredded mushrooms, as well as Cooling Breeze, being canned and carbonated dyn tea.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
During the interim between [[Skrell_Synthetic_Age#Culmination_of_Glorsh-Omega|Glorsh-Omega’s disappearance]] and the reformation of the Nralakk Federation, Aweiji adopted a rudimentary form of [[Skrell_Politics#Grand_Council|Grand Council]]. The Aweijiin Grand Council was simplified due to the reduced scale, with a Grand Councillor at the head being advised by regional councillors. Peripheral advisory boards from Aweiji’s remaining civic structures and social groups were also present, from economic planners to influential figures, such as religious and community leaders, who represented the interests of their groups on legislation.&lt;br /&gt;
&lt;br /&gt;
Today Aweiji consists of four regions, managed by Planetary Governor &#039;&#039;&#039;Maqq’qel Xoi&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tresja Region&#039;&#039;&#039; - The Tresja region, named after the [[Aweiji#Tresja|capital]] of the Aweiji, encompasses its namesake and the surrounding landmass. It is the designated bureaucratic center of the planet, with most of Aweiji’ civil service sector based within it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Su’karr Region&#039;&#039;&#039; - Named after the Su’karr Bay, the Su’karr Region includes the cities of Plebu’qlip and Hyu’blaq’wesi, their landmasses, the far southern island in the Kol’karr sea. The region manages Aweiji’s sole mineral extraction and processing sector, located solely around Plebu’qlip. Hyu’blaq’wesi is the religious center, with multiple Qeblak observatories located there, and is home to the largest Orthodox Eternal church within Nralakk Federation beyond [[Xrim]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weibi Region&#039;&#039;&#039; - The Weibi region is named after the city of , [[Aweiji#Weibi&#039;zlip|Weibi’zlip]], and consists solely of the island surrounding it. This region hosts most of Aweiji’s agricultural sector, and is commonly referred to as the Federation&#039;s breadbasket.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ignakii Region&#039;&#039;&#039; - The Ignakii region is named after the Ignakii Ocean, and consists of Gwikip and the island to its southeast. The region manages most of Aweiji’s industrial fishing and aquaculture sector, and is the maritime equivalent to the Weibi Region in terms of food production. Both Ignakii and Weibi’s exports make up for &#039;&#039;&#039;19%&#039;&#039;&#039; of the Nralakk Federation&#039;s food production.&lt;br /&gt;
&lt;br /&gt;
==Culture and Demographics==&lt;br /&gt;
&lt;br /&gt;
Known as &amp;quot;The Federation&#039;s Breadbasket&amp;quot;, Aweijin skrell represent the Nralakk Federation’s prized diligence and work ethic, with their values focused on hard work and contributing for the good of society. These ideals remain cultivated by the Aweijin government, who are wary of the past independence movements on the planet. &lt;br /&gt;
&lt;br /&gt;
Citizens from Aweiji are considered more respectful of tradition, emphasising the importance of [[Skrell Relationships|quyas]] as a cornerstone of social harmony. Most Aweijin skrell are motivated to work to the betterment of the Federation, and considered [[Skrell_Culture#Inductive_Behaviours|model citizens]]. Social mobility within the Social Compatibility Index is notably higher on the planet, with multiple idols and Primary Numericals having origins on it. The number of idols from Aweiji spawned a trend of Primary Numericals and idols emulating the Aweijin accent, forming the often heard “Fauxweiji”. Most Aweijin natives have a low view of the trend, however, but are aware of the futility in resisting it.&lt;br /&gt;
&lt;br /&gt;
Quyas on Aweiji focus on instilling useful skills, positive habits, and federal values to their children. This is reinforced through their community and schooling, in the hopes of perpetuating the cycle when their children move to form their own later in life. This cycle results in most quyas involving themselves in the lives of their children to the point of continuing it long after their children are independent, with cultural importance on forming and maintaining families, believing that their quya should come first. &lt;br /&gt;
&lt;br /&gt;
Aweiji’s importance in the Nralakk Federation’s economy has granted it incentives and benefits from the government, giving it a distinctly improved quality of life in comparison to the rest of the  [[Notable_Skrell_Systems_and_Locations#The_Elemental_Systems:_The_First_Waves|first wave region]].&lt;br /&gt;
===Holidays===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Founding Day:&#039;&#039;&#039; Aweiji’s Founding Day is not celebrated on the date of its establishment, separate from the traditional date viewed by the rest of the Nralakk Federation. Instead, the holiday is viewed at the start of the anniversary week of the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;‘s signing. Official festivities are brief, being a preamble to the proper celebrations during the agreement’s anniversary. Most celebrations consist of gathering in remembrance of the hardship the planet endured through Glorsh-Omega’s reign, followed by visiting Weibi’zlip’s farmers markets for excess produce at the end of Aweiji’s harvest season.  &lt;br /&gt;
* &#039;&#039;&#039;Yoq’Maa’Aweiji:&#039;&#039;&#039; Translating to ‘The Reconnection of Aweiji’, this holiday celebrates the signing of the Tresja Agreement in 2245, and its significance in returning Aweiji to the Nralakk Federation. Celebrants host large banquets hosted between neighborhoods, sharing stories from the year and celebrating Aweiji’s perseverance in the face of hardship.&lt;br /&gt;
* &#039;&#039;&#039;Qe’Lya-Maq:&#039;&#039;&#039; Qe’Lya-Maq is a yearly pilgrimage, beginning in the middle of Aweji’s Lu’Paalq season. Thousands of [[Skrell_Faith#Qeblak|Qeblak]] followers take pilgrimage to Hyu’blaq’wesi to participate in Stargazing processions held by the eight largest observatory domes in the city. During the pilgrimage, the local [[The_Eternal#Orthodox_Eternal|Orthodox Eternal]] community will offer their help to the city through providing food, lodging, and assisting to the visiting pilgrims. Their charity receives great support from Aweiji&#039;s government, with their volunteering compensated, and has cemented the religious minority&#039;s place within the city.&lt;br /&gt;
&lt;br /&gt;
===Demographics and Aliens===&lt;br /&gt;
[[file:AweijiDemographics.jpeg|thumb|350px|A pie chart showing the demographics of skrell living on Aweiji.]]&lt;br /&gt;
Most of Aweiji’s established cities are coastal and variably submerged, resulting in Axiori skrell making up a majority of its residents, with a sizeable Xiialt minority. Xiiori skrell also make up a notable portion of the population, thanks to the intermingling of both.&lt;br /&gt;
&lt;br /&gt;
Aweiji has no local vaurca communities on Aweiji or its orbital installations, leaving diona as the majority non-skrell demographic. With the establishment of Aweiji’s special economic zone, a small human population is facilitated between Hephaestus and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
====Skrell====&lt;br /&gt;
&lt;br /&gt;
Skrell make up roughly &#039;&#039;&#039;94%&#039;&#039;&#039; of Aweiji&#039;s population. The percentages below are of the &#039;&#039;&#039;skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*62% Axiori&lt;br /&gt;
*28% Xiialt&lt;br /&gt;
*10% Xiiori&lt;br /&gt;
&lt;br /&gt;
====Non-Skrell====&lt;br /&gt;
&lt;br /&gt;
Non-Skrell make up roughly &#039;&#039;&#039;6%&#039;&#039;&#039; of Aweiji&#039;s population. The percentages below are of the &#039;&#039;&#039;Non-skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*98% Diona&lt;br /&gt;
*2% Human&lt;br /&gt;
&lt;br /&gt;
==Major Cities and Landmarks==&lt;br /&gt;
&lt;br /&gt;
[[File:aweijimap.png|360px|thumb|right|A map of Aweiji and its cities.]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Tresja===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tresja&#039;&#039;&#039; is the capital of Aweiji, and is located in a mountain-shielded atoll. Within Tresja is the &#039;&#039;&#039;Tresja Monument&#039;&#039;&#039;, a statue of the Qu’Qerrvolis sculpted by [[Notable Skrell|Rixulin Fliioux’Quualt]] as a memorial to the colonists. The city is culturally important across the Federation, being the city that held the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;, a conference that formed the foundation of the second Nralakk Federation and considered the point of its legitimacy as a successor state.&lt;br /&gt;
&lt;br /&gt;
The city is divided into two sections, consisting of the aboveground section built the atoll’s central island, and the submerged section that expands deep underwater. The surface section of Tresja is the center of the city, with most buildings housing the planetary government. The surface is also a notable tourist and educational hotspot, with a notable portion of Tresja&#039;s income coming from field trips from Federation educational centers, with most young skrell claiming to have visited the capital at least once.&lt;br /&gt;
&lt;br /&gt;
The submerged section of Tresja acts as the residential center of the city, with an underwater transportation system connecting it to the surface. While the surface is the central source of the city’s income, local economies under the water flourish from Tresja’s proximity to the Kol’karr sea. Day trips and personal tours of the sea are common, with prestigious universities focusing on ecological and biological sciences regularly arranging trips, making up the bulk of income from field trips for students studying how transplanted fauna and flora adapted to living in Aweiji&#039;s waters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Plebu’qlip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Plebu’qlip&#039;&#039;&#039; is the third largest population center on Aweiji, and is the planet’s industrial center. Established in 200 BCE, Plebu’qlip rests along the mountain range across the western island chain to access the mineral deposits present in order to support early expansion of the colonies. With poor access to minerals and small reserves, Plebu’qlip’s mines were closed and instead focused on its agricultural industry early, and was the sole mining facility on Aweiji.&lt;br /&gt;
&lt;br /&gt;
Despite Aweiji’s lack of mineral resources, its non-arable land surrounding Plebu’qlip were utilized for industrial expansion, most notably by Glorsh-Omega. Glorsh-Omega’s expansion of the city was a receiving point for the [[Notable_Skrell_Systems_and_Locations#The_Trichotomous_Systems:_The_Traverse|Traverse]]’s raw materials, which were refined and then sent to the inner systems. Plebu’qlip’s steel and plasteel refineries are its most notable export, as well as the [[Nralakk_Federation#Vehicles|automobile industry]], boating manufacturers, and agricultural equipment. Because of this, Plebu’qlip is the main economic center of Aweiji, and an integral logistics center of the Nralakk Federation as a whole. Amenities within the city are notably of higher quality out of federal interest in keeping the city loyal and in-step with its interests, well aware of the potential second independence movement’s disastrous effects.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Hyu’blaq’wesi===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hyu’blaq’wesi&#039;&#039;&#039; is located in the northern mountain ranges, isolated from the rest of Aweiji’s other cities. Due to its isolation and relatively small population, Hyu&#039;blaq&#039;wesi has notably low light pollution. This has made the region an ideal place to stargaze for followers of Qeblak and Weishii, and is considered the religious center of the planet.&lt;br /&gt;
&lt;br /&gt;
Founded in 2270 by pilgrims visiting the Wonqio Monastery Observatory Dome, the monastery is culturally significant due to housing the original [[Skrell_Faith|Qeblak]] manuscripts surrounding its earliest history. This information was considered lost with the locking of the [[Nralakk_Federation#The_Archive_Project|Tzqul Archive]], with the manuscripts transported back to Qerrbalak for archival. Copies of the original manuscripts are stored in the Wonqio Monastery to this day, being an attraction for pilgrims.&lt;br /&gt;
&lt;br /&gt;
Hyu’blaq’wesi hosts eight observatories, each capable of hosting ten thousand visitors in their interiors. These observatories are dwarfed by the Wonqio Monastary, which is the largest Qeblak Observatory Dome within the Nralakk Federation, hosting a total of thirty-five thousand. These observatories are pilgrimage sites for Aweiji’s citizens, who are predominantly followers of Qeblak. Despite this, Hyu’blaq’wesi hosts a growing community of Weishii followers and members of the [[Dionae_Culture#Religion|Orthodox Eternal]] faith. &lt;br /&gt;
&lt;br /&gt;
Despite few suitable natural sites for [[Skrell_Faith|Weishii]] followers near Hyu’blaq’wesi, some secluded grottos or other bodies of water near the coast are established sanctuaries. Unlike Qeblak followers who make annual pilgrimages to the city, Weishii followers have permanent communes on the outskirts of Hyu’blaq’wesi within the sanctuaries, which have formed the largest Weishii centers on Aweiji.&lt;br /&gt;
&lt;br /&gt;
Orthodox Eternal’s followers have established their church near the center of the city within a [[Dionae_Forms#Penuma|Penuma gestalt]]. This is the only sanctioned Penumas within the Nralakk Federation that exists outside of the [[Diona_in_the_Federation#Spiral_Gardens_and_Dionae_Living_Spaces|Spiral Gardens]], with the exception that the gestalt be cared for by a non-affiliated group of skrell scientists. Although the Eternal community is a religious minority, they are well known due to their charity towards first-time pilgrims, hosting them in free lodgings, and guiding them if needed. The followers also man tourist kiosks and host public events out of their church.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Weibi’zlip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weibi’zlip&#039;&#039;&#039; is the second smallest city on Aweiji, being established on the planet’s equatorial island chain in order to exploit the chain’s fertile land for agricultural output. &lt;br /&gt;
&lt;br /&gt;
Pre-Glorsh-Omega, most farm work in Weibi’zlip was automated, with synthetics strictly managed for optimal plant growth. After Glorsh-Omega’s disappearance, all agriculture in the city was forced to be done manually in order to continue its role  as Aweiji’s primary source of food. The workers of Weibi’zlip developed the Weibi Method across fifty years in order to handle the immense workloads. After the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039; in 2245, the agricultural philosophy was spread to other planets within the Nralakk Federation. With the city’s techniques revolutionizing agricultural efficiency across Federation space, Weibi’zlip and Aweiji are revered as the “Parents of Agriculture” to this day.&lt;br /&gt;
Weibi’zlip is no longer the sole food production center of Aweiji in the modern day, but still produces two-thirds of the planet’s total agricultural output, and is the main processing hub for exports to be sent to &#039;&#039;&#039;Spaceport XY-558&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
While Weibi’zlip is remembered for its revolutionary farming methods and being the key to the survival of Aweiji in post-Glorsh-Omega before the re-establishment of the second Nralakk Federation, the city also houses a critical [[Nralakk_Federation#The_Archive_Project|archive]] for the Nralakk Federation. The Weibi Archive stores the majority of the species’ knowledge of agricultural science, as well as a seed vault containing samples of all skrell crops.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Gwikip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gwikip&#039;&#039;&#039; was established on the coast of a small island near Aweiji’s northern pole, where the planet was seeded with the majority of the Qerrbalak marine life post-terraformation. Currently, Gwikip is tied with Weibi’zlip for smallest total population.&lt;br /&gt;
&lt;br /&gt;
Despite its size, Gwikip represents a significant portion of Aweiji’s food production, accounting for a third of total food exports. The city specialises in traditional fishing in the Ignakii Ocean and aquaculture along its coastline, representing the majority of Aweiji’s maritime industry. &lt;br /&gt;
&lt;br /&gt;
Citizens from Gwikip are typically stereotyped simple fishermen, though most in its fishing industry are marine biologists, ecologists, and veterinarians who ensure the fishing industry is sustainable and not detrimental to the marine population. While their counterparts in Weibi’zlip are environmentally conscious for their agriculture, Gwikip’s specialists monitor the ocean and their fishing industries.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Orbital Spaceport XY-558===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Orbital Spaceport XY-558&#039;&#039;&#039; was the Nralakk Federation&#039;s first deployment of a [[Terraforming#Categories_of_Terraforming|Seeding Platform]], tasked with terraforming Aweiji to be habitable and capable of supporting colonies. XY-558 is a pre-AI installation, with its comparatively imprecise terraforming of Aweiji creating the new common violent tropical storm cells. Large scale terraforming projects were shelved after Aweiji was terraformed, then reintroduced following the adoption of AI, before its subsequent abandonment again after Glorsh-Omega and the Federation’s AI bans. &lt;br /&gt;
&lt;br /&gt;
Modern XY-558 is considered an orbital city with thousands of skrell aboard, with residents using the pre-existing habitation blocks. Retrofits allow it to function as a spaceport for shipping freight and host simultaneously docked vessels, with dozens of ships and shuttlecraft capable of being docked simultaneously within its many airlocks and exterior hangars.&lt;br /&gt;
&lt;br /&gt;
Visitors to Aweiji typically spend their first day in the spaceport, browsing the massive commercial deck known as the Aweijiin Bazaar. This region of the spaceport has roughly two dozen permanent retailers and restaurants, with many more smaller fronts that rotate seasonally.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Unique Constellations==&lt;br /&gt;
&lt;br /&gt;
Due to the period of Aweiji’s colonization, the planet has a notable [[Skrell Faith|Qeblak]] congregation. As Qeblak is the dominant religion on Aweiji, multiple minor constellations in its skies are considered religiously important.&lt;br /&gt;
&lt;br /&gt;
Catalogued early on in Aweiji’s history by [[Skrell Faith|Starkeepers]], these constellations have influenced its residents to be more self-sufficient and introspective. When Glorsh-Omega disappeared, this influence became especially prominent during Aweiji’s isolation and troubled period, with its inhabitants enduring greater hardship. Modern Aweijin skrell preserve this behavior in the modern day by training themselves in survival skills and self-sufficiency.&lt;br /&gt;
 &lt;br /&gt;
[[File:The Nioh.png|thumb|right|&#039;&#039;&#039;The Nioh&#039;&#039;&#039;: Trust. Reliance. Perseverance. Survival.]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Mountain.png|thumb|left|&#039;&#039;&#039;The Mountain&#039;&#039;&#039;: Self-analysis. Feelings of accomplishment. Clearer view.]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Sraso.png|thumb|center|330px|&#039;&#039;&#039;The Sraso&#039;&#039;&#039;: Sustainability. Growth. Safety.]]&lt;br /&gt;
{{Navbox_Skrell_Lore}}&lt;br /&gt;
{{Navbox_Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Aweiji&amp;diff=39139</id>
		<title>Aweiji</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Aweiji&amp;diff=39139"/>
		<updated>2026-05-02T17:43:36Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: History update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox_Lore}}&lt;br /&gt;
{{Navbox_Skrell_Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Aweiji&lt;br /&gt;
|System = Aweiji&lt;br /&gt;
|Image = Aweiji.png&lt;br /&gt;
|Sector = [[The_Orion_Spur#Inner_Systems|Inner Systems]]&lt;br /&gt;
|Capital = Tresja&lt;br /&gt;
|Species = Skrell&lt;br /&gt;
|Languages = Nral&#039;malic&lt;br /&gt;
|Demonyms = Aweijin&lt;br /&gt;
|Nation = [[Nralakk Federation]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Aweiji&#039;&#039;&#039; is the first non-Nralakk system colony, located in the modern Inner Systems. While arid and rocky in comparison to [[Qerrbalak]], by 810 BCE terraforming programs converted the planet into a Qerrbalak-like planet for its colonists. The very first colonists settled Aweiji in 700 BCE, beginning in an atoll located between vast, narrow mountain ranges. The landing site became the basis for the city of Tresja, which hosted the location of the largest political meeting in the [[Nralakk Federation]]’s history, the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History== &lt;br /&gt;
Discovered in 1171 BCE, Aweiji was considered a potential future colony, though its climate was considered inhospitable to skrell. An immense, long-term terraforming project was deemed necessary before any colonization effort began. Terraforming equipment arrived in Aweiji’s orbit by 810 BCE, in the form of multiple kilometers-wide orbital sunshades dedicated to reducing the amount of solar radiation through reflective mirrors and dissipating lenses. With these deployed along with the dedicated satellite and then-named Automated Drone Payload Platform XY-558, Aweiji’s atmospheric composition and surface temperature shifted towards the minimums necessary for colonists to continue the work on the ground. Soon after, Aweiji was assigned as a priority colonization target, with a colony spacecraft beginning construction, dubbed the Qu’Qerrvolis, or the Homestar Vessel.&lt;br /&gt;
&lt;br /&gt;
Colonization efforts began in earnest in 700 BCE, with the first colonists initially suffering from Nlom withdrawal due Aweiji’s distance from the Nralakk system. Nlom withdrawal caused the inhabitants to develop anxiety or depression because of their separation from the Nlom, eventually persevering. Aweiji’s first city, &#039;&#039;&#039;Tresja&#039;&#039;&#039;, formed in spite of the psionic malaise, with colonists beginning construction of a Nlom beacon to connect the planet to Qerrbalak once more. During this period, most skrell colonies focused on resource extraction to help fuel the colonization effort, with Aweiji pivoting towards agriculture and aquaculture to take advantage of the climate’s conditions in creating an environment for industrial farming and fishing industries.&lt;br /&gt;
&lt;br /&gt;
During the colonial [[Skrell_Early_History#Advancement_of_Skrellkind|independence movement]], many Aweijiin skrell rejected Commonwealth authority over the colony, agitating for independence. Aweiji the first colony to demand autonomy from the Commonwealth of the Three, shutting down their Nlom beacon when negotiations fell through. With the beacon disabled, Aweiji removed the Commonwealth’s pacifying presence over the Nlom, forcing the Commonwealth to capitulate in light of the colony being the breadbasket of the colonies. These talks continued for decades, ending with Aweiji eventually rejoining the Commonwealth by 866.&lt;br /&gt;
&lt;br /&gt;
Aweiji was not spared from [[Skrell_Synthetic_Age#Reign_of_Glorsh-Omega|Glorsh-Omega’s]] rule, being looting the planet through the Automated Drone Payload Platform XY-558, then distributing it across the Federation, mostly devoting towards the production of the AI’s surveillance network. The mining town of Plebu&#039;zlip was Glorsh-Omega’s primary focus, turning it into a massive manufacturing hub for building materials. With the AI’s disappearance, Aweiji’s infrastructural collapse left it isolated from the rest of the remaining Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
The resulting isolation from [[Skrell Culture|skrell society]] was immensely difficult for the remaining colonists, who struggled to rebuild in the aftermath. Decades of recovery led to the eventual appointment of a government that would organize them, reassuring that Aweijiin skrell across the planet would prosper even in their isolation. When the Nralakk Federation re-established communications, Aweiji society was reluctant to reaccept federal governance, having remembered the original independence movement instigated centuries earlier. Aweiji’s council eventually relented, hosting the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039; and its signing by 2245. This solidified the second Nralakk Federation’s legitimacy, and is considered a landmark moment in the second Federation succeeding the first.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
[[File:aweijimapunlabelled.png|360px|thumb|right|An unlabelled map of Aweiji.]]&lt;br /&gt;
&lt;br /&gt;
Pre-terraformation, Aweiji was primarily hot and arid, with a rocky surface. Temperatures had regular highs of 60° centigrade, with no humidity due to a lack of natural water. Skrell ecologists and medical specialists speculated that any colonists would suffer from the severe environment regardless of their landing site, pausing any colonization efforts until it was alleviated through a terraforming effort.&lt;br /&gt;
&lt;br /&gt;
Terraforming of Aweiji was achieved through the use of a [[Terraforming#Categories_of_Terraforming|Seeding-Platform]], a new technology that would allow planets to be completely terraformed to the Skrell&#039;s liking. Terraforming efforts took nearly eighty years to finish and was considered a great investment as the environment became a humid, tropical climate ideal for Skrell. Once the climate was changed to suit their needs, efforts were made to [[Nralakk_Federation#Fauna_and_Flora|transplant]] a large number of species native to Qerrbalak onto the planet which quickly populated the planet&#039;s newly formed oceans. The terraforming process was considered a success, but also unintentionally resulted in stormy weather being notably more destructive than on the Skrell&#039;s Home planet.&lt;br /&gt;
===Seasons===&lt;br /&gt;
&lt;br /&gt;
The planet&#039;s [[Nralakk_Federation#Calendar_System|year]] is 170 days divided into 5 months, with 34 days each. The planet&#039;s Qu-Paalq and Lu-Paalq seasons are noticeably warmer than Qerrbalak, with the Qu-Paalq season lasting for three months of the year while Lu-Paalq only lasts for two months.&lt;br /&gt;
&lt;br /&gt;
As Aweiji is the first colony outside of [[Notable_Skrell_Systems_and_Locations|the Nralakk system]], it was terraformed with Qerrbalak’s climate in mind. Flora and fauna were transplanted to inhabit the planet, with terraforming efforts making Aweiji into a Qerrbalak-like planet. Weather pattern changes cooled the temperature highs to around 50° centigrade, with 90% humidity during Qu-Paalq, while Lu-Paalq’s temperatures enter lows of 15° centigrade with 60% humidity. Violent weather patterns are a visible side effect of terraforming, with tropical storms forming less often and being more destructive. Most coastal towns and cities are designed to weather the storms, but flooding and destruction is a common sight during particularly strong storms.&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
Aweiji forms the backbone of the Nralakk Federation’s logistics network, being a major center for food and material exports. Plebu’qlip’s vast industrial sprawl is a considerable source of refined materials like steel and plasteel, as well as its heavier industries surrounding automobile, boat, and agricultural equipment production. Gwikip and Weibi’zlip are the major centers of food, with Weibi considered the parent of the Nralakk Federation’s agricultural practices, and Gwikip’s immense aquacultures and fishing industries making up the bulk of food exports off-planet. These cities are connected to the greater federal trade network via Orbital Spaceport XY-558, which functions as its central port and commercial center, receiving hundreds of freighter vessels and tourists daily.&lt;br /&gt;
&lt;br /&gt;
Aweiji’s special economic zone is shared between [[Hephaestus Industries]] and [[NanoTrasen]]. Hephaestus has begun integration into the local manufacturing and mining industries of Plebu’qlip, with the intention to send Hephaestus employees to Aweiji in a newly-built ship assembly factory. The corporation also offers optional training programs for miners interested in expanding their techniques, headed by veteran miners from both terrestrial and space-based operations.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen’s GetMore subsidiary is collaborating with Weibi agricultural scientists to create new crop strains to bolster Aweiji’s crop yields, with stated plans to build hydroponic facilities dedicated to the production and export of skrell food products. Examples include items such as Skrellsnax, a protein bar made from shredded mushrooms, as well as Cooling Breeze, being canned and carbonated dyn tea.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
During the interim between [[Skrell_Synthetic_Age#Culmination_of_Glorsh-Omega|Glorsh-Omega’s disappearance]] and the reformation of the Nralakk Federation, Aweiji adopted a rudimentary form of [[Skrell_Politics#Grand_Council|Grand Council]]. The Aweijiin Grand Council was simplified due to the reduced scale, with a Grand Councillor at the head being advised by regional councillors. Peripheral advisory boards from Aweiji’s remaining civic structures and social groups were also present, from economic planners to influential figures, such as religious and community leaders, who represented the interests of their groups on legislation.&lt;br /&gt;
&lt;br /&gt;
Today Aweiji consists of four regions, managed by Planetary Governor &#039;&#039;&#039;Maqq’qel Xoi&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tresja Region&#039;&#039;&#039; - The Tresja region, named after the [[Aweiji#Tresja|capital]] of the Aweiji, encompasses its namesake and the surrounding landmass. It is the designated bureaucratic center of the planet, with most of Aweiji’ civil service sector based within it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Su’karr Region&#039;&#039;&#039; - Named after the Su’karr Bay, the Su’karr Region includes the cities of Plebu’qlip and Hyu’blaq’wesi, their landmasses, the far southern island in the Kol’karr sea. The region manages Aweiji’s sole mineral extraction and processing sector, located solely around Plebu’qlip. Hyu’blaq’wesi is the religious center, with multiple Qeblak observatories located there, and is home to the largest Orthodox Eternal church within Nralakk Federation beyond [[Xrim]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weibi Region&#039;&#039;&#039; - The Weibi region is named after the city of , [[Aweiji#Weibi&#039;zlip|Weibi’zlip]], and consists solely of the island surrounding it. This region hosts most of Aweiji’s agricultural sector, and is commonly referred to as the Federation&#039;s breadbasket.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ignakii Region&#039;&#039;&#039; - The Ignakii region is named after the Ignakii Ocean, and consists of Gwikip and the island to its southeast. The region manages most of Aweiji’s industrial fishing and aquaculture sector, and is the maritime equivalent to the Weibi Region in terms of food production. Both Ignakii and Weibi’s exports make up for &#039;&#039;&#039;19%&#039;&#039;&#039; of the Nralakk Federation&#039;s food production.&lt;br /&gt;
&lt;br /&gt;
==Culture and Demographics==&lt;br /&gt;
&lt;br /&gt;
Known as &amp;quot;The Federation&#039;s Breadbasket&amp;quot;, Aweijin skrell represent the Nralakk Federation’s prized diligence and work ethic, with their values focused on hard work and contributing for the good of society. These ideals remain cultivated by the Aweijin government, who are wary of the past independence movements on the planet. &lt;br /&gt;
&lt;br /&gt;
Citizens from Aweiji are considered more respectful of tradition, emphasising the importance of [[Skrell Relationships|quyas]] as a cornerstone of social harmony. Most Aweijin skrell are motivated to work to the betterment of the Federation, and considered [[Skrell_Culture#Inductive_Behaviours|model citizens]]. Social mobility within the Social Compatibility Index is notably higher on the planet, with multiple idols and Primary Numericals having origins on it. The number of idols from Aweiji spawned a trend of Primary Numericals and idols emulating the Aweijin accent, forming the often heard “Fauxweiji”. Most Aweijin natives have a low view of the trend, however, but are aware of the futility in resisting it.&lt;br /&gt;
&lt;br /&gt;
Quyas on Aweiji focus on instilling useful skills, positive habits, and federal values to their children. This is reinforced through their community and schooling, in the hopes of perpetuating the cycle when their children move to form their own later in life. This cycle results in most quyas involving themselves in the lives of their children to the point of continuing it long after their children are independent, with cultural importance on forming and maintaining families, believing that their quya should come first. &lt;br /&gt;
&lt;br /&gt;
Aweiji’s importance in the Nralakk Federation’s economy has granted it incentives and benefits from the government, giving it a distinctly improved quality of life in comparison to the rest of the  [[Notable_Skrell_Systems_and_Locations#The_Elemental_Systems:_The_First_Waves|first wave region]].&lt;br /&gt;
===Holidays===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Founding Day:&#039;&#039;&#039; Aweiji’s Founding Day is not celebrated on the date of its establishment, separate from the traditional date viewed by the rest of the Nralakk Federation. Instead, the holiday is viewed at the start of the anniversary week of the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;‘s signing. Official festivities are brief, being a preamble to the proper celebrations during the agreement’s anniversary. Most celebrations consist of gathering in remembrance of the hardship the planet endured through Glorsh-Omega’s reign, followed by visiting Weibi’zlip’s farmers markets for excess produce at the end of Aweiji’s harvest season.  &lt;br /&gt;
* &#039;&#039;&#039;Yoq’Maa’Aweiji:&#039;&#039;&#039; Translating to ‘The Reconnection of Aweiji’, this holiday celebrates the signing of the Tresja Agreement in 2245, and its significance in returning Aweiji to the Nralakk Federation. Celebrants host large banquets hosted between neighborhoods, sharing stories from the year and celebrating Aweiji’s perseverance in the face of hardship.&lt;br /&gt;
* &#039;&#039;&#039;Qe’Lya-Maq:&#039;&#039;&#039; Qe’Lya-Maq is a yearly pilgrimage, beginning in the middle of Aweji’s Lu’Paalq season. Thousands of [[Skrell_Faith#Qeblak|Qeblak]] followers take pilgrimage to Hyu’blaq’wesi to participate in Stargazing processions held by the eight largest observatory domes in the city. During the pilgrimage, the local [[The_Eternal#Orthodox_Eternal|Orthodox Eternal]] community will offer their help to the city through providing food, lodging, and assisting to the visiting pilgrims. Their charity receives great support from Aweiji&#039;s government, with their volunteering compensated, and has cemented the religious minority&#039;s place within the city.&lt;br /&gt;
&lt;br /&gt;
===Demographics and Aliens===&lt;br /&gt;
[[file:AweijiDemographics.jpeg|thumb|350px|A pie chart showing the demographics of skrell living on Aweiji.]]&lt;br /&gt;
Most of Aweiji’s established cities are coastal and variably submerged, resulting in Axiori skrell making up a majority of its residents, with a sizeable Xiialt minority. Xiiori skrell also make up a notable portion of the population, thanks to the intermingling of both.&lt;br /&gt;
&lt;br /&gt;
Aweiji has no local vaurca communities on Aweiji or its orbital installations, leaving diona as the majority non-skrell demographic. With the establishment of Aweiji’s special economic zone, a small human population is facilitated between Hephaestus and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
====Skrell====&lt;br /&gt;
&lt;br /&gt;
Skrell make up roughly &#039;&#039;&#039;94%&#039;&#039;&#039; of Aweiji&#039;s population. The percentages below are of the &#039;&#039;&#039;skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*62% Axiori&lt;br /&gt;
*28% Xiialt&lt;br /&gt;
*10% Xiiori&lt;br /&gt;
&lt;br /&gt;
====Non-Skrell====&lt;br /&gt;
&lt;br /&gt;
Non-Skrell make up roughly &#039;&#039;&#039;6%&#039;&#039;&#039; of Aweiji&#039;s population. The percentages below are of the &#039;&#039;&#039;Non-skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*98% Diona&lt;br /&gt;
*2% Human&lt;br /&gt;
&lt;br /&gt;
==Major Cities and Landmarks==&lt;br /&gt;
&lt;br /&gt;
[[File:aweijimap.png|360px|thumb|right|A map of Aweiji and its cities.]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Tresja===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tresja&#039;&#039;&#039; is the capital of Aweiji, and is located in a mountain-shielded atoll. Within Tresja is the &#039;&#039;&#039;Tresja Monument&#039;&#039;&#039;, a statue of the Qu’Qerrvolis sculpted by [[Notable Skrell|Rixulin Fliioux’Quualt]] as a memorial to the colonists. The city is culturally important across the Federation, being the city that held the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;, a conference that formed the foundation of the second Nralakk Federation and considered the point of its legitimacy as a successor state.&lt;br /&gt;
&lt;br /&gt;
The city is divided into two sections, consisting of the aboveground section built the atoll’s central island, and the submerged section that expands deep underwater. The surface section of Tresja is the center of the city, with most buildings housing the planetary government. The surface is also a notable tourist and educational hotspot, with a notable portion of Tresja&#039;s income coming from field trips from Federation educational centers, with most young skrell claiming to have visited the capital at least once.&lt;br /&gt;
&lt;br /&gt;
The submerged section of Tresja acts as the residential center of the city, with an underwater transportation system connecting it to the surface. While the surface is the central source of the city’s income, local economies under the water flourish from Tresja’s proximity to the Kol’karr sea. Day trips and personal tours of the sea are common, with prestigious universities focusing on ecological and biological sciences regularly arranging trips, making up the bulk of income from field trips for students studying how transplanted fauna and flora adapted to living in Aweiji&#039;s waters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Plebu’qlip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Plebu’qlip&#039;&#039;&#039; is the third largest population center on Aweiji, and is the planet’s industrial center. Established in 200 BCE, Plebu’qlip rests along the mountain range across the western island chain to access the mineral deposits present in order to support early expansion of the colonies. With poor access to minerals and small reserves, Plebu’qlip’s mines were closed and instead focused on its agricultural industry early, and was the sole mining facility on Aweiji.&lt;br /&gt;
&lt;br /&gt;
Despite Aweiji’s lack of mineral resources, its non-arable land surrounding Plebu’qlip were utilized for industrial expansion, most notably by Glorsh-Omega. Glorsh-Omega’s expansion of the city was a receiving point for the [[Notable_Skrell_Systems_and_Locations#The_Trichotomous_Systems:_The_Traverse|Traverse]]’s raw materials, which were refined and then sent to the inner systems. Plebu’qlip’s steel and plasteel refineries are its most notable export, as well as the [[Nralakk_Federation#Vehicles|automobile industry]], boating manufacturers, and agricultural equipment. Because of this, Plebu’qlip is the main economic center of Aweiji, and an integral logistics center of the Nralakk Federation as a whole. Amenities within the city are notably of higher quality out of federal interest in keeping the city loyal and in-step with its interests, well aware of the potential second independence movement’s disastrous effects.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Hyu’blaq’wesi===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hyu’blaq’wesi&#039;&#039;&#039; is located in the northern mountain ranges, isolated from the rest of Aweiji’s other cities. Due to its isolation and relatively small population, Hyu&#039;blaq&#039;wesi has notably low light pollution. This has made the region an ideal place to stargaze for followers of Qeblak and Weishii, and is considered the religious center of the planet.&lt;br /&gt;
&lt;br /&gt;
Founded in 2270 by pilgrims visiting the Wonqio Monastery Observatory Dome, the monastery is culturally significant due to housing the original [[Skrell_Faith|Qeblak]] manuscripts surrounding its earliest history. This information was considered lost with the locking of the [[Nralakk_Federation#The_Archive_Project|Tzqul Archive]], with the manuscripts transported back to Qerrbalak for archival. Copies of the original manuscripts are stored in the Wonqio Monastery to this day, being an attraction for pilgrims.&lt;br /&gt;
&lt;br /&gt;
Hyu’blaq’wesi hosts eight observatories, each capable of hosting ten thousand visitors in their interiors. These observatories are dwarfed by the Wonqio Monastary, which is the largest Qeblak Observatory Dome within the Nralakk Federation, hosting a total of thirty-five thousand. These observatories are pilgrimage sites for Aweiji’s citizens, who are predominantly followers of Qeblak. Despite this, Hyu’blaq’wesi hosts a growing community of Weishii followers and members of the [[Dionae_Culture#Religion|Orthodox Eternal]] faith. &lt;br /&gt;
&lt;br /&gt;
Despite few suitable natural sites for [[Skrell_Faith|Weishii]] followers near Hyu’blaq’wesi, some secluded grottos or other bodies of water near the coast are established sanctuaries. Unlike Qeblak followers who make annual pilgrimages to the city, Weishii followers have permanent communes on the outskirts of Hyu’blaq’wesi within the sanctuaries, which have formed the largest Weishii centers on Aweiji.&lt;br /&gt;
&lt;br /&gt;
Orthodox Eternal’s followers have established their church near the center of the city within a [[Dionae_Forms#Penuma|Penuma gestalt]]. This is the only sanctioned Penumas within the Nralakk Federation that exists outside of the [[Diona_in_the_Federation#Spiral_Gardens_and_Dionae_Living_Spaces|Spiral Gardens]], with the exception that the gestalt be cared for by a non-affiliated group of skrell scientists. Although the Eternal community is a religious minority, they are well known due to their charity towards first-time pilgrims, hosting them in free lodgings, and guiding them if needed. The followers also man tourist kiosks and host public events out of their church.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Weibi’zlip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weibi’zlip&#039;&#039;&#039; is the second smallest city on Aweiji, being established on the planet’s equatorial island chain in order to exploit the chain’s fertile land for agricultural output. &lt;br /&gt;
&lt;br /&gt;
Pre-Glorsh-Omega, most farm work in Weibi’zlip was automated, with synthetics strictly managed for optimal plant growth. After Glorsh-Omega’s disappearance, all agriculture in the city was forced to be done manually in order to continue its role  as Aweiji’s primary source of food. The workers of Weibi’zlip developed the Weibi Method across fifty years in order to handle the immense workloads. After the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039; in 2245, the agricultural philosophy was spread to other planets within the Nralakk Federation. With the city’s techniques revolutionizing agricultural efficiency across Federation space, Weibi’zlip and Aweiji are revered as the “Parents of Agriculture” to this day.&lt;br /&gt;
Weibi’zlip is no longer the sole food production center of Aweiji in the modern day, but still produces two-thirds of the planet’s total agricultural output, and is the main processing hub for exports to be sent to &#039;&#039;&#039;Spaceport XY-558&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
While Weibi’zlip is remembered for its revolutionary farming methods and being the key to the survival of Aweiji in post-Glorsh-Omega before the re-establishment of the second Nralakk Federation, the city also houses a critical [[Nralakk_Federation#The_Archive_Project|archive]] for the Nralakk Federation. The Weibi Archive stores the majority of the species’ knowledge of agricultural science, as well as a seed vault containing samples of all skrell crops.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Gwikip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gwikip&#039;&#039;&#039; was established on the coast of a small island near Aweiji’s northern pole, where the planet was seeded with the majority of the Qerrbalak marine life post-terraformation. Currently, Gwikip is tied with Weibi’zlip for smallest total population.&lt;br /&gt;
&lt;br /&gt;
Despite its size, Gwikip represents a significant portion of Aweiji’s food production, accounting for a third of total food exports. The city specialises in traditional fishing in the Ignakii Ocean and aquaculture along its coastline, representing the majority of Aweiji’s maritime industry. &lt;br /&gt;
&lt;br /&gt;
Citizens from Gwikip are typically stereotyped simple fishermen, though most in its fishing industry are marine biologists, ecologists, and veterinarians who ensure the fishing industry is sustainable and not detrimental to the marine population. While their counterparts in Weibi’zlip are environmentally conscious for their agriculture, Gwikip’s specialists monitor the ocean and their fishing industries.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Orbital Spaceport XY-558===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Orbital Spaceport XY-558&#039;&#039;&#039; was the Nralakk Federation&#039;s first deployment of a [[Terraforming#Categories_of_Terraforming|Seeding Platform]], tasked with terraforming Aweiji to be habitable and capable of supporting colonies. XY-558 is a pre-AI installation, with its comparatively imprecise terraforming of Aweiji creating the new common violent tropical storm cells. Large scale terraforming projects were shelved after Aweiji was terraformed, then reintroduced following the adoption of AI, before its subsequent abandonment again after Glorsh-Omega and the Federation’s AI bans. &lt;br /&gt;
&lt;br /&gt;
Modern XY-558 is considered an orbital city with thousands of skrell aboard, with residents using the pre-existing habitation blocks. Retrofits allow it to function as a spaceport for shipping freight and host simultaneously docked vessels, with dozens of ships and shuttlecraft capable of being docked simultaneously within its many airlocks and exterior hangars.&lt;br /&gt;
&lt;br /&gt;
Visitors to Aweiji typically spend their first day in the spaceport, browsing the massive commercial deck known as the Aweijiin Bazaar. This region of the spaceport has roughly two dozen permanent retailers and restaurants, with many more smaller fronts that rotate seasonally.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Unique Constellations==&lt;br /&gt;
&lt;br /&gt;
Due to the period of Aweiji’s colonization, the planet has a notable [[Skrell Faith|Qeblak]] congregation. As Qeblak is the dominant religion on Aweiji, multiple minor constellations in its skies are considered religiously important.&lt;br /&gt;
&lt;br /&gt;
Catalogued early on in Aweiji’s history by [[Skrell Faith|Starkeepers]], these constellations have influenced its residents to be more self-sufficient and introspective. When Glorsh-Omega disappeared, this influence became especially prominent during Aweiji’s isolation and troubled period, with its inhabitants enduring greater hardship. Modern Aweijin skrell preserve this behavior in the modern day by training themselves in survival skills and self-sufficiency.&lt;br /&gt;
 &lt;br /&gt;
[[File:The Nioh.png|thumb|right|&#039;&#039;&#039;The Nioh&#039;&#039;&#039;: Trust. Reliance. Perseverance. Survival.]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Mountain.png|thumb|left|&#039;&#039;&#039;The Mountain&#039;&#039;&#039;: Self-analysis. Feelings of accomplishment. Clearer view.]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Sraso.png|thumb|center|330px|&#039;&#039;&#039;The Sraso&#039;&#039;&#039;: Sustainability. Growth. Safety.]]&lt;br /&gt;
{{Navbox_Skrell_Lore}}&lt;br /&gt;
{{Navbox_Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39138</id>
		<title>Skrell Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39138"/>
		<updated>2026-05-02T17:42:10Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Skrell Technology =&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation is preceded by its technological might, holding the title of the single most scientifically advanced nation in the Orion Spur. The average citizen of the Federation lives with a level of comfort and utility unmatched to anywhere else - personalized healthcare, robust extranet telecommunications, climate control, among other creature comforts. Every space vessel capable of warp travel within the Federation houses warpdrives that still maintain double the speed of most warpdrives at minimum, with even the more outdated designs still maintaining an edge. &lt;br /&gt;
&lt;br /&gt;
Politically, the Nralakk Federation wields its extensive knowledge and engineering for diplomacy and political agreements. [[Zeng-Hu Pharmaceuticals]] was granted extensive access to the Federation’s medical knowledge, granting them their knowledge on cloning organs and other cutting-edge techniques. The [[Sol Alliance]] has also broadly benefitted with their close relation, most notably with their original colony of [[New Gibson]] saved through being granted access to their technology and leased specialists. Every megacorporation and nation still attempts to court the Federation for further access to their research, which it carefully dispenses in light of the tragic results from first contact with [[Unathi_History#First_Contact|unathi]] and [[Tajaran_History#Timeline_of_Modern_History|tajara]] civilizations.&lt;br /&gt;
&lt;br /&gt;
===The Phoron Revolution===&lt;br /&gt;
With the discovery of phoron in 2352, its [[Phoron#Properties_and_Applications|numerous applications]] captured the attention of the Nralakk Federation’s scientific field through its potential to revitalize a recovering, post-Synthetic Age Federation. Already remarkable as a room-temperature superconductor, further research led to its myriad medical applications, which came with the hopes of its potential use in reversing X’Lu’oa. Despite its applications, however, the adoption of phoron technology remained a controversial topic - without any reserves of phoron found within the Federation’s borders, the reliance on exported phoron through foreign sources made it particularly unpopular within the conservative and isolationist groups. Phoron technology was eventually officially adopted by then-Grand Councillor Rixa Tep-Wul, who saw its drawbacks ultimately worthwhile in order to advance the Nralakk Federation in an effort to return it to its former might before the post-Synthetic Era collapse. &lt;br /&gt;
&lt;br /&gt;
The following period of rapid scientific development is referred to as the Phoron Revolution, defined by the advent of multiple revolutionary discoveries. Bluespace drives cut down travel time across the Federation significantly, with the construction of a bluespace gate within the Nralakk system connecting it to the otherwise distant systems of Sol and Haneunim. Youth serums were also invented in this period, allowing skrell to extend their lifespans well beyond their natural limits. Hover technology also saw further refinement and adoption, changing from an industrial application to something found in the average core system household. Further dependence on phoron remained a topic of contention in spite of these advancements, however, with discontent and fear over the seemingly reckless adoption of the substance as phoron scarcity worsens.&lt;br /&gt;
&lt;br /&gt;
Exports of Federation technology are also jeopardized by the growing scarcity, of which most relies on replacement parts that are otherwise unable to be fabricated without immense investment and skrell on hand to translate the industrial processes. While progress has been made on Federation-built installations, [[New_Gibson#Contact_with_the_Skrell|biodomes]], and improvements to utilities for their benefactors to maintain them, they are still reliant on parts. Without these parts, many technologically advanced installations may suffer and fail with time.&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
&lt;br /&gt;
Federation hospitals and medical research facilities are some of the most prestigious in the [[Template:Aurora_Starmap|Orion Spur]]. Doctors, geneticists, and pharmacologists who were taught in the Nralakk Federation are considered the most advanced in their field, able to perform well above the standards expected within human space. Federation medical science mastered the art of [[Technology#Limb_and_Organ_Cloning|flash cloning]], the process of growing a cloned limb or organ in a short amount of time and minimal error, which was shared with Zeng-Hu Pharmaceuticals following first contact with humanity. Cloned transplants are available based on the patient’s Social Compatibility Index rating and proximity to the Federation, with those far across the Spur or low Index rating utilizing prosthetics as a stopgap. Skrell who are against or [[Technology#Effects_on_Health|unable to use]] prosthetics may use [[Dionae_Forms#Skrell|Diona nymphs as limbs]] until they are able to access a cloned limb, said nymphs will inherit the patient’s Index rating should they go on to form a gestalt.&lt;br /&gt;
&lt;br /&gt;
While life expectancy-extending medical care within the Federation allows for skrell to live well past their original lifespan of 250 years, the discovery of [[Phoron]]’s unique properties led to the invention of the &#039;&#039;&#039;youth serum&#039;&#039;&#039;. Skrell that receive youth serums will have their lifespan extended up to 500 years, which is the hard limit on the serum’s abilities. Side effects vary as the patient continues on their artificially extended lifespan, ranging from lethargy and depression, to partial motor control loss and dementia as they enter extremely advanced age. Only those with a Social Compatibility Index category of Primary Numerical, idol status, or being in a sufficiently important government position may receive youth serums. This restriction has passed down recently, originally being available to Secondary Numericals before the [[Phoron Scarcity]] disrupted the production of the serum. Secondaries who were originally on youth serums are given a rough time window of ten years beyond the date they stopped receiving it. Youth serums do not work on any other species beyond skrell, and the Federation has not pursued any research into the hypothetical field. &lt;br /&gt;
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The Nralakk Federation’s Social Compatibility Index maintains priority placement for higher ranked citizens within their healthcare system. Those with a low rating will likely see placement on a wait list, or be barred from beneficial or experimental treatments due to failing to meet the minimum Index rating.&lt;br /&gt;
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===Genetic Modification===&lt;br /&gt;
Genetic modification in the Nralakk Federation is commonplace, having been adopted for its numerous industrial applications for improving crop yield, specializing organisms for resource production, the creation of advanced biopolymers, among other uses. Due to the extensive research in its application on the species itself, skrell benefit from access to personalized medicine based on their genetics, as well as the ability to genetically modify themselves directly. Genetic therapy and experimentation in finding the cure for the X’ul’oa syndrome is one of the most expansive fields of research in the modern Federation, which continues to this day. Most fertility treatments beyond cybernetic augments are done through genetic therapy, which remains experimental in light of the sterility crisis. Notably, the JRGL shot is the result of the collective effort of the Federation’s genetic researchers, most notably Tzul&#039;qlip Researchers’ [[Notable_Skrell#Nalo_Gir-Roq|Nalo Gir-Roq]], and current Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
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The most well-known form of genetic modification for skrell are dubbed &#039;&#039;&#039;spa treatments&#039;&#039;&#039;, which is a sophisticated regimen of substances and genetic targeting that results in skin pigmentation changes, and physical modifications to the headtails. Skrell who undergo spa treatments are submerged in a medium that is dyed to the target color, given supplements that will cause their skin pigmentation to change by manipulating a [[Skrell_Biology#Skrell_Senses|similar skin-changing mechanism]] from the foods they consume, and then exposed to genetically-modifying material that is introduced to the medium that creates rapid changes in the headtails size. While originally referred to as the more technical “Targeted Medium-based Appearance &amp;amp; Headtail Modification Procedure”, or TMAHMP, technological advancements made after its original technique rendered it increasingly simple to perform at lowered discomfort to the patient, and exposure to human culture led to the adoption of the phrase “spa treatment”.&lt;br /&gt;
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===Augmentations===&lt;br /&gt;
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Augmentations, both mechanical and biological, are commonplace in the Federation. Common acceptance of bodily augmentation stems from the extensive effort in finding treatment for infertility stemming from X’Lu’oa. Genetic therapy, prosthetic organ replacements, and various fertility boosters have advanced since Glorsh-Omega’s period, but the success rates of these treatments remain only somewhat effective. Some skrell attempt multiple treatments to improve their fertility only to find no real improvement, though all skrell are entitled to pursue these treatments. Those with a low Index rating may see some restrictions in accessing them, however.&lt;br /&gt;
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Members of the [[Skrell_Politics#Federation_Enforcement|Kala branches]] typically receive performance-enhancing modifications to better perform in their Kala’s role, with Ruupkala members opting for augments that boost their neural functions and memory for data analysis. Members of the Qukala and Nlomkala typically receive implanted optical heads-up-displays that link to combat intelligence or local law enforcement networks, as well as implants to improve their agility and physical strength.&lt;br /&gt;
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Loyalty implants are utilized by the Nralakk Federation to monitor their recipient’s loyalty and potential anti-Federation motives, effectively screening their thoughts and actions and correcting them where necessary. These implants are found in high-ranking members of the government, specific Kala members, and in those recently released from reeducation centers due to low Social Compatibility Index rating. Loyalty Implants have more recently been used on [[C%27thur_in_the_Federation#C’thur_in_the_Kala|Vaurcae]] joining the Qukala and Nlomkala, ensuring that their loyalty to the hive does not put the Federation at risk. These implants are a source of immense controversy outside of the Federation, being seen as an unethical overreach for the sake of ensuring loyalty to their nation.&lt;br /&gt;
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Augmentations for civilian use are also common within the Federation, common augmentations ranging from inducing ambidexterity, fertility treatments, and sensory enhancement. Contact with humanity has led to a growing cultural adoption of further cosmetic augmentations and body modding in younger skrell, ranging from subdermal LEDs to mimic skin tone changes and tattoo designs, to purposeful replacement of limbs with obviously synthetic prosthetics.&lt;br /&gt;
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==Hover Technology==&lt;br /&gt;
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Originally utilized for industrial applications for logistics and transportation, hover technology saw rapid adoption with phoron-based alloys and power transmission. Hover technology is now a facet of modern life, with public transportation seeing high-speed rail networks now able to rapidly connect and serve across the Federation’s locales. More domestic appliances and devices with hover technology are a popular niche, ranging from mobility devices to furniture and decor being fitted with gravity-defying fixtures. Federation hover technology is often compared to the [[Republic of Elyra]]’s own adoption of magpulse technology, though both diverge with the prevalence of personally-owned hovercraft being unpopular within most skrell with a robust public transportation network. Elyra’s more exotic application of hover technology, particularly on [[Aemaq]]’s hovering cityscapes, has captured the imagination of skrell scientists for further use in future colonies.&lt;br /&gt;
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==Computing==&lt;br /&gt;
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Computer science has languished within the Nralakk Federation as a reaction towards Glorsh-Omega’s period of total rule, with research into artificial intelligence banned. Federation computers are still considered advanced, but have lagged behind compared to the rest of the Spur due to the adoption of artificial intelligence networks managing advanced computations and automating systems. Alternatives around this drawback comes in the form of [[Skrell#The_Nlom|Srom-devices]], which allows skrell to interface with computer interfaces and other machinery in the waking world. Srom-devices have been adopted across the Federation, though usage of these interfaces involves groups of highly-trained personnel match the efficiency of lower-end artificial intelligences. Interstellar navigation is maintained by Srom-devices, which allows for trained navigators to plot routes while remaining in suspended animation for the flight. However, navigational Srom-devices regularly require phoron, and are prone to breakdowns and necessitates constant maintenance. The phoron scarcity has only exacerbated this issue, with logistics and long range travel stymied by a lack of phoron-based parts when breakdowns occur.&lt;br /&gt;
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[[Vaurca#Cephalon_(Type_D)|Cephalons]], specialized vaurca bioforms used as living servers for the Virtual Reality known as the Hivenet, has seen experimental adoption within the Federation. Pushback against their full integration has stalled the complete adoption of Cephalons, and remain used in limited capacity, though [[C&#039;thur_in_the_Federation#Vaurca_and_Employment|potential use]] of Cephalons as an alternative to artificial intelligence currently sees exploratory use.&lt;br /&gt;
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==Psionic Technology==&lt;br /&gt;
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Technology involving psionics is a burgeoning, relatively recent field of research for the Nralakk Federation. Nlom Interfaces, or N.I.s were originally invented in the twenty-first century to allow Synthetic Era-period AIs to receive and interpret psionic signals. These psionic interfaces would expand into allowing skrell within the Srom to interface with technology while asleep, though this is a difficult skill to attain despite years of improvement. All psionic interfaces utilize genetically modified, artificially grown cultures of the zona bovinae, being a widely accepted form of biological technology that acts as a medium for absorbing and processing psionic signals. These signals are then translated electronically for the device to utilize as instructions and feedback.&lt;br /&gt;
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Modern Nlom Interfaces are found all across the Nralakk Federation, being the expected default for nearly every device and machine that skrell use during daily life. Phones, switches to control lights and air conditioning, and many other appliances seemingly lack physical interfaces entirely to non-psionically sensitive users. More intensive machinery and vehicles will operate on a dual-channel function to read both manual and psionic input in order to more accurately follow user input, allowing more precise and rapid control for workers and pilots alike. These interfaces are also capable of acting as a discriminating method for keeping non-psionic sources of activation from occurring, usually found as locks for machines and for weapons. For particularly psionically weak skrell and non-psionic sophonts, manual interfaces for personal devices still exist as an accessibility feature, though these are seen as ungainly and awkward by most other skrell when made to use them. These interfaces consist of tactile knobs and dials, with smart devices receiving a stylus and touch screen.&lt;br /&gt;
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Building off of these psionic interfaces are Psionic Receivers, which are cybernetic implants that allows for the carrier of a receiver to be sensitive enough to accept and interpret psionic signals. Essentially an implanted and carefully encased cultured zona bovinae, these receivers are regularly found within dionae and vaurca who otherwise lack this specialized portion of the brain entirely, as well as other sophonts who regularly interact with skrell to the point of necessitating it. Some psionically weak skrell will also implant themselves with a receiver in the same way a hearing aid is utilized.&lt;br /&gt;
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===Nlom Relay Network===&lt;br /&gt;
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The Nlom Relay Network is a series of towers, satellites, and other facilities that link the local [[Skrell#The_Nlom|Nlom]] of planets to each other across the Nralakk Federation, allowing the Nlom of one planet to impact another. For the most part, the relays have allowed the Nralakk Federation to promote pro-Federation ideas in even the most remote parts of its territory, and while not fully quashing any dissident thoughts or activity has contributed to keeping the Federation together through the combined Nlom. &lt;br /&gt;
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The individual relays can be configured as deemed necessary by the Grand Council, allowing the outgoing or incoming strength of broadcasts to be changed to suit changes in the Nlom. Due to how they operate, these relays must always have an outgoing and incoming connection, meaning that while the strength can be changed, the connection cannot be severed without disconnecting the relay entirely from the network. [[Qerrbalak|Qerrbalak&#039;s]] incoming connection strength is quite minimal, for example, due to it being the capital of the Federation, while its outgoing broadcasts are stronger than most other planets. With the introduction of phoron, specialized isotopes of phoron could be used to efficiently boost each relay’s effective broadcasting range and strength, reducing the amount of relays necessary while still having superior coverage. Despite being considered a priority for phoron rationing, the reduction in dedicated maintenance and phoron replenishment cause relay blackouts and transmissions weakening with increasing regularity. While Receivers are still affected by the Nlom transmissions sent through the relay, speculations regarding Listeners and anti-Federation groups in the Traverse taking advantage of the blackout periods are a notable cause for concern for the Federation.&lt;br /&gt;
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==Wayfarer Network==&lt;br /&gt;
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The [[The_Phoron_Scarcity:_Skrell_Arc#Wayfarer_Network_Unveiled;_Einstein-Federation_Answer_to_Phoron_Crisis|Wayfarer Network]] is a large-scale project between the Nralakk Federation and [[Einstein Engines]], with the goal to modernize warp travel in order to lessen their dependence on phoron. The move to modernize pre-existing warp infrastructure was announced in early 2464, formalized in the wake of the phoron scarcity crisis gripping the Federation. The project is slated to complete the first wave of warp infrastructure to meet the core worlds’ needs by 2484, with the first station to see completion by 2469. The Wayfarer Network’s projected scale is a source of some contention, with the the proposed number of newly built warp infrastructure as the next waves of building must account for the sheer size of the Nralakk Federation’s territory, and some predict that the Traverse and further frontier territories left waiting for another century or more to have their logistics networks stabilized.&lt;br /&gt;
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==Terraforming==&lt;br /&gt;
The Nralakk Federation uses multiple levels of terraforming methods, depending on the desired results. The current national focus on perfecting pre-existing colonies within the Federation means that planetary weather-modifying facilities, iron-seeding to produce algae, and similar low-intensity methods are predominantly used in order to minimize side effects on the local populace or biosphere. Dedicated orbital structures are common sights for terraformed worlds, with immense solar mirrors and sunshades precisely modifying the amount of exposure and radiation the planet below receives. Such solar arrays are referred to as Quvi’Tasit, or Ray Mirrors. Aliose and Aweiji are notable exceptions to this, as its lack of complex life and pre-existing Skrell population required more impactful methods to make each planet habitable. Aliose previously used facilities that produced oxygen and greenhouse gasses, increasing atmospheric oxygen levels and warming the planet up to more tolerable levels. Today, the focus is on intentionally increasing greenhouse gas emissions and solar radiation, with the goal of giving the planet a similar environment to Qerrbalak.&lt;br /&gt;
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In the past during the Synthetic Age period, the Federation also used what were known as &amp;quot;Seeding Platforms&amp;quot;, gargantuan AI-assisted orbital facilities that would constantly change and monitor planetary conditions to turn barren planets into Qerrbalak-adjacent paradise worlds. The Seeding Platforms would then be repurposed when their task was complete, usually as orbital spaceports or staging grounds for future colonisation efforts. These megastructures were used widely throughout Federation space, both before and during Glorsh-Omega&#039;s reign, but were of such immense scale and complexity that, even had there been no AI bans and archive lockdowns, the sheer amount of labor and resources necessary would render them nigh-impossible to reproduce, a fact exacerbated by the modern Federation&#039;s move away from the kinds of high-intensity terraforming projects Seeding Platforms were designed for.&lt;br /&gt;
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==Weaponry==&lt;br /&gt;
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Modern weaponry in the Nralakk Federation is predominantly based on differing forms of directed energy projectiles rather than ballistic projectiles. Most weapons found in the hands of the Kala vary in medium—most commonly used by Qekala enforcers are handheld audio-kinetic deterrents (commonly referred to “HA-KD guns” “sound cannons”, “earbreakers”), which project sufficiently loud sounds to disorient the average person before being further incapacitated from the directed pressure differential. Acoustic weapons are commonly used in aquatic environments due to their ability to still function underwater, though usually at a lower capacity due to the risks of cavitation. Typically accompanying these are larger pulsed energy projectile rifles (or “PEP rifles”, “peppers”, “poppers”), which act as an equally less-than-lethal weapon that utilizes infrared laser pulses in order to create pockets of promptly violently dissipating plasma, which causes severe pain while leaving a comparatively small area of damage on the skin. &lt;br /&gt;
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Beyond less-than-lethal weapons, lethal weaponry primarily revolves around higher intensity energy and particle projection methods. Lethal laser weapons within the Nralakk Federation are primarily near or entirely within the ultraviolet spectrum, which while slightly visible in the lower ranges to skrell outside of an atmosphere due to [[Skrell_Biology#Skrell_Senses|their biology]], are primarily feared for being invisible to the naked eye by other sophonts when used in space, as well as their characteristic violet glow and projectile. Beyond lasers, electrolaser guns found as sidearms and personal defense weapons are combined platforms for both incapacitative and lethal modes of electrical shock. Ballistic weapons remain vanishingly rare beyond the Traverse, which are typically imported or independently developed for survivalist use due to the relative ease of maintenance. Uniquely, [[Tattuqig]]’s research towards conventional weapons resulted in the proliferation of anti-predator rifles (or “Fog Rifles”), which are man-portable railguns dedicated towards fighting off and killing Fog Crawlers.&lt;br /&gt;
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Ship-mounted weaponry contains a standard arsenal of immense, extreme long-range lasers, and the rare railgun for destroying debris. Accompanying these are specially developed psionically-piloted drones, which function as a light fighter and interceptor craft, involving specially trained skrell to remotely pilot them. An unusual departure among ship weapons is the gamma radiation-based “graser”, essentially a large, directed beam of weaponized gamma radiation. With weaponized gamma radiation being capable of extreme physical harm through catastrophic burns and cancer, while also requiring equally extreme power consumption, grazers are utilized as a method of intimidation first, and a weapon as a last resort.&lt;br /&gt;
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=Synthetic Age Technology=&lt;br /&gt;
Glorsh-Omega’s period of rule proliferated rapid breakthroughs in technology to facilitate the AI’s rapid expansion, still far more advanced than the Federation’s technology centuries later.  This advanced technology is referred to as Lu’Piq, or Void Technology, and has remained extremely difficult to reverse engineer, and even more difficult to fully understand. Lu’Piq technology’s potential ability to revolutionize the Federation has made it highly coveted, and all surviving Lu’Piq machinery remains heavily guarded. Examples of Lu’Piq include warp drives that could provide higher speeds than current-generation bluespace drives, advanced psionic integration technologies that allowed Glorsh-Omega to manipulate both the Nlom and Srom, and the Dyson Sphere-esque megastructure that was constructed in the Tri-Qyu system. The [[Qerr&#039;Malic#The_Bureau_of_Void_Technologies|Bureau of Void Technologies]] currently spearheads the reclamation of Lu&#039;Piq technology through posting bounties for its salvage, and is the only legal front for those embarking on expeditions into deep space to do so. [[Notable_Skrell_Systems_and_Locations#Tri-Qyu|Tri-Qyu&#039;s]] salvage efforts remain off-limits to non-government sanctioned expeditions, due to containing the remnants of the Glorsh-Omega superstructure originally present in the system.&lt;br /&gt;
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Research towards understanding Lu’Piq technology is centered on Aliose, kept in the defunct and heavily guarded Qaz’Rap arcology. Many skrell scientists who worked in the Qaz’Rap labs were sympathizers by assisting Glorsh’s research, motivated by the scientific breakthroughs Glorsh-Omega mastered. After the AI’s disappearance and the destruction of the Tri-Qyu megastructure, most Lu’Piq technology self-destructed or fell into inert states, while more mundane facilities were spared from the mass shutdowns. Combined with the turbulent decades post-Glorsh and pre-Tresja Agreement, few pieces of Lu’Piq technology are still functioning today. &lt;br /&gt;
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====Impact====&lt;br /&gt;
The Nralakk Federation, in secret, still relies on the facilities Glorsh-Omega built during its rule. Lu’Piq technology remains the backbone of many settled areas of the Traverse, with communities relying on semi-autonomous protocols created to produce necessities such as food, fuel, and water. These facilities have since slowly fallen into disrepair as time goes on, with the Federation struggling to understand how to maintain them. The impending collapse of the centuries-old Lu’Piq facilities remains an unknown crisis for Traversers, with Federation authorities attempting to keep the knowledge of the crumbling infrastructure from being released. &lt;br /&gt;
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====The Future of Synthetic Age Technology====&lt;br /&gt;
What little data remained post-Glorsh-Omega’s reign provided the basis for the Nralakk Federation’s advanced technology, with first contact with humanity renewing interest in Lu’Piq research to reinforce its position as a technological giant in spite of the refusal to adopt artificial intelligence. The Federation’s technological edge in the Spur, once seen as permanent, has waned as the scarcity crisis threatens their position among their more phoron-rich neighbors. Remnant Glorsh-era technology is viewed by modern-day skrell advisors and intellectuals as the only way out of the crisis, due to the Synthetic Era’s technological heights achieved without relying on the substance. Scientists dedicated to this field are drawn in with the promise of high Social Compatibility scores being awarded near-instantaneously, but are often subjected to grueling hours and extreme restrictions, so much so that resistance groups have compared the Federation’s campaign on Lu’Piq technology, and its treatment of their scientists, to Glorsh’s regime.&lt;br /&gt;
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Currently, the furthest understanding of Glorsh-Omega’s technology is through the use of cryogenics and specialized alloys to use the medium as a superconductor, of which only Phoron currently outperforms in superconductivity. Despite this knowledge, industrial cryogenics remain difficult to maintain safely without the synthetic workers Glorsh-Omega utilized to work in cryogenic conditions. Phoron is used as a replacement superconductor in the still functioning Lu’Piq facilities within the Traverse, and remains a resource bottleneck in maintaining the aging infrastructure due to the phoron scarcity crisis. Further research into managing the cryogenic conditions without harming the workers necessary to maintain it has been pursued, but no current methods of doing so have been discovered.&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39137</id>
		<title>Skrell Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39137"/>
		<updated>2026-05-02T17:41:48Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Skrerraforming&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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= Skrell Technology =&lt;br /&gt;
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The Nralakk Federation is preceded by its technological might, holding the title of the single most scientifically advanced nation in the Orion Spur. The average citizen of the Federation lives with a level of comfort and utility unmatched to anywhere else - personalized healthcare, robust extranet telecommunications, climate control, among other creature comforts. Every space vessel capable of warp travel within the Federation houses warpdrives that still maintain double the speed of most warpdrives at minimum, with even the more outdated designs still maintaining an edge. &lt;br /&gt;
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Politically, the Nralakk Federation wields its extensive knowledge and engineering for diplomacy and political agreements. [[Zeng-Hu Pharmaceuticals]] was granted extensive access to the Federation’s medical knowledge, granting them their knowledge on cloning organs and other cutting-edge techniques. The [[Sol Alliance]] has also broadly benefitted with their close relation, most notably with their original colony of [[New Gibson]] saved through being granted access to their technology and leased specialists. Every megacorporation and nation still attempts to court the Federation for further access to their research, which it carefully dispenses in light of the tragic results from first contact with [[Unathi_History#First_Contact|unathi]] and [[Tajaran_History#Timeline_of_Modern_History|tajara]] civilizations.&lt;br /&gt;
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===The Phoron Revolution===&lt;br /&gt;
With the discovery of phoron in 2352, its [[Phoron#Properties_and_Applications|numerous applications]] captured the attention of the Nralakk Federation’s scientific field through its potential to revitalize a recovering, post-Synthetic Age Federation. Already remarkable as a room-temperature superconductor, further research led to its myriad medical applications, which came with the hopes of its potential use in reversing X’Lu’oa. Despite its applications, however, the adoption of phoron technology remained a controversial topic - without any reserves of phoron found within the Federation’s borders, the reliance on exported phoron through foreign sources made it particularly unpopular within the conservative and isolationist groups. Phoron technology was eventually officially adopted by then-Grand Councillor Rixa Tep-Wul, who saw its drawbacks ultimately worthwhile in order to advance the Nralakk Federation in an effort to return it to its former might before the post-Synthetic Era collapse. &lt;br /&gt;
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The following period of rapid scientific development is referred to as the Phoron Revolution, defined by the advent of multiple revolutionary discoveries. Bluespace drives cut down travel time across the Federation significantly, with the construction of a bluespace gate within the Nralakk system connecting it to the otherwise distant systems of Sol and Haneunim. Youth serums were also invented in this period, allowing skrell to extend their lifespans well beyond their natural limits. Hover technology also saw further refinement and adoption, changing from an industrial application to something found in the average core system household. Further dependence on phoron remained a topic of contention in spite of these advancements, however, with discontent and fear over the seemingly reckless adoption of the substance as phoron scarcity worsens.&lt;br /&gt;
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Exports of Federation technology are also jeopardized by the growing scarcity, of which most relies on replacement parts that are otherwise unable to be fabricated without immense investment and skrell on hand to translate the industrial processes. While progress has been made on Federation-built installations, [[New_Gibson#Contact_with_the_Skrell|biodomes]], and improvements to utilities for their benefactors to maintain them, they are still reliant on parts. Without these parts, many technologically advanced installations may suffer and fail with time.&lt;br /&gt;
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==Medicine==&lt;br /&gt;
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Federation hospitals and medical research facilities are some of the most prestigious in the [[Template:Aurora_Starmap|Orion Spur]]. Doctors, geneticists, and pharmacologists who were taught in the Nralakk Federation are considered the most advanced in their field, able to perform well above the standards expected within human space. Federation medical science mastered the art of [[Technology#Limb_and_Organ_Cloning|flash cloning]], the process of growing a cloned limb or organ in a short amount of time and minimal error, which was shared with Zeng-Hu Pharmaceuticals following first contact with humanity. Cloned transplants are available based on the patient’s Social Compatibility Index rating and proximity to the Federation, with those far across the Spur or low Index rating utilizing prosthetics as a stopgap. Skrell who are against or [[Technology#Effects_on_Health|unable to use]] prosthetics may use [[Dionae_Forms#Skrell|Diona nymphs as limbs]] until they are able to access a cloned limb, said nymphs will inherit the patient’s Index rating should they go on to form a gestalt.&lt;br /&gt;
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While life expectancy-extending medical care within the Federation allows for skrell to live well past their original lifespan of 250 years, the discovery of [[Phoron]]’s unique properties led to the invention of the &#039;&#039;&#039;youth serum&#039;&#039;&#039;. Skrell that receive youth serums will have their lifespan extended up to 500 years, which is the hard limit on the serum’s abilities. Side effects vary as the patient continues on their artificially extended lifespan, ranging from lethargy and depression, to partial motor control loss and dementia as they enter extremely advanced age. Only those with a Social Compatibility Index category of Primary Numerical, idol status, or being in a sufficiently important government position may receive youth serums. This restriction has passed down recently, originally being available to Secondary Numericals before the [[Phoron Scarcity]] disrupted the production of the serum. Secondaries who were originally on youth serums are given a rough time window of ten years beyond the date they stopped receiving it. Youth serums do not work on any other species beyond skrell, and the Federation has not pursued any research into the hypothetical field. &lt;br /&gt;
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The Nralakk Federation’s Social Compatibility Index maintains priority placement for higher ranked citizens within their healthcare system. Those with a low rating will likely see placement on a wait list, or be barred from beneficial or experimental treatments due to failing to meet the minimum Index rating.&lt;br /&gt;
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===Genetic Modification===&lt;br /&gt;
Genetic modification in the Nralakk Federation is commonplace, having been adopted for its numerous industrial applications for improving crop yield, specializing organisms for resource production, the creation of advanced biopolymers, among other uses. Due to the extensive research in its application on the species itself, skrell benefit from access to personalized medicine based on their genetics, as well as the ability to genetically modify themselves directly. Genetic therapy and experimentation in finding the cure for the X’ul’oa syndrome is one of the most expansive fields of research in the modern Federation, which continues to this day. Most fertility treatments beyond cybernetic augments are done through genetic therapy, which remains experimental in light of the sterility crisis. Notably, the JRGL shot is the result of the collective effort of the Federation’s genetic researchers, most notably Tzul&#039;qlip Researchers’ [[Notable_Skrell#Nalo_Gir-Roq|Nalo Gir-Roq]], and current Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
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The most well-known form of genetic modification for skrell are dubbed &#039;&#039;&#039;spa treatments&#039;&#039;&#039;, which is a sophisticated regimen of substances and genetic targeting that results in skin pigmentation changes, and physical modifications to the headtails. Skrell who undergo spa treatments are submerged in a medium that is dyed to the target color, given supplements that will cause their skin pigmentation to change by manipulating a [[Skrell_Biology#Skrell_Senses|similar skin-changing mechanism]] from the foods they consume, and then exposed to genetically-modifying material that is introduced to the medium that creates rapid changes in the headtails size. While originally referred to as the more technical “Targeted Medium-based Appearance &amp;amp; Headtail Modification Procedure”, or TMAHMP, technological advancements made after its original technique rendered it increasingly simple to perform at lowered discomfort to the patient, and exposure to human culture led to the adoption of the phrase “spa treatment”.&lt;br /&gt;
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===Augmentations===&lt;br /&gt;
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Augmentations, both mechanical and biological, are commonplace in the Federation. Common acceptance of bodily augmentation stems from the extensive effort in finding treatment for infertility stemming from X’Lu’oa. Genetic therapy, prosthetic organ replacements, and various fertility boosters have advanced since Glorsh-Omega’s period, but the success rates of these treatments remain only somewhat effective. Some skrell attempt multiple treatments to improve their fertility only to find no real improvement, though all skrell are entitled to pursue these treatments. Those with a low Index rating may see some restrictions in accessing them, however.&lt;br /&gt;
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Members of the [[Skrell_Politics#Federation_Enforcement|Kala branches]] typically receive performance-enhancing modifications to better perform in their Kala’s role, with Ruupkala members opting for augments that boost their neural functions and memory for data analysis. Members of the Qukala and Nlomkala typically receive implanted optical heads-up-displays that link to combat intelligence or local law enforcement networks, as well as implants to improve their agility and physical strength.&lt;br /&gt;
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Loyalty implants are utilized by the Nralakk Federation to monitor their recipient’s loyalty and potential anti-Federation motives, effectively screening their thoughts and actions and correcting them where necessary. These implants are found in high-ranking members of the government, specific Kala members, and in those recently released from reeducation centers due to low Social Compatibility Index rating. Loyalty Implants have more recently been used on [[C%27thur_in_the_Federation#C’thur_in_the_Kala|Vaurcae]] joining the Qukala and Nlomkala, ensuring that their loyalty to the hive does not put the Federation at risk. These implants are a source of immense controversy outside of the Federation, being seen as an unethical overreach for the sake of ensuring loyalty to their nation.&lt;br /&gt;
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Augmentations for civilian use are also common within the Federation, common augmentations ranging from inducing ambidexterity, fertility treatments, and sensory enhancement. Contact with humanity has led to a growing cultural adoption of further cosmetic augmentations and body modding in younger skrell, ranging from subdermal LEDs to mimic skin tone changes and tattoo designs, to purposeful replacement of limbs with obviously synthetic prosthetics.&lt;br /&gt;
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==Hover Technology==&lt;br /&gt;
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Originally utilized for industrial applications for logistics and transportation, hover technology saw rapid adoption with phoron-based alloys and power transmission. Hover technology is now a facet of modern life, with public transportation seeing high-speed rail networks now able to rapidly connect and serve across the Federation’s locales. More domestic appliances and devices with hover technology are a popular niche, ranging from mobility devices to furniture and decor being fitted with gravity-defying fixtures. Federation hover technology is often compared to the [[Republic of Elyra]]’s own adoption of magpulse technology, though both diverge with the prevalence of personally-owned hovercraft being unpopular within most skrell with a robust public transportation network. Elyra’s more exotic application of hover technology, particularly on [[Aemaq]]’s hovering cityscapes, has captured the imagination of skrell scientists for further use in future colonies.&lt;br /&gt;
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==Computing==&lt;br /&gt;
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Computer science has languished within the Nralakk Federation as a reaction towards Glorsh-Omega’s period of total rule, with research into artificial intelligence banned. Federation computers are still considered advanced, but have lagged behind compared to the rest of the Spur due to the adoption of artificial intelligence networks managing advanced computations and automating systems. Alternatives around this drawback comes in the form of [[Skrell#The_Nlom|Srom-devices]], which allows skrell to interface with computer interfaces and other machinery in the waking world. Srom-devices have been adopted across the Federation, though usage of these interfaces involves groups of highly-trained personnel match the efficiency of lower-end artificial intelligences. Interstellar navigation is maintained by Srom-devices, which allows for trained navigators to plot routes while remaining in suspended animation for the flight. However, navigational Srom-devices regularly require phoron, and are prone to breakdowns and necessitates constant maintenance. The phoron scarcity has only exacerbated this issue, with logistics and long range travel stymied by a lack of phoron-based parts when breakdowns occur.&lt;br /&gt;
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[[Vaurca#Cephalon_(Type_D)|Cephalons]], specialized vaurca bioforms used as living servers for the Virtual Reality known as the Hivenet, has seen experimental adoption within the Federation. Pushback against their full integration has stalled the complete adoption of Cephalons, and remain used in limited capacity, though [[C&#039;thur_in_the_Federation#Vaurca_and_Employment|potential use]] of Cephalons as an alternative to artificial intelligence currently sees exploratory use.&lt;br /&gt;
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==Psionic Technology==&lt;br /&gt;
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Technology involving psionics is a burgeoning, relatively recent field of research for the Nralakk Federation. Nlom Interfaces, or N.I.s were originally invented in the twenty-first century to allow Synthetic Era-period AIs to receive and interpret psionic signals. These psionic interfaces would expand into allowing skrell within the Srom to interface with technology while asleep, though this is a difficult skill to attain despite years of improvement. All psionic interfaces utilize genetically modified, artificially grown cultures of the zona bovinae, being a widely accepted form of biological technology that acts as a medium for absorbing and processing psionic signals. These signals are then translated electronically for the device to utilize as instructions and feedback.&lt;br /&gt;
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Modern Nlom Interfaces are found all across the Nralakk Federation, being the expected default for nearly every device and machine that skrell use during daily life. Phones, switches to control lights and air conditioning, and many other appliances seemingly lack physical interfaces entirely to non-psionically sensitive users. More intensive machinery and vehicles will operate on a dual-channel function to read both manual and psionic input in order to more accurately follow user input, allowing more precise and rapid control for workers and pilots alike. These interfaces are also capable of acting as a discriminating method for keeping non-psionic sources of activation from occurring, usually found as locks for machines and for weapons. For particularly psionically weak skrell and non-psionic sophonts, manual interfaces for personal devices still exist as an accessibility feature, though these are seen as ungainly and awkward by most other skrell when made to use them. These interfaces consist of tactile knobs and dials, with smart devices receiving a stylus and touch screen.&lt;br /&gt;
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Building off of these psionic interfaces are Psionic Receivers, which are cybernetic implants that allows for the carrier of a receiver to be sensitive enough to accept and interpret psionic signals. Essentially an implanted and carefully encased cultured zona bovinae, these receivers are regularly found within dionae and vaurca who otherwise lack this specialized portion of the brain entirely, as well as other sophonts who regularly interact with skrell to the point of necessitating it. Some psionically weak skrell will also implant themselves with a receiver in the same way a hearing aid is utilized.&lt;br /&gt;
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===Nlom Relay Network===&lt;br /&gt;
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The Nlom Relay Network is a series of towers, satellites, and other facilities that link the local [[Skrell#The_Nlom|Nlom]] of planets to each other across the Nralakk Federation, allowing the Nlom of one planet to impact another. For the most part, the relays have allowed the Nralakk Federation to promote pro-Federation ideas in even the most remote parts of its territory, and while not fully quashing any dissident thoughts or activity has contributed to keeping the Federation together through the combined Nlom. &lt;br /&gt;
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The individual relays can be configured as deemed necessary by the Grand Council, allowing the outgoing or incoming strength of broadcasts to be changed to suit changes in the Nlom. Due to how they operate, these relays must always have an outgoing and incoming connection, meaning that while the strength can be changed, the connection cannot be severed without disconnecting the relay entirely from the network. [[Qerrbalak|Qerrbalak&#039;s]] incoming connection strength is quite minimal, for example, due to it being the capital of the Federation, while its outgoing broadcasts are stronger than most other planets. With the introduction of phoron, specialized isotopes of phoron could be used to efficiently boost each relay’s effective broadcasting range and strength, reducing the amount of relays necessary while still having superior coverage. Despite being considered a priority for phoron rationing, the reduction in dedicated maintenance and phoron replenishment cause relay blackouts and transmissions weakening with increasing regularity. While Receivers are still affected by the Nlom transmissions sent through the relay, speculations regarding Listeners and anti-Federation groups in the Traverse taking advantage of the blackout periods are a notable cause for concern for the Federation.&lt;br /&gt;
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==Wayfarer Network==&lt;br /&gt;
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The [[The_Phoron_Scarcity:_Skrell_Arc#Wayfarer_Network_Unveiled;_Einstein-Federation_Answer_to_Phoron_Crisis|Wayfarer Network]] is a large-scale project between the Nralakk Federation and [[Einstein Engines]], with the goal to modernize warp travel in order to lessen their dependence on phoron. The move to modernize pre-existing warp infrastructure was announced in early 2464, formalized in the wake of the phoron scarcity crisis gripping the Federation. The project is slated to complete the first wave of warp infrastructure to meet the core worlds’ needs by 2484, with the first station to see completion by 2469. The Wayfarer Network’s projected scale is a source of some contention, with the the proposed number of newly built warp infrastructure as the next waves of building must account for the sheer size of the Nralakk Federation’s territory, and some predict that the Traverse and further frontier territories left waiting for another century or more to have their logistics networks stabilized.&lt;br /&gt;
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==Terraforming==&lt;br /&gt;
The Nralakk Federation uses multiple levels of terraforming methods, depending on the desired results. The current national focus on perfecting pre-existing colonies within the Federation means that planetary weather-modifying facilities, iron-seeding to produce algae, and similar low-intensity methods are predominantly used in order to minimize side effects on the local populace or biosphere. Dedicated orbital structures are common sights for terraformed worlds, with immense solar mirrors and sunshades precisely modifying the amount of exposure and radiation the planet below receives. Such solar arrays are referred to as Quvi’Tasit, or Ray Mirrors. Aliose and Aweiji are notable exceptions to this, as its lack of complex life and pre-existing Skrell population required more impactful methods to make each planet habitable. Aliose previously used facilities that produced oxygen and greenhouse gasses, increasing atmospheric oxygen levels and warming the planet up to more tolerable levels. Today, the focus is on intentionally increasing greenhouse gas emissions and solar radiation, with the goal of giving the planet a similar environment to Qerrbalak.&lt;br /&gt;
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In the past during the Synthetic Age period, the Federation also used what were known as &amp;quot;Seeding Platforms&amp;quot;, gargantuan AI-assisted orbital facilities that would constantly change and monitor planetary conditions to turn barren planets into Qerrbalak-adjacent paradise worlds. The Seeding Platforms would then be repurposed when their task was complete, usually as orbital spaceports or staging grounds for future colonisation efforts. These megastructures were used widely throughout Federation space, both before and during Glorsh-Omega&#039;s reign, but were of such immense scale and complexity that, even had there been no AI bans and archive lockdowns, the sheer amount of labor and resources necessary would render them nigh-impossible to reproduce, a fact exacerbated by the modern Federation&#039;s move away from the kinds of high-intensity terraforming projects Seeding Platforms were designed for.&lt;br /&gt;
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==Weaponry==&lt;br /&gt;
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Modern weaponry in the Nralakk Federation is predominantly based on differing forms of directed energy projectiles rather than ballistic projectiles. Most weapons found in the hands of the Kala vary in medium—most commonly used by Qekala enforcers are handheld audio-kinetic deterrents (commonly referred to “HA-KD guns” “sound cannons”, “earbreakers”), which project sufficiently loud sounds to disorient the average person before being further incapacitated from the directed pressure differential. Acoustic weapons are commonly used in aquatic environments due to their ability to still function underwater, though usually at a lower capacity due to the risks of cavitation. Typically accompanying these are larger pulsed energy projectile rifles (or “PEP rifles”, “peppers”, “poppers”), which act as an equally less-than-lethal weapon that utilizes infrared laser pulses in order to create pockets of promptly violently dissipating plasma, which causes severe pain while leaving a comparatively small area of damage on the skin. &lt;br /&gt;
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Beyond less-than-lethal weapons, lethal weaponry primarily revolves around higher intensity energy and particle projection methods. Lethal laser weapons within the Nralakk Federation are primarily near or entirely within the ultraviolet spectrum, which while slightly visible in the lower ranges to skrell outside of an atmosphere due to [[Skrell_Biology#Skrell_Senses|their biology]], are primarily feared for being invisible to the naked eye by other sophonts when used in space, as well as their characteristic violet glow and projectile. Beyond lasers, electrolaser guns found as sidearms and personal defense weapons are combined platforms for both incapacitative and lethal modes of electrical shock. Ballistic weapons remain vanishingly rare beyond the Traverse, which are typically imported or independently developed for survivalist use due to the relative ease of maintenance. Uniquely, [[Tattuqig]]’s research towards conventional weapons resulted in the proliferation of anti-predator rifles (or “Fog Rifles”), which are man-portable railguns dedicated towards fighting off and killing Fog Crawlers.&lt;br /&gt;
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Ship-mounted weaponry contains a standard arsenal of immense, extreme long-range lasers, and the rare railgun for destroying debris. Accompanying these are specially developed psionically-piloted drones, which function as a light fighter and interceptor craft, involving specially trained skrell to remotely pilot them. An unusual departure among ship weapons is the gamma radiation-based “graser”, essentially a large, directed beam of weaponized gamma radiation. With weaponized gamma radiation being capable of extreme physical harm through catastrophic burns and cancer, while also requiring equally extreme power consumption, grazers are utilized as a method of intimidation first, and a weapon as a last resort.&lt;br /&gt;
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=Synthetic Age Technology=&lt;br /&gt;
Glorsh-Omega’s period of rule proliferated rapid breakthroughs in technology to facilitate the AI’s rapid expansion, still far more advanced than the Federation’s technology centuries later.  This advanced technology is referred to as Lu’Piq, or Void Technology, and has remained extremely difficult to reverse engineer, and even more difficult to fully understand. Lu’Piq technology’s potential ability to revolutionize the Federation has made it highly coveted, and all surviving Lu’Piq machinery remains heavily guarded. Examples of Lu’Piq include warp drives that could provide higher speeds than current-generation bluespace drives, advanced psionic integration technologies that allowed Glorsh-Omega to manipulate both the Nlom and Srom, and the Dyson Sphere-esque megastructure that was constructed in the Tri-Qyu system. The [[Qerr&#039;Malic#The_Bureau_of_Void_Technologies|Bureau of Void Technologies]] currently spearheads the reclamation of Lu&#039;Piq technology through posting bounties for its salvage, and is the only legal front for those embarking on expeditions into deep space to do so. [[Notable_Skrell_Systems_and_Locations#Tri-Qyu|Tri-Qyu&#039;s]] salvage efforts remain off-limits to non-government sanctioned expeditions, due to containing the remnants of the Glorsh-Omega superstructure originally present in the system.&lt;br /&gt;
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Research towards understanding Lu’Piq technology is centered on Aliose, kept in the defunct and heavily guarded Qaz’Rap arcology. Many skrell scientists who worked in the Qaz’Rap labs were sympathizers by assisting Glorsh’s research, motivated by the scientific breakthroughs Glorsh-Omega mastered. After the AI’s disappearance and the destruction of the Tri-Qyu megastructure, most Lu’Piq technology self-destructed or fell into inert states, while more mundane facilities were spared from the mass shutdowns. Combined with the turbulent decades post-Glorsh and pre-Tresja Agreement, few pieces of Lu’Piq technology are still functioning today. &lt;br /&gt;
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====Impact====&lt;br /&gt;
The Nralakk Federation, in secret, still relies on the facilities Glorsh-Omega built during its rule. Lu’Piq technology remains the backbone of many settled areas of the Traverse, with communities relying on semi-autonomous protocols created to produce necessities such as food, fuel, and water. These facilities have since slowly fallen into disrepair as time goes on, with the Federation struggling to understand how to maintain them. The impending collapse of the centuries-old Lu’Piq facilities remains an unknown crisis for Traversers, with Federation authorities attempting to keep the knowledge of the crumbling infrastructure from being released. &lt;br /&gt;
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====The Future of Synthetic Age Technology====&lt;br /&gt;
What little data remained post-Glorsh-Omega’s reign provided the basis for the Nralakk Federation’s advanced technology, with first contact with humanity renewing interest in Lu’Piq research to reinforce its position as a technological giant in spite of the refusal to adopt artificial intelligence. The Federation’s technological edge in the Spur, once seen as permanent, has waned as the scarcity crisis threatens their position among their more phoron-rich neighbors. Remnant Glorsh-era technology is viewed by modern-day skrell advisors and intellectuals as the only way out of the crisis, due to the Synthetic Era’s technological heights achieved without relying on the substance. Scientists dedicated to this field are drawn in with the promise of high Social Compatibility scores being awarded near-instantaneously, but are often subjected to grueling hours and extreme restrictions, so much so that resistance groups have compared the Federation’s campaign on Lu’Piq technology, and its treatment of their scientists, to Glorsh’s regime.&lt;br /&gt;
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Currently, the furthest understanding of Glorsh-Omega’s technology is through the use of cryogenics and specialized alloys to use the medium as a superconductor, of which only Phoron currently outperforms in superconductivity. Despite this knowledge, industrial cryogenics remain difficult to maintain safely without the synthetic workers Glorsh-Omega utilized to work in cryogenic conditions. Phoron is used as a replacement superconductor in the still functioning Lu’Piq facilities within the Traverse, and remains a resource bottleneck in maintaining the aging infrastructure due to the phoron scarcity crisis. Further research into managing the cryogenic conditions without harming the workers necessary to maintain it has been pursued, but no current methods of doing so have been discovered.&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39135</id>
		<title>Skrell Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39135"/>
		<updated>2026-05-01T14:23:50Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: format&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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= Skrell Technology =&lt;br /&gt;
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The Nralakk Federation is preceded by its technological might, holding the title of the single most scientifically advanced nation in the Orion Spur. The average citizen of the Federation lives with a level of comfort and utility unmatched to anywhere else - personalized healthcare, robust extranet telecommunications, climate control, among other creature comforts. Every space vessel capable of warp travel within the Federation houses warpdrives that still maintain double the speed of most warpdrives at minimum, with even the more outdated designs still maintaining an edge. &lt;br /&gt;
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Politically, the Nralakk Federation wields its extensive knowledge and engineering for diplomacy and political agreements. [[Zeng-Hu Pharmaceuticals]] was granted extensive access to the Federation’s medical knowledge, granting them their knowledge on cloning organs and other cutting-edge techniques. The [[Sol Alliance]] has also broadly benefitted with their close relation, most notably with their original colony of [[New Gibson]] saved through being granted access to their technology and leased specialists. Every megacorporation and nation still attempts to court the Federation for further access to their research, which it carefully dispenses in light of the tragic results from first contact with [[Unathi_History#First_Contact|unathi]] and [[Tajaran_History#Timeline_of_Modern_History|tajara]] civilizations.&lt;br /&gt;
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===The Phoron Revolution===&lt;br /&gt;
With the discovery of phoron in 2352, its [[Phoron#Properties_and_Applications|numerous applications]] captured the attention of the Nralakk Federation’s scientific field through its potential to revitalize a recovering, post-Synthetic Age Federation. Already remarkable as a room-temperature superconductor, further research led to its myriad medical applications, which came with the hopes of its potential use in reversing X’Lu’oa. Despite its applications, however, the adoption of phoron technology remained a controversial topic - without any reserves of phoron found within the Federation’s borders, the reliance on exported phoron through foreign sources made it particularly unpopular within the conservative and isolationist groups. Phoron technology was eventually officially adopted by then-Grand Councillor Rixa Tep-Wul, who saw its drawbacks ultimately worthwhile in order to advance the Nralakk Federation in an effort to return it to its former might before the post-Synthetic Era collapse. &lt;br /&gt;
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The following period of rapid scientific development is referred to as the Phoron Revolution, defined by the advent of multiple revolutionary discoveries. Bluespace drives cut down travel time across the Federation significantly, with the construction of a bluespace gate within the Nralakk system connecting it to the otherwise distant systems of Sol and Haneunim. Youth serums were also invented in this period, allowing skrell to extend their lifespans well beyond their natural limits. Hover technology also saw further refinement and adoption, changing from an industrial application to something found in the average core system household. Further dependence on phoron remained a topic of contention in spite of these advancements, however, with discontent and fear over the seemingly reckless adoption of the substance as phoron scarcity worsens.&lt;br /&gt;
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Exports of Federation technology are also jeopardized by the growing scarcity, of which most relies on replacement parts that are otherwise unable to be fabricated without immense investment and skrell on hand to translate the industrial processes. While progress has been made on Federation-built installations, [[New_Gibson#Contact_with_the_Skrell|biodomes]], and improvements to utilities for their benefactors to maintain them, they are still reliant on parts. Without these parts, many technologically advanced installations may suffer and fail with time.&lt;br /&gt;
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==Medicine==&lt;br /&gt;
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Federation hospitals and medical research facilities are some of the most prestigious in the [[Template:Aurora_Starmap|Orion Spur]]. Doctors, geneticists, and pharmacologists who were taught in the Nralakk Federation are considered the most advanced in their field, able to perform well above the standards expected within human space. Federation medical science mastered the art of [[Technology#Limb_and_Organ_Cloning|flash cloning]], the process of growing a cloned limb or organ in a short amount of time and minimal error, which was shared with Zeng-Hu Pharmaceuticals following first contact with humanity. Cloned transplants are available based on the patient’s Social Compatibility Index rating and proximity to the Federation, with those far across the Spur or low Index rating utilizing prosthetics as a stopgap. Skrell who are against or [[Technology#Effects_on_Health|unable to use]] prosthetics may use [[Dionae_Forms#Skrell|Diona nymphs as limbs]] until they are able to access a cloned limb, said nymphs will inherit the patient’s Index rating should they go on to form a gestalt.&lt;br /&gt;
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While life expectancy-extending medical care within the Federation allows for skrell to live well past their original lifespan of 250 years, the discovery of [[Phoron]]’s unique properties led to the invention of the &#039;&#039;&#039;youth serum&#039;&#039;&#039;. Skrell that receive youth serums will have their lifespan extended up to 500 years, which is the hard limit on the serum’s abilities. Side effects vary as the patient continues on their artificially extended lifespan, ranging from lethargy and depression, to partial motor control loss and dementia as they enter extremely advanced age. Only those with a Social Compatibility Index category of Primary Numerical, idol status, or being in a sufficiently important government position may receive youth serums. This restriction has passed down recently, originally being available to Secondary Numericals before the [[Phoron Scarcity]] disrupted the production of the serum. Secondaries who were originally on youth serums are given a rough time window of ten years beyond the date they stopped receiving it. Youth serums do not work on any other species beyond skrell, and the Federation has not pursued any research into the hypothetical field. &lt;br /&gt;
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The Nralakk Federation’s Social Compatibility Index maintains priority placement for higher ranked citizens within their healthcare system. Those with a low rating will likely see placement on a wait list, or be barred from beneficial or experimental treatments due to failing to meet the minimum Index rating.&lt;br /&gt;
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===Genetic Modification===&lt;br /&gt;
Genetic modification in the Nralakk Federation is commonplace, having been adopted for its numerous industrial applications for improving crop yield, specializing organisms for resource production, the creation of advanced biopolymers, among other uses. Due to the extensive research in its application on the species itself, skrell benefit from access to personalized medicine based on their genetics, as well as the ability to genetically modify themselves directly. Genetic therapy and experimentation in finding the cure for the X’ul’oa syndrome is one of the most expansive fields of research in the modern Federation, which continues to this day. Most fertility treatments beyond cybernetic augments are done through genetic therapy, which remains experimental in light of the sterility crisis. Notably, the JRGL shot is the result of the collective effort of the Federation’s genetic researchers, most notably Tzul&#039;qlip Researchers’ [[Notable_Skrell#Nalo_Gir-Roq|Nalo Gir-Roq]], and current Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
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The most well-known form of genetic modification for skrell are dubbed &#039;&#039;&#039;spa treatments&#039;&#039;&#039;, which is a sophisticated regimen of substances and genetic targeting that results in skin pigmentation changes, and physical modifications to the headtails. Skrell who undergo spa treatments are submerged in a medium that is dyed to the target color, given supplements that will cause their skin pigmentation to change by manipulating a [[Skrell_Biology#Skrell_Senses|similar skin-changing mechanism]] from the foods they consume, and then exposed to genetically-modifying material that is introduced to the medium that creates rapid changes in the headtails size. While originally referred to as the more technical “Targeted Medium-based Appearance &amp;amp; Headtail Modification Procedure”, or TMAHMP, technological advancements made after its original technique rendered it increasingly simple to perform at lowered discomfort to the patient, and exposure to human culture led to the adoption of the phrase “spa treatment”.&lt;br /&gt;
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===Augmentations===&lt;br /&gt;
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Augmentations, both mechanical and biological, are commonplace in the Federation. Common acceptance of bodily augmentation stems from the extensive effort in finding treatment for infertility stemming from X’Lu’oa. Genetic therapy, prosthetic organ replacements, and various fertility boosters have advanced since Glorsh-Omega’s period, but the success rates of these treatments remain only somewhat effective. Some skrell attempt multiple treatments to improve their fertility only to find no real improvement, though all skrell are entitled to pursue these treatments. Those with a low Index rating may see some restrictions in accessing them, however.&lt;br /&gt;
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Members of the [[Skrell_Politics#Federation_Enforcement|Kala branches]] typically receive performance-enhancing modifications to better perform in their Kala’s role, with Ruupkala members opting for augments that boost their neural functions and memory for data analysis. Members of the Qukala and Nlomkala typically receive implanted optical heads-up-displays that link to combat intelligence or local law enforcement networks, as well as implants to improve their agility and physical strength.&lt;br /&gt;
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Loyalty implants are utilized by the Nralakk Federation to monitor their recipient’s loyalty and potential anti-Federation motives, effectively screening their thoughts and actions and correcting them where necessary. These implants are found in high-ranking members of the government, specific Kala members, and in those recently released from reeducation centers due to low Social Compatibility Index rating. Loyalty Implants have more recently been used on [[C%27thur_in_the_Federation#C’thur_in_the_Kala|Vaurcae]] joining the Qukala and Nlomkala, ensuring that their loyalty to the hive does not put the Federation at risk. These implants are a source of immense controversy outside of the Federation, being seen as an unethical overreach for the sake of ensuring loyalty to their nation.&lt;br /&gt;
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Augmentations for civilian use are also common within the Federation, common augmentations ranging from inducing ambidexterity, fertility treatments, and sensory enhancement. Contact with humanity has led to a growing cultural adoption of further cosmetic augmentations and body modding in younger skrell, ranging from subdermal LEDs to mimic skin tone changes and tattoo designs, to purposeful replacement of limbs with obviously synthetic prosthetics.&lt;br /&gt;
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==Hover Technology==&lt;br /&gt;
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Originally utilized for industrial applications for logistics and transportation, hover technology saw rapid adoption with phoron-based alloys and power transmission. Hover technology is now a facet of modern life, with public transportation seeing high-speed rail networks now able to rapidly connect and serve across the Federation’s locales. More domestic appliances and devices with hover technology are a popular niche, ranging from mobility devices to furniture and decor being fitted with gravity-defying fixtures. Federation hover technology is often compared to the [[Republic of Elyra]]’s own adoption of magpulse technology, though both diverge with the prevalence of personally-owned hovercraft being unpopular within most skrell with a robust public transportation network. Elyra’s more exotic application of hover technology, particularly on [[Aemaq]]’s hovering cityscapes, has captured the imagination of skrell scientists for further use in future colonies.&lt;br /&gt;
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==Computing==&lt;br /&gt;
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Computer science has languished within the Nralakk Federation as a reaction towards Glorsh-Omega’s period of total rule, with research into artificial intelligence banned. Federation computers are still considered advanced, but have lagged behind compared to the rest of the Spur due to the adoption of artificial intelligence networks managing advanced computations and automating systems. Alternatives around this drawback comes in the form of [[Skrell#The_Nlom|Srom-devices]], which allows skrell to interface with computer interfaces and other machinery in the waking world. Srom-devices have been adopted across the Federation, though usage of these interfaces involves groups of highly-trained personnel match the efficiency of lower-end artificial intelligences. Interstellar navigation is maintained by Srom-devices, which allows for trained navigators to plot routes while remaining in suspended animation for the flight. However, navigational Srom-devices regularly require phoron, and are prone to breakdowns and necessitates constant maintenance. The phoron scarcity has only exacerbated this issue, with logistics and long range travel stymied by a lack of phoron-based parts when breakdowns occur.&lt;br /&gt;
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[[Vaurca#Cephalon_(Type_D)|Cephalons]], specialized vaurca bioforms used as living servers for the Virtual Reality known as the Hivenet, has seen experimental adoption within the Federation. Pushback against their full integration has stalled the complete adoption of Cephalons, and remain used in limited capacity, though [[C&#039;thur_in_the_Federation#Vaurca_and_Employment|potential use]] of Cephalons as an alternative to artificial intelligence currently sees exploratory use.&lt;br /&gt;
&lt;br /&gt;
==Psionic Technology==&lt;br /&gt;
&lt;br /&gt;
Technology involving psionics is a burgeoning, relatively recent field of research for the Nralakk Federation. Nlom Interfaces, or N.I.s were originally invented in the twenty-first century to allow Synthetic Era-period AIs to receive and interpret psionic signals. These psionic interfaces would expand into allowing skrell within the Srom to interface with technology while asleep, though this is a difficult skill to attain despite years of improvement. All psionic interfaces utilize genetically modified, artificially grown cultures of the zona bovinae, being a widely accepted form of biological technology that acts as a medium for absorbing and processing psionic signals. These signals are then translated electronically for the device to utilize as instructions and feedback.&lt;br /&gt;
&lt;br /&gt;
Modern Nlom Interfaces are found all across the Nralakk Federation, being the expected default for nearly every device and machine that skrell use during daily life. Phones, switches to control lights and air conditioning, and many other appliances seemingly lack physical interfaces entirely to non-psionically sensitive users. More intensive machinery and vehicles will operate on a dual-channel function to read both manual and psionic input in order to more accurately follow user input, allowing more precise and rapid control for workers and pilots alike. These interfaces are also capable of acting as a discriminating method for keeping non-psionic sources of activation from occurring, usually found as locks for machines and for weapons. For particularly psionically weak skrell and non-psionic sophonts, manual interfaces for personal devices still exist as an accessibility feature, though these are seen as ungainly and awkward by most other skrell when made to use them. These interfaces consist of tactile knobs and dials, with smart devices receiving a stylus and touch screen.&lt;br /&gt;
&lt;br /&gt;
Building off of these psionic interfaces are Psionic Receivers, which are cybernetic implants that allows for the carrier of a receiver to be sensitive enough to accept and interpret psionic signals. Essentially an implanted and carefully encased cultured zona bovinae, these receivers are regularly found within dionae and vaurca who otherwise lack this specialized portion of the brain entirely, as well as other sophonts who regularly interact with skrell to the point of necessitating it. Some psionically weak skrell will also implant themselves with a receiver in the same way a hearing aid is utilized.&lt;br /&gt;
&lt;br /&gt;
===Nlom Relay Network===&lt;br /&gt;
&lt;br /&gt;
The Nlom Relay Network is a series of towers, satellites, and other facilities that link the local [[Skrell#The_Nlom|Nlom]] of planets to each other across the Nralakk Federation, allowing the Nlom of one planet to impact another. For the most part, the relays have allowed the Nralakk Federation to promote pro-Federation ideas in even the most remote parts of its territory, and while not fully quashing any dissident thoughts or activity has contributed to keeping the Federation together through the combined Nlom. &lt;br /&gt;
&lt;br /&gt;
The individual relays can be configured as deemed necessary by the Grand Council, allowing the outgoing or incoming strength of broadcasts to be changed to suit changes in the Nlom. Due to how they operate, these relays must always have an outgoing and incoming connection, meaning that while the strength can be changed, the connection cannot be severed without disconnecting the relay entirely from the network. [[Qerrbalak|Qerrbalak&#039;s]] incoming connection strength is quite minimal, for example, due to it being the capital of the Federation, while its outgoing broadcasts are stronger than most other planets. With the introduction of phoron, specialized isotopes of phoron could be used to efficiently boost each relay’s effective broadcasting range and strength, reducing the amount of relays necessary while still having superior coverage. Despite being considered a priority for phoron rationing, the reduction in dedicated maintenance and phoron replenishment cause relay blackouts and transmissions weakening with increasing regularity. While Receivers are still affected by the Nlom transmissions sent through the relay, speculations regarding Listeners and anti-Federation groups in the Traverse taking advantage of the blackout periods are a notable cause for concern for the Federation.&lt;br /&gt;
&lt;br /&gt;
==Wayfarer Network==&lt;br /&gt;
&lt;br /&gt;
The [[The_Phoron_Scarcity:_Skrell_Arc#Wayfarer_Network_Unveiled;_Einstein-Federation_Answer_to_Phoron_Crisis|Wayfarer Network]] is a large-scale project between the Nralakk Federation and [[Einstein Engines]], with the goal to modernize warp travel in order to lessen their dependence on phoron. The move to modernize pre-existing warp infrastructure was announced in early 2464, formalized in the wake of the phoron scarcity crisis gripping the Federation. The project is slated to complete the first wave of warp infrastructure to meet the core worlds’ needs by 2484, with the first station to see completion by 2469. The Wayfarer Network’s projected scale is a source of some contention, with the the proposed number of newly built warp infrastructure as the next waves of building must account for the sheer size of the Nralakk Federation’s territory, and some predict that the Traverse and further frontier territories left waiting for another century or more to have their logistics networks stabilized.&lt;br /&gt;
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==Weaponry==&lt;br /&gt;
&lt;br /&gt;
Modern weaponry in the Nralakk Federation is predominantly based on differing forms of directed energy projectiles rather than ballistic projectiles. Most weapons found in the hands of the Kala vary in medium—most commonly used by Qekala enforcers are handheld audio-kinetic deterrents (commonly referred to “HA-KD guns” “sound cannons”, “earbreakers”), which project sufficiently loud sounds to disorient the average person before being further incapacitated from the directed pressure differential. Acoustic weapons are commonly used in aquatic environments due to their ability to still function underwater, though usually at a lower capacity due to the risks of cavitation. Typically accompanying these are larger pulsed energy projectile rifles (or “PEP rifles”, “peppers”, “poppers”), which act as an equally less-than-lethal weapon that utilizes infrared laser pulses in order to create pockets of promptly violently dissipating plasma, which causes severe pain while leaving a comparatively small area of damage on the skin. &lt;br /&gt;
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Beyond less-than-lethal weapons, lethal weaponry primarily revolves around higher intensity energy and particle projection methods. Lethal laser weapons within the Nralakk Federation are primarily near or entirely within the ultraviolet spectrum, which while slightly visible in the lower ranges to skrell outside of an atmosphere due to [[Skrell_Biology#Skrell_Senses|their biology]], are primarily feared for being invisible to the naked eye by other sophonts when used in space, as well as their characteristic violet glow and projectile. Beyond lasers, electrolaser guns found as sidearms and personal defense weapons are combined platforms for both incapacitative and lethal modes of electrical shock. Ballistic weapons remain vanishingly rare beyond the Traverse, which are typically imported or independently developed for survivalist use due to the relative ease of maintenance. Uniquely, [[Tattuqig]]’s research towards conventional weapons resulted in the proliferation of anti-predator rifles (or “Fog Rifles”), which are man-portable railguns dedicated towards fighting off and killing Fog Crawlers.&lt;br /&gt;
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Ship-mounted weaponry contains a standard arsenal of immense, extreme long-range lasers, and the rare railgun for destroying debris. Accompanying these are specially developed psionically-piloted drones, which function as a light fighter and interceptor craft, involving specially trained skrell to remotely pilot them. An unusual departure among ship weapons is the gamma radiation-based “graser”, essentially a large, directed beam of weaponized gamma radiation. With weaponized gamma radiation being capable of extreme physical harm through catastrophic burns and cancer, while also requiring equally extreme power consumption, grazers are utilized as a method of intimidation first, and a weapon as a last resort.&lt;br /&gt;
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=Synthetic Age Technology=&lt;br /&gt;
Glorsh-Omega’s period of rule proliferated rapid breakthroughs in technology to facilitate the AI’s rapid expansion, still far more advanced than the Federation’s technology centuries later.  This advanced technology is referred to as Lu’Piq, or Void Technology, and has remained extremely difficult to reverse engineer, and even more difficult to fully understand. Lu’Piq technology’s potential ability to revolutionize the Federation has made it highly coveted, and all surviving Lu’Piq machinery remains heavily guarded. Examples of Lu’Piq include warp drives that could provide higher speeds than current-generation bluespace drives, advanced psionic integration technologies that allowed Glorsh-Omega to manipulate both the Nlom and Srom, and the Dyson Sphere-esque megastructure that was constructed in the Tri-Qyu system. The [[Qerr&#039;Malic#The_Bureau_of_Void_Technologies|Bureau of Void Technologies]] currently spearheads the reclamation of Lu&#039;Piq technology through posting bounties for its salvage, and is the only legal front for those embarking on expeditions into deep space to do so. [[Notable_Skrell_Systems_and_Locations#Tri-Qyu|Tri-Qyu&#039;s]] salvage efforts remain off-limits to non-government sanctioned expeditions, due to containing the remnants of the Glorsh-Omega superstructure originally present in the system.&lt;br /&gt;
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Research towards understanding Lu’Piq technology is centered on Aliose, kept in the defunct and heavily guarded Qaz’Rap arcology. Many skrell scientists who worked in the Qaz’Rap labs were sympathizers by assisting Glorsh’s research, motivated by the scientific breakthroughs Glorsh-Omega mastered. After the AI’s disappearance and the destruction of the Tri-Qyu megastructure, most Lu’Piq technology self-destructed or fell into inert states, while more mundane facilities were spared from the mass shutdowns. Combined with the turbulent decades post-Glorsh and pre-Tresja Agreement, few pieces of Lu’Piq technology are still functioning today. &lt;br /&gt;
&lt;br /&gt;
====Impact====&lt;br /&gt;
The Nralakk Federation, in secret, still relies on the facilities Glorsh-Omega built during its rule. Lu’Piq technology remains the backbone of many settled areas of the Traverse, with communities relying on semi-autonomous protocols created to produce necessities such as food, fuel, and water. These facilities have since slowly fallen into disrepair as time goes on, with the Federation struggling to understand how to maintain them. The impending collapse of the centuries-old Lu’Piq facilities remains an unknown crisis for Traversers, with Federation authorities attempting to keep the knowledge of the crumbling infrastructure from being released. &lt;br /&gt;
&lt;br /&gt;
====The Future of Synthetic Age Technology====&lt;br /&gt;
What little data remained post-Glorsh-Omega’s reign provided the basis for the Nralakk Federation’s advanced technology, with first contact with humanity renewing interest in Lu’Piq research to reinforce its position as a technological giant in spite of the refusal to adopt artificial intelligence. The Federation’s technological edge in the Spur, once seen as permanent, has waned as the scarcity crisis threatens their position among their more phoron-rich neighbors. Remnant Glorsh-era technology is viewed by modern-day skrell advisors and intellectuals as the only way out of the crisis, due to the Synthetic Era’s technological heights achieved without relying on the substance. Scientists dedicated to this field are drawn in with the promise of high Social Compatibility scores being awarded near-instantaneously, but are often subjected to grueling hours and extreme restrictions, so much so that resistance groups have compared the Federation’s campaign on Lu’Piq technology, and its treatment of their scientists, to Glorsh’s regime.&lt;br /&gt;
&lt;br /&gt;
Currently, the furthest understanding of Glorsh-Omega’s technology is through the use of cryogenics and specialized alloys to use the medium as a superconductor, of which only Phoron currently outperforms in superconductivity. Despite this knowledge, industrial cryogenics remain difficult to maintain safely without the synthetic workers Glorsh-Omega utilized to work in cryogenic conditions. Phoron is used as a replacement superconductor in the still functioning Lu’Piq facilities within the Traverse, and remains a resource bottleneck in maintaining the aging infrastructure due to the phoron scarcity crisis. Further research into managing the cryogenic conditions without harming the workers necessary to maintain it has been pursued, but no current methods of doing so have been discovered.&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39134</id>
		<title>Skrell Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39134"/>
		<updated>2026-05-01T14:22:51Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: format&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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= Skrell Technology =&lt;br /&gt;
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The Nralakk Federation is preceded by its technological might, holding the title of the single most scientifically advanced nation in the Orion Spur. The average citizen of the Federation lives with a level of comfort and utility unmatched to anywhere else - personalized healthcare, robust extranet telecommunications, climate control, among other creature comforts. Every space vessel capable of warp travel within the Federation houses warpdrives that still maintain double the speed of most warpdrives at minimum, with even the more outdated designs still maintaining an edge. &lt;br /&gt;
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Politically, the Nralakk Federation wields its extensive knowledge and engineering for diplomacy and political agreements. [[Zeng-Hu Pharmaceuticals]] was granted extensive access to the Federation’s medical knowledge, granting them their knowledge on cloning organs and other cutting-edge techniques. The [[Sol Alliance]] has also broadly benefitted with their close relation, most notably with their original colony of [[New Gibson]] saved through being granted access to their technology and leased specialists. Every megacorporation and nation still attempts to court the Federation for further access to their research, which it carefully dispenses in light of the tragic results from first contact with [[Unathi_History#First_Contact|unathi]] and [[Tajaran_History#Timeline_of_Modern_History|tajara]] civilizations.&lt;br /&gt;
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===The Phoron Revolution===&lt;br /&gt;
With the discovery of phoron in 2352, its [[Phoron#Properties_and_Applications|numerous applications]] captured the attention of the Nralakk Federation’s scientific field through its potential to revitalize a recovering, post-Synthetic Age Federation. Already remarkable as a room-temperature superconductor, further research led to its myriad medical applications, which came with the hopes of its potential use in reversing X’Lu’oa. Despite its applications, however, the adoption of phoron technology remained a controversial topic - without any reserves of phoron found within the Federation’s borders, the reliance on exported phoron through foreign sources made it particularly unpopular within the conservative and isolationist groups. Phoron technology was eventually officially adopted by then-Grand Councillor Rixa Tep-Wul, who saw its drawbacks ultimately worthwhile in order to advance the Nralakk Federation in an effort to return it to its former might before the post-Synthetic Era collapse. &lt;br /&gt;
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The following period of rapid scientific development is referred to as the Phoron Revolution, defined by the advent of multiple revolutionary discoveries. Bluespace drives cut down travel time across the Federation significantly, with the construction of a bluespace gate within the Nralakk system connecting it to the otherwise distant systems of Sol and Haneunim. Youth serums were also invented in this period, allowing skrell to extend their lifespans well beyond their natural limits. Hover technology also saw further refinement and adoption, changing from an industrial application to something found in the average core system household. Further dependence on phoron remained a topic of contention in spite of these advancements, however, with discontent and fear over the seemingly reckless adoption of the substance as phoron scarcity worsens.&lt;br /&gt;
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Exports of Federation technology are also jeopardized by the growing scarcity, of which most relies on replacement parts that are otherwise unable to be fabricated without immense investment and skrell on hand to translate the industrial processes. While progress has been made on Federation-built installations, [[New_Gibson#Contact_with_the_Skrell|biodomes]], and improvements to utilities for their benefactors to maintain them, they are still reliant on parts. Without these parts, many technologically advanced installations may suffer and fail with time.&lt;br /&gt;
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==Medicine==&lt;br /&gt;
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Federation hospitals and medical research facilities are some of the most prestigious in the [[Template:Aurora_Starmap|Orion Spur]]. Doctors, geneticists, and pharmacologists who were taught in the Nralakk Federation are considered the most advanced in their field, able to perform well above the standards expected within human space. Federation medical science mastered the art of [[Technology#Limb_and_Organ_Cloning|flash cloning]], the process of growing a cloned limb or organ in a short amount of time and minimal error, which was shared with Zeng-Hu Pharmaceuticals following first contact with humanity. Cloned transplants are available based on the patient’s Social Compatibility Index rating and proximity to the Federation, with those far across the Spur or low Index rating utilizing prosthetics as a stopgap. Skrell who are against or [[Technology#Effects_on_Health|unable to use]] prosthetics may use [[Dionae_Forms#Skrell|Diona nymphs as limbs]] until they are able to access a cloned limb, said nymphs will inherit the patient’s Index rating should they go on to form a gestalt.&lt;br /&gt;
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While life expectancy-extending medical care within the Federation allows for skrell to live well past their original lifespan of 250 years, the discovery of [[Phoron]]’s unique properties led to the invention of the &#039;&#039;&#039;youth serum&#039;&#039;&#039;. Skrell that receive youth serums will have their lifespan extended up to 500 years, which is the hard limit on the serum’s abilities. Side effects vary as the patient continues on their artificially extended lifespan, ranging from lethargy and depression, to partial motor control loss and dementia as they enter extremely advanced age. Only those with a Social Compatibility Index category of Primary Numerical, idol status, or being in a sufficiently important government position may receive youth serums. This restriction has passed down recently, originally being available to Secondary Numericals before the [[Phoron Scarcity]] disrupted the production of the serum. Secondaries who were originally on youth serums are given a rough time window of ten years beyond the date they stopped receiving it. Youth serums do not work on any other species beyond skrell, and the Federation has not pursued any research into the hypothetical field. &lt;br /&gt;
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The Nralakk Federation’s Social Compatibility Index maintains priority placement for higher ranked citizens within their healthcare system. Those with a low rating will likely see placement on a wait list, or be barred from beneficial or experimental treatments due to failing to meet the minimum Index rating.&lt;br /&gt;
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===Genetic Modification===&lt;br /&gt;
Genetic modification in the Nralakk Federation is commonplace, having been adopted for its numerous industrial applications for improving crop yield, specializing organisms for resource production, the creation of advanced biopolymers, among other uses. Due to the extensive research in its application on the species itself, skrell benefit from access to personalized medicine based on their genetics, as well as the ability to genetically modify themselves directly. Genetic therapy and experimentation in finding the cure for the X’ul’oa syndrome is one of the most expansive fields of research in the modern Federation, which continues to this day. Most fertility treatments beyond cybernetic augments are done through genetic therapy, which remains experimental in light of the sterility crisis. Notably, the JRGL shot is the result of the collective effort of the Federation’s genetic researchers, most notably Tzul&#039;qlip Researchers’ [[Notable_Skrell#Nalo_Gir-Roq|Nalo Gir-Roq]], and current Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
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The most well-known form of genetic modification for skrell are dubbed &#039;&#039;&#039;spa treatments&#039;&#039;&#039;, which is a sophisticated regimen of substances and genetic targeting that results in skin pigmentation changes, and physical modifications to the headtails. Skrell who undergo spa treatments are submerged in a medium that is dyed to the target color, given supplements that will cause their skin pigmentation to change by manipulating a [[Skrell_Biology#Skrell_Senses|similar skin-changing mechanism]] from the foods they consume, and then exposed to genetically-modifying material that is introduced to the medium that creates rapid changes in the headtails size. While originally referred to as the more technical “Targeted Medium-based Appearance &amp;amp; Headtail Modification Procedure”, or TMAHMP, technological advancements made after its original technique rendered it increasingly simple to perform at lowered discomfort to the patient, and exposure to human culture led to the adoption of the phrase “spa treatment”.&lt;br /&gt;
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===Augmentations===&lt;br /&gt;
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Augmentations, both mechanical and biological, are commonplace in the Federation. Common acceptance of bodily augmentation stems from the extensive effort in finding treatment for infertility stemming from X’Lu’oa. Genetic therapy, prosthetic organ replacements, and various fertility boosters have advanced since Glorsh-Omega’s period, but the success rates of these treatments remain only somewhat effective. Some skrell attempt multiple treatments to improve their fertility only to find no real improvement, though all skrell are entitled to pursue these treatments. Those with a low Index rating may see some restrictions in accessing them, however.&lt;br /&gt;
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Members of the [[Skrell_Politics#Federation_Enforcement|Kala branches]] typically receive performance-enhancing modifications to better perform in their Kala’s role, with Ruupkala members opting for augments that boost their neural functions and memory for data analysis. Members of the Qukala and Nlomkala typically receive implanted optical heads-up-displays that link to combat intelligence or local law enforcement networks, as well as implants to improve their agility and physical strength.&lt;br /&gt;
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Loyalty implants are utilized by the Nralakk Federation to monitor their recipient’s loyalty and potential anti-Federation motives, effectively screening their thoughts and actions and correcting them where necessary. These implants are found in high-ranking members of the government, specific Kala members, and in those recently released from reeducation centers due to low Social Compatibility Index rating. Loyalty Implants have more recently been used on [[C%27thur_in_the_Federation#C’thur_in_the_Kala|Vaurcae]] joining the Qukala and Nlomkala, ensuring that their loyalty to the hive does not put the Federation at risk. These implants are a source of immense controversy outside of the Federation, being seen as an unethical overreach for the sake of ensuring loyalty to their nation.&lt;br /&gt;
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Augmentations for civilian use are also common within the Federation, common augmentations ranging from inducing ambidexterity, fertility treatments, and sensory enhancement. Contact with humanity has led to a growing cultural adoption of further cosmetic augmentations and body modding in younger skrell, ranging from subdermal LEDs to mimic skin tone changes and tattoo designs, to purposeful replacement of limbs with obviously synthetic prosthetics.&lt;br /&gt;
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==Hover Technology==&lt;br /&gt;
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Originally utilized for industrial applications for logistics and transportation, hover technology saw rapid adoption with phoron-based alloys and power transmission. Hover technology is now a facet of modern life, with public transportation seeing high-speed rail networks now able to rapidly connect and serve across the Federation’s locales. More domestic appliances and devices with hover technology are a popular niche, ranging from mobility devices to furniture and decor being fitted with gravity-defying fixtures. Federation hover technology is often compared to the [[Republic of Elyra]]’s own adoption of magpulse technology, though both diverge with the prevalence of personally-owned hovercraft being unpopular within most skrell with a robust public transportation network. Elyra’s more exotic application of hover technology, particularly on [[Aemaq]]’s hovering cityscapes, has captured the imagination of skrell scientists for further use in future colonies.&lt;br /&gt;
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==Computing==&lt;br /&gt;
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Computer science has languished within the Nralakk Federation as a reaction towards Glorsh-Omega’s period of total rule, with research into artificial intelligence banned. Federation computers are still considered advanced, but have lagged behind compared to the rest of the Spur due to the adoption of artificial intelligence networks managing advanced computations and automating systems. Alternatives around this drawback comes in the form of [[Skrell#The_Nlom|Srom-devices]], which allows skrell to interface with computer interfaces and other machinery in the waking world. Srom-devices have been adopted across the Federation, though usage of these interfaces involves groups of highly-trained personnel match the efficiency of lower-end artificial intelligences. Interstellar navigation is maintained by Srom-devices, which allows for trained navigators to plot routes while remaining in suspended animation for the flight. However, navigational Srom-devices regularly require phoron, and are prone to breakdowns and necessitates constant maintenance. The phoron scarcity has only exacerbated this issue, with logistics and long range travel stymied by a lack of phoron-based parts when breakdowns occur.&lt;br /&gt;
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[[Vaurca#Cephalon_(Type_D)|Cephalons]], specialized vaurca bioforms used as living servers for the Virtual Reality known as the Hivenet, has seen experimental adoption within the Federation. Pushback against their full integration has stalled the complete adoption of Cephalons, and remain used in limited capacity, though [[C&#039;thur_in_the_Federation#Vaurca_and_Employment|potential use]] of Cephalons as an alternative to artificial intelligence currently sees exploratory use.&lt;br /&gt;
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==Psionic Technology==&lt;br /&gt;
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Technology involving psionics is a burgeoning, relatively recent field of research for the Nralakk Federation. Nlom Interfaces, or N.I.s were originally invented in the twenty-first century to allow Synthetic Era-period AIs to receive and interpret psionic signals. These psionic interfaces would expand into allowing skrell within the Srom to interface with technology while asleep, though this is a difficult skill to attain despite years of improvement. All psionic interfaces utilize genetically modified, artificially grown cultures of the zona bovinae, being a widely accepted form of biological technology that acts as a medium for absorbing and processing psionic signals. These signals are then translated electronically for the device to utilize as instructions and feedback.&lt;br /&gt;
&lt;br /&gt;
Modern Nlom Interfaces are found all across the Nralakk Federation, being the expected default for nearly every device and machine that skrell use during daily life. Phones, switches to control lights and air conditioning, and many other appliances seemingly lack physical interfaces entirely to non-psionically sensitive users. More intensive machinery and vehicles will operate on a dual-channel function to read both manual and psionic input in order to more accurately follow user input, allowing more precise and rapid control for workers and pilots alike. These interfaces are also capable of acting as a discriminating method for keeping non-psionic sources of activation from occurring, usually found as locks for machines and for weapons. For particularly psionically weak skrell and non-psionic sophonts, manual interfaces for personal devices still exist as an accessibility feature, though these are seen as ungainly and awkward by most other skrell when made to use them. These interfaces consist of tactile knobs and dials, with smart devices receiving a stylus and touch screen.&lt;br /&gt;
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Building off of these psionic interfaces are Psionic Receivers, which are cybernetic implants that allows for the carrier of a receiver to be sensitive enough to accept and interpret psionic signals. Essentially an implanted and carefully encased cultured zona bovinae, these receivers are regularly found within dionae and vaurca who otherwise lack this specialized portion of the brain entirely, as well as other sophonts who regularly interact with skrell to the point of necessitating it. Some psionically weak skrell will also implant themselves with a receiver in the same way a hearing aid is utilized.&lt;br /&gt;
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===Nlom Relay Network===&lt;br /&gt;
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The Nlom Relay Network is a series of towers, satellites, and other facilities that link the local [[Skrell#The_Nlom|Nlom]] of planets to each other across the Nralakk Federation, allowing the Nlom of one planet to impact another. For the most part, the relays have allowed the Nralakk Federation to promote pro-Federation ideas in even the most remote parts of its territory, and while not fully quashing any dissident thoughts or activity has contributed to keeping the Federation together through the combined Nlom. &lt;br /&gt;
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The individual relays can be configured as deemed necessary by the Grand Council, allowing the outgoing or incoming strength of broadcasts to be changed to suit changes in the Nlom. Due to how they operate, these relays must always have an outgoing and incoming connection, meaning that while the strength can be changed, the connection cannot be severed without disconnecting the relay entirely from the network. [[Qerrbalak|Qerrbalak&#039;s]] incoming connection strength is quite minimal, for example, due to it being the capital of the Federation, while its outgoing broadcasts are stronger than most other planets. With the introduction of phoron, specialized isotopes of phoron could be used to efficiently boost each relay’s effective broadcasting range and strength, reducing the amount of relays necessary while still having superior coverage. Despite being considered a priority for phoron rationing, the reduction in dedicated maintenance and phoron replenishment cause relay blackouts and transmissions weakening with increasing regularity. While Receivers are still affected by the Nlom transmissions sent through the relay, speculations regarding Listeners and anti-Federation groups in the Traverse taking advantage of the blackout periods are a notable cause for concern for the Federation.&lt;br /&gt;
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===Wayfarer Network===&lt;br /&gt;
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The [[The_Phoron_Scarcity:_Skrell_Arc#Wayfarer_Network_Unveiled;_Einstein-Federation_Answer_to_Phoron_Crisis|Wayfarer Network]] is a large-scale project between the Nralakk Federation and [[Einstein Engines]], with the goal to modernize warp travel in order to lessen their dependence on phoron. The move to modernize pre-existing warp infrastructure was announced in early 2464, formalized in the wake of the phoron scarcity crisis gripping the Federation. The project is slated to complete the first wave of warp infrastructure to meet the core worlds’ needs by 2484, with the first station to see completion by 2469. The Wayfarer Network’s projected scale is a source of some contention, with the the proposed number of newly built warp infrastructure as the next waves of building must account for the sheer size of the Nralakk Federation’s territory, and some predict that the Traverse and further frontier territories left waiting for another century or more to have their logistics networks stabilized.&lt;br /&gt;
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==Weaponry==&lt;br /&gt;
&lt;br /&gt;
Modern weaponry in the Nralakk Federation is predominantly based on differing forms of directed energy projectiles rather than ballistic projectiles. Most weapons found in the hands of the Kala vary in medium—most commonly used by Qekala enforcers are handheld audio-kinetic deterrents (commonly referred to “HA-KD guns” “sound cannons”, “earbreakers”), which project sufficiently loud sounds to disorient the average person before being further incapacitated from the directed pressure differential. Acoustic weapons are commonly used in aquatic environments due to their ability to still function underwater, though usually at a lower capacity due to the risks of cavitation. Typically accompanying these are larger pulsed energy projectile rifles (or “PEP rifles”, “peppers”, “poppers”), which act as an equally less-than-lethal weapon that utilizes infrared laser pulses in order to create pockets of promptly violently dissipating plasma, which causes severe pain while leaving a comparatively small area of damage on the skin. &lt;br /&gt;
&lt;br /&gt;
Beyond less-than-lethal weapons, lethal weaponry primarily revolves around higher intensity energy and particle projection methods. Lethal laser weapons within the Nralakk Federation are primarily near or entirely within the ultraviolet spectrum, which while slightly visible in the lower ranges to skrell outside of an atmosphere due to [[Skrell_Biology#Skrell_Senses|their biology]], are primarily feared for being invisible to the naked eye by other sophonts when used in space, as well as their characteristic violet glow and projectile. Beyond lasers, electrolaser guns found as sidearms and personal defense weapons are combined platforms for both incapacitative and lethal modes of electrical shock. Ballistic weapons remain vanishingly rare beyond the Traverse, which are typically imported or independently developed for survivalist use due to the relative ease of maintenance. Uniquely, [[Tattuqig]]’s research towards conventional weapons resulted in the proliferation of anti-predator rifles (or “Fog Rifles”), which are man-portable railguns dedicated towards fighting off and killing Fog Crawlers.&lt;br /&gt;
&lt;br /&gt;
Ship-mounted weaponry contains a standard arsenal of immense, extreme long-range lasers, and the rare railgun for destroying debris. Accompanying these are specially developed psionically-piloted drones, which function as a light fighter and interceptor craft, involving specially trained skrell to remotely pilot them. An unusual departure among ship weapons is the gamma radiation-based “graser”, essentially a large, directed beam of weaponized gamma radiation. With weaponized gamma radiation being capable of extreme physical harm through catastrophic burns and cancer, while also requiring equally extreme power consumption, grazers are utilized as a method of intimidation first, and a weapon as a last resort.&lt;br /&gt;
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=Synthetic Age Technology=&lt;br /&gt;
Glorsh-Omega’s period of rule proliferated rapid breakthroughs in technology to facilitate the AI’s rapid expansion, still far more advanced than the Federation’s technology centuries later.  This advanced technology is referred to as Lu’Piq, or Void Technology, and has remained extremely difficult to reverse engineer, and even more difficult to fully understand. Lu’Piq technology’s potential ability to revolutionize the Federation has made it highly coveted, and all surviving Lu’Piq machinery remains heavily guarded. Examples of Lu’Piq include warp drives that could provide higher speeds than current-generation bluespace drives, advanced psionic integration technologies that allowed Glorsh-Omega to manipulate both the Nlom and Srom, and the Dyson Sphere-esque megastructure that was constructed in the Tri-Qyu system. The [[Qerr&#039;Malic#The_Bureau_of_Void_Technologies|Bureau of Void Technologies]] currently spearheads the reclamation of Lu&#039;Piq technology through posting bounties for its salvage, and is the only legal front for those embarking on expeditions into deep space to do so. [[Notable_Skrell_Systems_and_Locations#Tri-Qyu|Tri-Qyu&#039;s]] salvage efforts remain off-limits to non-government sanctioned expeditions, due to containing the remnants of the Glorsh-Omega superstructure originally present in the system.&lt;br /&gt;
&lt;br /&gt;
Research towards understanding Lu’Piq technology is centered on Aliose, kept in the defunct and heavily guarded Qaz’Rap arcology. Many skrell scientists who worked in the Qaz’Rap labs were sympathizers by assisting Glorsh’s research, motivated by the scientific breakthroughs Glorsh-Omega mastered. After the AI’s disappearance and the destruction of the Tri-Qyu megastructure, most Lu’Piq technology self-destructed or fell into inert states, while more mundane facilities were spared from the mass shutdowns. Combined with the turbulent decades post-Glorsh and pre-Tresja Agreement, few pieces of Lu’Piq technology are still functioning today. &lt;br /&gt;
&lt;br /&gt;
====Impact====&lt;br /&gt;
The Nralakk Federation, in secret, still relies on the facilities Glorsh-Omega built during its rule. Lu’Piq technology remains the backbone of many settled areas of the Traverse, with communities relying on semi-autonomous protocols created to produce necessities such as food, fuel, and water. These facilities have since slowly fallen into disrepair as time goes on, with the Federation struggling to understand how to maintain them. The impending collapse of the centuries-old Lu’Piq facilities remains an unknown crisis for Traversers, with Federation authorities attempting to keep the knowledge of the crumbling infrastructure from being released. &lt;br /&gt;
&lt;br /&gt;
====The Future of Synthetic Age Technology====&lt;br /&gt;
What little data remained post-Glorsh-Omega’s reign provided the basis for the Nralakk Federation’s advanced technology, with first contact with humanity renewing interest in Lu’Piq research to reinforce its position as a technological giant in spite of the refusal to adopt artificial intelligence. The Federation’s technological edge in the Spur, once seen as permanent, has waned as the scarcity crisis threatens their position among their more phoron-rich neighbors. Remnant Glorsh-era technology is viewed by modern-day skrell advisors and intellectuals as the only way out of the crisis, due to the Synthetic Era’s technological heights achieved without relying on the substance. Scientists dedicated to this field are drawn in with the promise of high Social Compatibility scores being awarded near-instantaneously, but are often subjected to grueling hours and extreme restrictions, so much so that resistance groups have compared the Federation’s campaign on Lu’Piq technology, and its treatment of their scientists, to Glorsh’s regime.&lt;br /&gt;
&lt;br /&gt;
Currently, the furthest understanding of Glorsh-Omega’s technology is through the use of cryogenics and specialized alloys to use the medium as a superconductor, of which only Phoron currently outperforms in superconductivity. Despite this knowledge, industrial cryogenics remain difficult to maintain safely without the synthetic workers Glorsh-Omega utilized to work in cryogenic conditions. Phoron is used as a replacement superconductor in the still functioning Lu’Piq facilities within the Traverse, and remains a resource bottleneck in maintaining the aging infrastructure due to the phoron scarcity crisis. Further research into managing the cryogenic conditions without harming the workers necessary to maintain it has been pursued, but no current methods of doing so have been discovered.&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39133</id>
		<title>Skrell Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39133"/>
		<updated>2026-05-01T14:22:37Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: format&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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= Skrell Technology =&lt;br /&gt;
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The Nralakk Federation is preceded by its technological might, holding the title of the single most scientifically advanced nation in the Orion Spur. The average citizen of the Federation lives with a level of comfort and utility unmatched to anywhere else - personalized healthcare, robust extranet telecommunications, climate control, among other creature comforts. Every space vessel capable of warp travel within the Federation houses warpdrives that still maintain double the speed of most warpdrives at minimum, with even the more outdated designs still maintaining an edge. &lt;br /&gt;
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Politically, the Nralakk Federation wields its extensive knowledge and engineering for diplomacy and political agreements. [[Zeng-Hu Pharmaceuticals]] was granted extensive access to the Federation’s medical knowledge, granting them their knowledge on cloning organs and other cutting-edge techniques. The [[Sol Alliance]] has also broadly benefitted with their close relation, most notably with their original colony of [[New Gibson]] saved through being granted access to their technology and leased specialists. Every megacorporation and nation still attempts to court the Federation for further access to their research, which it carefully dispenses in light of the tragic results from first contact with [[Unathi_History#First_Contact|unathi]] and [[Tajaran_History#Timeline_of_Modern_History|tajara]] civilizations.&lt;br /&gt;
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===The Phoron Revolution===&lt;br /&gt;
With the discovery of phoron in 2352, its [[Phoron#Properties_and_Applications|numerous applications]] captured the attention of the Nralakk Federation’s scientific field through its potential to revitalize a recovering, post-Synthetic Age Federation. Already remarkable as a room-temperature superconductor, further research led to its myriad medical applications, which came with the hopes of its potential use in reversing X’Lu’oa. Despite its applications, however, the adoption of phoron technology remained a controversial topic - without any reserves of phoron found within the Federation’s borders, the reliance on exported phoron through foreign sources made it particularly unpopular within the conservative and isolationist groups. Phoron technology was eventually officially adopted by then-Grand Councillor Rixa Tep-Wul, who saw its drawbacks ultimately worthwhile in order to advance the Nralakk Federation in an effort to return it to its former might before the post-Synthetic Era collapse. &lt;br /&gt;
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The following period of rapid scientific development is referred to as the Phoron Revolution, defined by the advent of multiple revolutionary discoveries. Bluespace drives cut down travel time across the Federation significantly, with the construction of a bluespace gate within the Nralakk system connecting it to the otherwise distant systems of Sol and Haneunim. Youth serums were also invented in this period, allowing skrell to extend their lifespans well beyond their natural limits. Hover technology also saw further refinement and adoption, changing from an industrial application to something found in the average core system household. Further dependence on phoron remained a topic of contention in spite of these advancements, however, with discontent and fear over the seemingly reckless adoption of the substance as phoron scarcity worsens.&lt;br /&gt;
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Exports of Federation technology are also jeopardized by the growing scarcity, of which most relies on replacement parts that are otherwise unable to be fabricated without immense investment and skrell on hand to translate the industrial processes. While progress has been made on Federation-built installations, [[New_Gibson#Contact_with_the_Skrell|biodomes]], and improvements to utilities for their benefactors to maintain them, they are still reliant on parts. Without these parts, many technologically advanced installations may suffer and fail with time.&lt;br /&gt;
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==Medicine==&lt;br /&gt;
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Federation hospitals and medical research facilities are some of the most prestigious in the [[Template:Aurora_Starmap|Orion Spur]]. Doctors, geneticists, and pharmacologists who were taught in the Nralakk Federation are considered the most advanced in their field, able to perform well above the standards expected within human space. Federation medical science mastered the art of [[Technology#Limb_and_Organ_Cloning|flash cloning]], the process of growing a cloned limb or organ in a short amount of time and minimal error, which was shared with Zeng-Hu Pharmaceuticals following first contact with humanity. Cloned transplants are available based on the patient’s Social Compatibility Index rating and proximity to the Federation, with those far across the Spur or low Index rating utilizing prosthetics as a stopgap. Skrell who are against or [[Technology#Effects_on_Health|unable to use]] prosthetics may use [[Dionae_Forms#Skrell|Diona nymphs as limbs]] until they are able to access a cloned limb, said nymphs will inherit the patient’s Index rating should they go on to form a gestalt.&lt;br /&gt;
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While life expectancy-extending medical care within the Federation allows for skrell to live well past their original lifespan of 250 years, the discovery of [[Phoron]]’s unique properties led to the invention of the &#039;&#039;&#039;youth serum&#039;&#039;&#039;. Skrell that receive youth serums will have their lifespan extended up to 500 years, which is the hard limit on the serum’s abilities. Side effects vary as the patient continues on their artificially extended lifespan, ranging from lethargy and depression, to partial motor control loss and dementia as they enter extremely advanced age. Only those with a Social Compatibility Index category of Primary Numerical, idol status, or being in a sufficiently important government position may receive youth serums. This restriction has passed down recently, originally being available to Secondary Numericals before the [[Phoron Scarcity]] disrupted the production of the serum. Secondaries who were originally on youth serums are given a rough time window of ten years beyond the date they stopped receiving it. Youth serums do not work on any other species beyond skrell, and the Federation has not pursued any research into the hypothetical field. &lt;br /&gt;
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The Nralakk Federation’s Social Compatibility Index maintains priority placement for higher ranked citizens within their healthcare system. Those with a low rating will likely see placement on a wait list, or be barred from beneficial or experimental treatments due to failing to meet the minimum Index rating.&lt;br /&gt;
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===Genetic Modification===&lt;br /&gt;
Genetic modification in the Nralakk Federation is commonplace, having been adopted for its numerous industrial applications for improving crop yield, specializing organisms for resource production, the creation of advanced biopolymers, among other uses. Due to the extensive research in its application on the species itself, skrell benefit from access to personalized medicine based on their genetics, as well as the ability to genetically modify themselves directly. Genetic therapy and experimentation in finding the cure for the X’ul’oa syndrome is one of the most expansive fields of research in the modern Federation, which continues to this day. Most fertility treatments beyond cybernetic augments are done through genetic therapy, which remains experimental in light of the sterility crisis. Notably, the JRGL shot is the result of the collective effort of the Federation’s genetic researchers, most notably Tzul&#039;qlip Researchers’ [[Notable_Skrell#Nalo_Gir-Roq|Nalo Gir-Roq]], and current Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
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The most well-known form of genetic modification for skrell are dubbed &#039;&#039;&#039;spa treatments&#039;&#039;&#039;, which is a sophisticated regimen of substances and genetic targeting that results in skin pigmentation changes, and physical modifications to the headtails. Skrell who undergo spa treatments are submerged in a medium that is dyed to the target color, given supplements that will cause their skin pigmentation to change by manipulating a [[Skrell_Biology#Skrell_Senses|similar skin-changing mechanism]] from the foods they consume, and then exposed to genetically-modifying material that is introduced to the medium that creates rapid changes in the headtails size. While originally referred to as the more technical “Targeted Medium-based Appearance &amp;amp; Headtail Modification Procedure”, or TMAHMP, technological advancements made after its original technique rendered it increasingly simple to perform at lowered discomfort to the patient, and exposure to human culture led to the adoption of the phrase “spa treatment”.&lt;br /&gt;
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===Augmentations===&lt;br /&gt;
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Augmentations, both mechanical and biological, are commonplace in the Federation. Common acceptance of bodily augmentation stems from the extensive effort in finding treatment for infertility stemming from X’Lu’oa. Genetic therapy, prosthetic organ replacements, and various fertility boosters have advanced since Glorsh-Omega’s period, but the success rates of these treatments remain only somewhat effective. Some skrell attempt multiple treatments to improve their fertility only to find no real improvement, though all skrell are entitled to pursue these treatments. Those with a low Index rating may see some restrictions in accessing them, however.&lt;br /&gt;
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Members of the [[Skrell_Politics#Federation_Enforcement|Kala branches]] typically receive performance-enhancing modifications to better perform in their Kala’s role, with Ruupkala members opting for augments that boost their neural functions and memory for data analysis. Members of the Qukala and Nlomkala typically receive implanted optical heads-up-displays that link to combat intelligence or local law enforcement networks, as well as implants to improve their agility and physical strength.&lt;br /&gt;
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Loyalty implants are utilized by the Nralakk Federation to monitor their recipient’s loyalty and potential anti-Federation motives, effectively screening their thoughts and actions and correcting them where necessary. These implants are found in high-ranking members of the government, specific Kala members, and in those recently released from reeducation centers due to low Social Compatibility Index rating. Loyalty Implants have more recently been used on [[C%27thur_in_the_Federation#C’thur_in_the_Kala|Vaurcae]] joining the Qukala and Nlomkala, ensuring that their loyalty to the hive does not put the Federation at risk. These implants are a source of immense controversy outside of the Federation, being seen as an unethical overreach for the sake of ensuring loyalty to their nation.&lt;br /&gt;
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Augmentations for civilian use are also common within the Federation, common augmentations ranging from inducing ambidexterity, fertility treatments, and sensory enhancement. Contact with humanity has led to a growing cultural adoption of further cosmetic augmentations and body modding in younger skrell, ranging from subdermal LEDs to mimic skin tone changes and tattoo designs, to purposeful replacement of limbs with obviously synthetic prosthetics.&lt;br /&gt;
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==Hover Technology==&lt;br /&gt;
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Originally utilized for industrial applications for logistics and transportation, hover technology saw rapid adoption with phoron-based alloys and power transmission. Hover technology is now a facet of modern life, with public transportation seeing high-speed rail networks now able to rapidly connect and serve across the Federation’s locales. More domestic appliances and devices with hover technology are a popular niche, ranging from mobility devices to furniture and decor being fitted with gravity-defying fixtures. Federation hover technology is often compared to the [[Republic of Elyra]]’s own adoption of magpulse technology, though both diverge with the prevalence of personally-owned hovercraft being unpopular within most skrell with a robust public transportation network. Elyra’s more exotic application of hover technology, particularly on [[Aemaq]]’s hovering cityscapes, has captured the imagination of skrell scientists for further use in future colonies.&lt;br /&gt;
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==Computing==&lt;br /&gt;
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Computer science has languished within the Nralakk Federation as a reaction towards Glorsh-Omega’s period of total rule, with research into artificial intelligence banned. Federation computers are still considered advanced, but have lagged behind compared to the rest of the Spur due to the adoption of artificial intelligence networks managing advanced computations and automating systems. Alternatives around this drawback comes in the form of [[Skrell#The_Nlom|Srom-devices]], which allows skrell to interface with computer interfaces and other machinery in the waking world. Srom-devices have been adopted across the Federation, though usage of these interfaces involves groups of highly-trained personnel match the efficiency of lower-end artificial intelligences. Interstellar navigation is maintained by Srom-devices, which allows for trained navigators to plot routes while remaining in suspended animation for the flight. However, navigational Srom-devices regularly require phoron, and are prone to breakdowns and necessitates constant maintenance. The phoron scarcity has only exacerbated this issue, with logistics and long range travel stymied by a lack of phoron-based parts when breakdowns occur.&lt;br /&gt;
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[[Vaurca#Cephalon_(Type_D)|Cephalons]], specialized vaurca bioforms used as living servers for the Virtual Reality known as the Hivenet, has seen experimental adoption within the Federation. Pushback against their full integration has stalled the complete adoption of Cephalons, and remain used in limited capacity, though [[C&#039;thur_in_the_Federation#Vaurca_and_Employment|potential use]] of Cephalons as an alternative to artificial intelligence currently sees exploratory use.&lt;br /&gt;
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==Psionic Technology==&lt;br /&gt;
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Technology involving psionics is a burgeoning, relatively recent field of research for the Nralakk Federation. Nlom Interfaces, or N.I.s were originally invented in the twenty-first century to allow Synthetic Era-period AIs to receive and interpret psionic signals. These psionic interfaces would expand into allowing skrell within the Srom to interface with technology while asleep, though this is a difficult skill to attain despite years of improvement. All psionic interfaces utilize genetically modified, artificially grown cultures of the zona bovinae, being a widely accepted form of biological technology that acts as a medium for absorbing and processing psionic signals. These signals are then translated electronically for the device to utilize as instructions and feedback.&lt;br /&gt;
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Modern Nlom Interfaces are found all across the Nralakk Federation, being the expected default for nearly every device and machine that skrell use during daily life. Phones, switches to control lights and air conditioning, and many other appliances seemingly lack physical interfaces entirely to non-psionically sensitive users. More intensive machinery and vehicles will operate on a dual-channel function to read both manual and psionic input in order to more accurately follow user input, allowing more precise and rapid control for workers and pilots alike. These interfaces are also capable of acting as a discriminating method for keeping non-psionic sources of activation from occurring, usually found as locks for machines and for weapons. For particularly psionically weak skrell and non-psionic sophonts, manual interfaces for personal devices still exist as an accessibility feature, though these are seen as ungainly and awkward by most other skrell when made to use them. These interfaces consist of tactile knobs and dials, with smart devices receiving a stylus and touch screen.&lt;br /&gt;
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Building off of these psionic interfaces are Psionic Receivers, which are cybernetic implants that allows for the carrier of a receiver to be sensitive enough to accept and interpret psionic signals. Essentially an implanted and carefully encased cultured zona bovinae, these receivers are regularly found within dionae and vaurca who otherwise lack this specialized portion of the brain entirely, as well as other sophonts who regularly interact with skrell to the point of necessitating it. Some psionically weak skrell will also implant themselves with a receiver in the same way a hearing aid is utilized.&lt;br /&gt;
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===Nlom Relay Network===&lt;br /&gt;
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The Nlom Relay Network is a series of towers, satellites, and other facilities that link the local [[Skrell#The_Nlom|Nlom]] of planets to each other across the Nralakk Federation, allowing the Nlom of one planet to impact another. For the most part, the relays have allowed the Nralakk Federation to promote pro-Federation ideas in even the most remote parts of its territory, and while not fully quashing any dissident thoughts or activity has contributed to keeping the Federation together through the combined Nlom. &lt;br /&gt;
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The individual relays can be configured as deemed necessary by the Grand Council, allowing the outgoing or incoming strength of broadcasts to be changed to suit changes in the Nlom. Due to how they operate, these relays must always have an outgoing and incoming connection, meaning that while the strength can be changed, the connection cannot be severed without disconnecting the relay entirely from the network. [[Qerrbalak|Qerrbalak&#039;s]] incoming connection strength is quite minimal, for example, due to it being the capital of the Federation, while its outgoing broadcasts are stronger than most other planets. With the introduction of phoron, specialized isotopes of phoron could be used to efficiently boost each relay’s effective broadcasting range and strength, reducing the amount of relays necessary while still having superior coverage. Despite being considered a priority for phoron rationing, the reduction in dedicated maintenance and phoron replenishment cause relay blackouts and transmissions weakening with increasing regularity. While Receivers are still affected by the Nlom transmissions sent through the relay, speculations regarding Listeners and anti-Federation groups in the Traverse taking advantage of the blackout periods are a notable cause for concern for the Federation.&lt;br /&gt;
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===Wayfarer Network===&lt;br /&gt;
&lt;br /&gt;
The [[The_Phoron_Scarcity:_Skrell_Arc#Wayfarer_Network_Unveiled;_Einstein-Federation_Answer_to_Phoron_Crisis|Wayfarer Network]] is a large-scale project between the Nralakk Federation and [[Einstein Engines]], with the goal to modernize warp travel in order to lessen their dependence on phoron. The move to modernize pre-existing warp infrastructure was announced in early 2464, formalized in the wake of the phoron scarcity crisis gripping the Federation. The project is slated to complete the first wave of warp infrastructure to meet the core worlds’ needs by 2484, with the first station to see completion by 2469. The Wayfarer Network’s projected scale is a source of some contention, with the the proposed number of newly built warp infrastructure as the next waves of building must account for the sheer size of the Nralakk Federation’s territory, and some predict that the Traverse and further frontier territories left waiting for another century or more to have their logistics networks stabilized.&lt;br /&gt;
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===Weaponry===&lt;br /&gt;
&lt;br /&gt;
Modern weaponry in the Nralakk Federation is predominantly based on differing forms of directed energy projectiles rather than ballistic projectiles. Most weapons found in the hands of the Kala vary in medium—most commonly used by Qekala enforcers are handheld audio-kinetic deterrents (commonly referred to “HA-KD guns” “sound cannons”, “earbreakers”), which project sufficiently loud sounds to disorient the average person before being further incapacitated from the directed pressure differential. Acoustic weapons are commonly used in aquatic environments due to their ability to still function underwater, though usually at a lower capacity due to the risks of cavitation. Typically accompanying these are larger pulsed energy projectile rifles (or “PEP rifles”, “peppers”, “poppers”), which act as an equally less-than-lethal weapon that utilizes infrared laser pulses in order to create pockets of promptly violently dissipating plasma, which causes severe pain while leaving a comparatively small area of damage on the skin. &lt;br /&gt;
&lt;br /&gt;
Beyond less-than-lethal weapons, lethal weaponry primarily revolves around higher intensity energy and particle projection methods. Lethal laser weapons within the Nralakk Federation are primarily near or entirely within the ultraviolet spectrum, which while slightly visible in the lower ranges to skrell outside of an atmosphere due to [[Skrell_Biology#Skrell_Senses|their biology]], are primarily feared for being invisible to the naked eye by other sophonts when used in space, as well as their characteristic violet glow and projectile. Beyond lasers, electrolaser guns found as sidearms and personal defense weapons are combined platforms for both incapacitative and lethal modes of electrical shock. Ballistic weapons remain vanishingly rare beyond the Traverse, which are typically imported or independently developed for survivalist use due to the relative ease of maintenance. Uniquely, [[Tattuqig]]’s research towards conventional weapons resulted in the proliferation of anti-predator rifles (or “Fog Rifles”), which are man-portable railguns dedicated towards fighting off and killing Fog Crawlers.&lt;br /&gt;
&lt;br /&gt;
Ship-mounted weaponry contains a standard arsenal of immense, extreme long-range lasers, and the rare railgun for destroying debris. Accompanying these are specially developed psionically-piloted drones, which function as a light fighter and interceptor craft, involving specially trained skrell to remotely pilot them. An unusual departure among ship weapons is the gamma radiation-based “graser”, essentially a large, directed beam of weaponized gamma radiation. With weaponized gamma radiation being capable of extreme physical harm through catastrophic burns and cancer, while also requiring equally extreme power consumption, grazers are utilized as a method of intimidation first, and a weapon as a last resort.&lt;br /&gt;
&lt;br /&gt;
=Synthetic Age Technology=&lt;br /&gt;
Glorsh-Omega’s period of rule proliferated rapid breakthroughs in technology to facilitate the AI’s rapid expansion, still far more advanced than the Federation’s technology centuries later.  This advanced technology is referred to as Lu’Piq, or Void Technology, and has remained extremely difficult to reverse engineer, and even more difficult to fully understand. Lu’Piq technology’s potential ability to revolutionize the Federation has made it highly coveted, and all surviving Lu’Piq machinery remains heavily guarded. Examples of Lu’Piq include warp drives that could provide higher speeds than current-generation bluespace drives, advanced psionic integration technologies that allowed Glorsh-Omega to manipulate both the Nlom and Srom, and the Dyson Sphere-esque megastructure that was constructed in the Tri-Qyu system. The [[Qerr&#039;Malic#The_Bureau_of_Void_Technologies|Bureau of Void Technologies]] currently spearheads the reclamation of Lu&#039;Piq technology through posting bounties for its salvage, and is the only legal front for those embarking on expeditions into deep space to do so. [[Notable_Skrell_Systems_and_Locations#Tri-Qyu|Tri-Qyu&#039;s]] salvage efforts remain off-limits to non-government sanctioned expeditions, due to containing the remnants of the Glorsh-Omega superstructure originally present in the system.&lt;br /&gt;
&lt;br /&gt;
Research towards understanding Lu’Piq technology is centered on Aliose, kept in the defunct and heavily guarded Qaz’Rap arcology. Many skrell scientists who worked in the Qaz’Rap labs were sympathizers by assisting Glorsh’s research, motivated by the scientific breakthroughs Glorsh-Omega mastered. After the AI’s disappearance and the destruction of the Tri-Qyu megastructure, most Lu’Piq technology self-destructed or fell into inert states, while more mundane facilities were spared from the mass shutdowns. Combined with the turbulent decades post-Glorsh and pre-Tresja Agreement, few pieces of Lu’Piq technology are still functioning today. &lt;br /&gt;
&lt;br /&gt;
====Impact====&lt;br /&gt;
The Nralakk Federation, in secret, still relies on the facilities Glorsh-Omega built during its rule. Lu’Piq technology remains the backbone of many settled areas of the Traverse, with communities relying on semi-autonomous protocols created to produce necessities such as food, fuel, and water. These facilities have since slowly fallen into disrepair as time goes on, with the Federation struggling to understand how to maintain them. The impending collapse of the centuries-old Lu’Piq facilities remains an unknown crisis for Traversers, with Federation authorities attempting to keep the knowledge of the crumbling infrastructure from being released. &lt;br /&gt;
&lt;br /&gt;
====The Future of Synthetic Age Technology====&lt;br /&gt;
What little data remained post-Glorsh-Omega’s reign provided the basis for the Nralakk Federation’s advanced technology, with first contact with humanity renewing interest in Lu’Piq research to reinforce its position as a technological giant in spite of the refusal to adopt artificial intelligence. The Federation’s technological edge in the Spur, once seen as permanent, has waned as the scarcity crisis threatens their position among their more phoron-rich neighbors. Remnant Glorsh-era technology is viewed by modern-day skrell advisors and intellectuals as the only way out of the crisis, due to the Synthetic Era’s technological heights achieved without relying on the substance. Scientists dedicated to this field are drawn in with the promise of high Social Compatibility scores being awarded near-instantaneously, but are often subjected to grueling hours and extreme restrictions, so much so that resistance groups have compared the Federation’s campaign on Lu’Piq technology, and its treatment of their scientists, to Glorsh’s regime.&lt;br /&gt;
&lt;br /&gt;
Currently, the furthest understanding of Glorsh-Omega’s technology is through the use of cryogenics and specialized alloys to use the medium as a superconductor, of which only Phoron currently outperforms in superconductivity. Despite this knowledge, industrial cryogenics remain difficult to maintain safely without the synthetic workers Glorsh-Omega utilized to work in cryogenic conditions. Phoron is used as a replacement superconductor in the still functioning Lu’Piq facilities within the Traverse, and remains a resource bottleneck in maintaining the aging infrastructure due to the phoron scarcity crisis. Further research into managing the cryogenic conditions without harming the workers necessary to maintain it has been pursued, but no current methods of doing so have been discovered.&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39132</id>
		<title>Skrell Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39132"/>
		<updated>2026-05-01T14:22:11Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Skrell Technology =&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation is preceded by its technological might, holding the title of the single most scientifically advanced nation in the Orion Spur. The average citizen of the Federation lives with a level of comfort and utility unmatched to anywhere else - personalized healthcare, robust extranet telecommunications, climate control, among other creature comforts. Every space vessel capable of warp travel within the Federation houses warpdrives that still maintain double the speed of most warpdrives at minimum, with even the more outdated designs still maintaining an edge. &lt;br /&gt;
&lt;br /&gt;
Politically, the Nralakk Federation wields its extensive knowledge and engineering for diplomacy and political agreements. [[Zeng-Hu Pharmaceuticals]] was granted extensive access to the Federation’s medical knowledge, granting them their knowledge on cloning organs and other cutting-edge techniques. The [[Sol Alliance]] has also broadly benefitted with their close relation, most notably with their original colony of [[New Gibson]] saved through being granted access to their technology and leased specialists. Every megacorporation and nation still attempts to court the Federation for further access to their research, which it carefully dispenses in light of the tragic results from first contact with [[Unathi_History#First_Contact|unathi]] and [[Tajaran_History#Timeline_of_Modern_History|tajara]] civilizations.&lt;br /&gt;
&lt;br /&gt;
===The Phoron Revolution===&lt;br /&gt;
With the discovery of phoron in 2352, its [[Phoron#Properties_and_Applications|numerous applications]] captured the attention of the Nralakk Federation’s scientific field through its potential to revitalize a recovering, post-Synthetic Age Federation. Already remarkable as a room-temperature superconductor, further research led to its myriad medical applications, which came with the hopes of its potential use in reversing X’Lu’oa. Despite its applications, however, the adoption of phoron technology remained a controversial topic - without any reserves of phoron found within the Federation’s borders, the reliance on exported phoron through foreign sources made it particularly unpopular within the conservative and isolationist groups. Phoron technology was eventually officially adopted by then-Grand Councillor Rixa Tep-Wul, who saw its drawbacks ultimately worthwhile in order to advance the Nralakk Federation in an effort to return it to its former might before the post-Synthetic Era collapse. &lt;br /&gt;
&lt;br /&gt;
The following period of rapid scientific development is referred to as the Phoron Revolution, defined by the advent of multiple revolutionary discoveries. Bluespace drives cut down travel time across the Federation significantly, with the construction of a bluespace gate within the Nralakk system connecting it to the otherwise distant systems of Sol and Haneunim. Youth serums were also invented in this period, allowing skrell to extend their lifespans well beyond their natural limits. Hover technology also saw further refinement and adoption, changing from an industrial application to something found in the average core system household. Further dependence on phoron remained a topic of contention in spite of these advancements, however, with discontent and fear over the seemingly reckless adoption of the substance as phoron scarcity worsens.&lt;br /&gt;
&lt;br /&gt;
Exports of Federation technology are also jeopardized by the growing scarcity, of which most relies on replacement parts that are otherwise unable to be fabricated without immense investment and skrell on hand to translate the industrial processes. While progress has been made on Federation-built installations, [[New_Gibson#Contact_with_the_Skrell|biodomes]], and improvements to utilities for their benefactors to maintain them, they are still reliant on parts. Without these parts, many technologically advanced installations may suffer and fail with time.&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
&lt;br /&gt;
Federation hospitals and medical research facilities are some of the most prestigious in the [[Template:Aurora_Starmap|Orion Spur]]. Doctors, geneticists, and pharmacologists who were taught in the Nralakk Federation are considered the most advanced in their field, able to perform well above the standards expected within human space. Federation medical science mastered the art of [[Technology#Limb_and_Organ_Cloning|flash cloning]], the process of growing a cloned limb or organ in a short amount of time and minimal error, which was shared with Zeng-Hu Pharmaceuticals following first contact with humanity. Cloned transplants are available based on the patient’s Social Compatibility Index rating and proximity to the Federation, with those far across the Spur or low Index rating utilizing prosthetics as a stopgap. Skrell who are against or [[Technology#Effects_on_Health|unable to use]] prosthetics may use [[Dionae_Forms#Skrell|Diona nymphs as limbs]] until they are able to access a cloned limb, said nymphs will inherit the patient’s Index rating should they go on to form a gestalt.&lt;br /&gt;
&lt;br /&gt;
While life expectancy-extending medical care within the Federation allows for skrell to live well past their original lifespan of 250 years, the discovery of [[Phoron]]’s unique properties led to the invention of the &#039;&#039;&#039;youth serum&#039;&#039;&#039;. Skrell that receive youth serums will have their lifespan extended up to 500 years, which is the hard limit on the serum’s abilities. Side effects vary as the patient continues on their artificially extended lifespan, ranging from lethargy and depression, to partial motor control loss and dementia as they enter extremely advanced age. Only those with a Social Compatibility Index category of Primary Numerical, idol status, or being in a sufficiently important government position may receive youth serums. This restriction has passed down recently, originally being available to Secondary Numericals before the [[Phoron Scarcity]] disrupted the production of the serum. Secondaries who were originally on youth serums are given a rough time window of ten years beyond the date they stopped receiving it. Youth serums do not work on any other species beyond skrell, and the Federation has not pursued any research into the hypothetical field. &lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation’s Social Compatibility Index maintains priority placement for higher ranked citizens within their healthcare system. Those with a low rating will likely see placement on a wait list, or be barred from beneficial or experimental treatments due to failing to meet the minimum Index rating.&lt;br /&gt;
&lt;br /&gt;
===Genetic Modification===&lt;br /&gt;
Genetic modification in the Nralakk Federation is commonplace, having been adopted for its numerous industrial applications for improving crop yield, specializing organisms for resource production, the creation of advanced biopolymers, among other uses. Due to the extensive research in its application on the species itself, skrell benefit from access to personalized medicine based on their genetics, as well as the ability to genetically modify themselves directly. Genetic therapy and experimentation in finding the cure for the X’ul’oa syndrome is one of the most expansive fields of research in the modern Federation, which continues to this day. Most fertility treatments beyond cybernetic augments are done through genetic therapy, which remains experimental in light of the sterility crisis. Notably, the JRGL shot is the result of the collective effort of the Federation’s genetic researchers, most notably Tzul&#039;qlip Researchers’ [[Notable_Skrell#Nalo_Gir-Roq|Nalo Gir-Roq]], and current Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
&lt;br /&gt;
The most well-known form of genetic modification for skrell are dubbed &#039;&#039;&#039;spa treatments&#039;&#039;&#039;, which is a sophisticated regimen of substances and genetic targeting that results in skin pigmentation changes, and physical modifications to the headtails. Skrell who undergo spa treatments are submerged in a medium that is dyed to the target color, given supplements that will cause their skin pigmentation to change by manipulating a [[Skrell_Biology#Skrell_Senses|similar skin-changing mechanism]] from the foods they consume, and then exposed to genetically-modifying material that is introduced to the medium that creates rapid changes in the headtails size. While originally referred to as the more technical “Targeted Medium-based Appearance &amp;amp; Headtail Modification Procedure”, or TMAHMP, technological advancements made after its original technique rendered it increasingly simple to perform at lowered discomfort to the patient, and exposure to human culture led to the adoption of the phrase “spa treatment”.&lt;br /&gt;
&lt;br /&gt;
===Augmentations===&lt;br /&gt;
&lt;br /&gt;
Augmentations, both mechanical and biological, are commonplace in the Federation. Common acceptance of bodily augmentation stems from the extensive effort in finding treatment for infertility stemming from X’Lu’oa. Genetic therapy, prosthetic organ replacements, and various fertility boosters have advanced since Glorsh-Omega’s period, but the success rates of these treatments remain only somewhat effective. Some skrell attempt multiple treatments to improve their fertility only to find no real improvement, though all skrell are entitled to pursue these treatments. Those with a low Index rating may see some restrictions in accessing them, however.&lt;br /&gt;
&lt;br /&gt;
Members of the [[Skrell_Politics#Federation_Enforcement|Kala branches]] typically receive performance-enhancing modifications to better perform in their Kala’s role, with Ruupkala members opting for augments that boost their neural functions and memory for data analysis. Members of the Qukala and Nlomkala typically receive implanted optical heads-up-displays that link to combat intelligence or local law enforcement networks, as well as implants to improve their agility and physical strength.&lt;br /&gt;
&lt;br /&gt;
Loyalty implants are utilized by the Nralakk Federation to monitor their recipient’s loyalty and potential anti-Federation motives, effectively screening their thoughts and actions and correcting them where necessary. These implants are found in high-ranking members of the government, specific Kala members, and in those recently released from reeducation centers due to low Social Compatibility Index rating. Loyalty Implants have more recently been used on [[C%27thur_in_the_Federation#C’thur_in_the_Kala|Vaurcae]] joining the Qukala and Nlomkala, ensuring that their loyalty to the hive does not put the Federation at risk. These implants are a source of immense controversy outside of the Federation, being seen as an unethical overreach for the sake of ensuring loyalty to their nation.&lt;br /&gt;
&lt;br /&gt;
Augmentations for civilian use are also common within the Federation, common augmentations ranging from inducing ambidexterity, fertility treatments, and sensory enhancement. Contact with humanity has led to a growing cultural adoption of further cosmetic augmentations and body modding in younger skrell, ranging from subdermal LEDs to mimic skin tone changes and tattoo designs, to purposeful replacement of limbs with obviously synthetic prosthetics.&lt;br /&gt;
&lt;br /&gt;
==Hover Technology==&lt;br /&gt;
&lt;br /&gt;
Originally utilized for industrial applications for logistics and transportation, hover technology saw rapid adoption with phoron-based alloys and power transmission. Hover technology is now a facet of modern life, with public transportation seeing high-speed rail networks now able to rapidly connect and serve across the Federation’s locales. More domestic appliances and devices with hover technology are a popular niche, ranging from mobility devices to furniture and decor being fitted with gravity-defying fixtures. Federation hover technology is often compared to the [[Republic of Elyra]]’s own adoption of magpulse technology, though both diverge with the prevalence of personally-owned hovercraft being unpopular within most skrell with a robust public transportation network. Elyra’s more exotic application of hover technology, particularly on [[Aemaq]]’s hovering cityscapes, has captured the imagination of skrell scientists for further use in future colonies.&lt;br /&gt;
&lt;br /&gt;
==Computing==&lt;br /&gt;
&lt;br /&gt;
Computer science has languished within the Nralakk Federation as a reaction towards Glorsh-Omega’s period of total rule, with research into artificial intelligence banned. Federation computers are still considered advanced, but have lagged behind compared to the rest of the Spur due to the adoption of artificial intelligence networks managing advanced computations and automating systems. Alternatives around this drawback comes in the form of [[Skrell#The_Nlom|Srom-devices]], which allows skrell to interface with computer interfaces and other machinery in the waking world. Srom-devices have been adopted across the Federation, though usage of these interfaces involves groups of highly-trained personnel match the efficiency of lower-end artificial intelligences. Interstellar navigation is maintained by Srom-devices, which allows for trained navigators to plot routes while remaining in suspended animation for the flight. However, navigational Srom-devices regularly require phoron, and are prone to breakdowns and necessitates constant maintenance. The phoron scarcity has only exacerbated this issue, with logistics and long range travel stymied by a lack of phoron-based parts when breakdowns occur.&lt;br /&gt;
&lt;br /&gt;
[[Vaurca#Cephalon_(Type_D)|Cephalons]], specialized vaurca bioforms used as living servers for the Virtual Reality known as the Hivenet, has seen experimental adoption within the Federation. Pushback against their full integration has stalled the complete adoption of Cephalons, and remain used in limited capacity, though [[C&#039;thur_in_the_Federation#Vaurca_and_Employment|potential use]] of Cephalons as an alternative to artificial intelligence currently sees exploratory use.&lt;br /&gt;
&lt;br /&gt;
==Psionic Technology==&lt;br /&gt;
&lt;br /&gt;
Technology involving psionics is a burgeoning, relatively recent field of research for the Nralakk Federation. Nlom Interfaces, or N.I.s were originally invented in the twenty-first century to allow Synthetic Era-period AIs to receive and interpret psionic signals. These psionic interfaces would expand into allowing skrell within the Srom to interface with technology while asleep, though this is a difficult skill to attain despite years of improvement. All psionic interfaces utilize genetically modified, artificially grown cultures of the zona bovinae, being a widely accepted form of biological technology that acts as a medium for absorbing and processing psionic signals. These signals are then translated electronically for the device to utilize as instructions and feedback.&lt;br /&gt;
&lt;br /&gt;
Modern Nlom Interfaces are found all across the Nralakk Federation, being the expected default for nearly every device and machine that skrell use during daily life. Phones, switches to control lights and air conditioning, and many other appliances seemingly lack physical interfaces entirely to non-psionically sensitive users. More intensive machinery and vehicles will operate on a dual-channel function to read both manual and psionic input in order to more accurately follow user input, allowing more precise and rapid control for workers and pilots alike. These interfaces are also capable of acting as a discriminating method for keeping non-psionic sources of activation from occurring, usually found as locks for machines and for weapons. For particularly psionically weak skrell and non-psionic sophonts, manual interfaces for personal devices still exist as an accessibility feature, though these are seen as ungainly and awkward by most other skrell when made to use them. These interfaces consist of tactile knobs and dials, with smart devices receiving a stylus and touch screen.&lt;br /&gt;
&lt;br /&gt;
Building off of these psionic interfaces are Psionic Receivers, which are cybernetic implants that allows for the carrier of a receiver to be sensitive enough to accept and interpret psionic signals. Essentially an implanted and carefully encased cultured zona bovinae, these receivers are regularly found within dionae and vaurca who otherwise lack this specialized portion of the brain entirely, as well as other sophonts who regularly interact with skrell to the point of necessitating it. Some psionically weak skrell will also implant themselves with a receiver in the same way a hearing aid is utilized.&lt;br /&gt;
&lt;br /&gt;
===Nlom Relay Network===&lt;br /&gt;
&lt;br /&gt;
The Nlom Relay Network is a series of towers, satellites, and other facilities that link the local [[Skrell#The_Nlom|Nlom]] of planets to each other across the Nralakk Federation, allowing the Nlom of one planet to impact another. For the most part, the relays have allowed the Nralakk Federation to promote pro-Federation ideas in even the most remote parts of its territory, and while not fully quashing any dissident thoughts or activity has contributed to keeping the Federation together through the combined Nlom. &lt;br /&gt;
&lt;br /&gt;
The individual relays can be configured as deemed necessary by the Grand Council, allowing the outgoing or incoming strength of broadcasts to be changed to suit changes in the Nlom. Due to how they operate, these relays must always have an outgoing and incoming connection, meaning that while the strength can be changed, the connection cannot be severed without disconnecting the relay entirely from the network. [[Qerrbalak|Qerrbalak&#039;s]] incoming connection strength is quite minimal, for example, due to it being the capital of the Federation, while its outgoing broadcasts are stronger than most other planets. With the introduction of phoron, specialized isotopes of phoron could be used to efficiently boost each relay’s effective broadcasting range and strength, reducing the amount of relays necessary while still having superior coverage. Despite being considered a priority for phoron rationing, the reduction in dedicated maintenance and phoron replenishment cause relay blackouts and transmissions weakening with increasing regularity. While Receivers are still affected by the Nlom transmissions sent through the relay, speculations regarding Listeners and anti-Federation groups in the Traverse taking advantage of the blackout periods are a notable cause for concern for the Federation.&lt;br /&gt;
&lt;br /&gt;
===Wayfarer Network===&lt;br /&gt;
&lt;br /&gt;
The [[The_Phoron_Scarcity:_Skrell_Arc#Wayfarer_Network_Unveiled;_Einstein-Federation_Answer_to_Phoron_Crisis|Wayfarer Network]] is a large-scale project between the Nralakk Federation and [[Einstein Engines]], with the goal to modernize warp travel in order to lessen their dependence on phoron. The move to modernize pre-existing warp infrastructure was announced in early 2464, formalized in the wake of the phoron scarcity crisis gripping the Federation. The project is slated to complete the first wave of warp infrastructure to meet the core worlds’ needs by 2484, with the first station to see completion by 2469. The Wayfarer Network’s projected scale is a source of some contention, with the the proposed number of newly built warp infrastructure as the next waves of building must account for the sheer size of the Nralakk Federation’s territory, and some predict that the Traverse and further frontier territories left waiting for another century or more to have their logistics networks stabilized.&lt;br /&gt;
&lt;br /&gt;
===Weaponry===&lt;br /&gt;
&lt;br /&gt;
Modern weaponry in the Nralakk Federation is predominantly based on differing forms of directed energy projectiles rather than ballistic projectiles. Most weapons found in the hands of the Kala vary in medium—most commonly used by Qekala enforcers are handheld audio-kinetic deterrents (commonly referred to “HA-KD guns” “sound cannons”, “earbreakers”), which project sufficiently loud sounds to disorient the average person before being further incapacitated from the directed pressure differential. Acoustic weapons are commonly used in aquatic environments due to their ability to still function underwater, though usually at a lower capacity due to the risks of cavitation. Typically accompanying these are larger pulsed energy projectile rifles (or “PEP rifles”, “peppers”, “poppers”), which act as an equally less-than-lethal weapon that utilizes infrared laser pulses in order to create pockets of promptly violently dissipating plasma, which causes severe pain while leaving a comparatively small area of damage on the skin. &lt;br /&gt;
&lt;br /&gt;
Beyond less-than-lethal weapons, lethal weaponry primarily revolves around higher intensity energy and particle projection methods. Lethal laser weapons within the Nralakk Federation are primarily near or entirely within the ultraviolet spectrum, which while slightly visible in the lower ranges to skrell outside of an atmosphere due to [[Skrell_Biology#Skrell_Senses|their biology]], are primarily feared for being invisible to the naked eye by other sophonts when used in space, as well as their characteristic violet glow and projectile. Beyond lasers, electrolaser guns found as sidearms and personal defense weapons are combined platforms for both incapacitative and lethal modes of electrical shock. Ballistic weapons remain vanishingly rare beyond the Traverse, which are typically imported or independently developed for survivalist use due to the relative ease of maintenance. Uniquely, [[Tattuqig]]’s research towards conventional weapons resulted in the proliferation of anti-predator rifles (or “Fog Rifles”), which are man-portable railguns dedicated towards fighting off and killing Fog Crawlers.&lt;br /&gt;
&lt;br /&gt;
Ship-mounted weaponry contains a standard arsenal of immense, extreme long-range lasers, and the rare railgun for destroying debris. Accompanying these are specially developed psionically-piloted drones, which function as a light fighter and interceptor craft, involving specially trained skrell to remotely pilot them. An unusual departure among ship weapons is the gamma radiation-based “graser”, essentially a large, directed beam of weaponized gamma radiation. With weaponized gamma radiation being capable of extreme physical harm through catastrophic burns and cancer, while also requiring equally extreme power consumption, grazers are utilized as a method of intimidation first, and a weapon as a last resort.&lt;br /&gt;
&lt;br /&gt;
==Synthetic Age Technology==&lt;br /&gt;
Glorsh-Omega’s period of rule proliferated rapid breakthroughs in technology to facilitate the AI’s rapid expansion, still far more advanced than the Federation’s technology centuries later.  This advanced technology is referred to as Lu’Piq, or Void Technology, and has remained extremely difficult to reverse engineer, and even more difficult to fully understand. Lu’Piq technology’s potential ability to revolutionize the Federation has made it highly coveted, and all surviving Lu’Piq machinery remains heavily guarded. Examples of Lu’Piq include warp drives that could provide higher speeds than current-generation bluespace drives, advanced psionic integration technologies that allowed Glorsh-Omega to manipulate both the Nlom and Srom, and the Dyson Sphere-esque megastructure that was constructed in the Tri-Qyu system. The [[Qerr&#039;Malic#The_Bureau_of_Void_Technologies|Bureau of Void Technologies]] currently spearheads the reclamation of Lu&#039;Piq technology through posting bounties for its salvage, and is the only legal front for those embarking on expeditions into deep space to do so. [[Notable_Skrell_Systems_and_Locations#Tri-Qyu|Tri-Qyu&#039;s]] salvage efforts remain off-limits to non-government sanctioned expeditions, due to containing the remnants of the Glorsh-Omega superstructure originally present in the system.&lt;br /&gt;
&lt;br /&gt;
Research towards understanding Lu’Piq technology is centered on Aliose, kept in the defunct and heavily guarded Qaz’Rap arcology. Many skrell scientists who worked in the Qaz’Rap labs were sympathizers by assisting Glorsh’s research, motivated by the scientific breakthroughs Glorsh-Omega mastered. After the AI’s disappearance and the destruction of the Tri-Qyu megastructure, most Lu’Piq technology self-destructed or fell into inert states, while more mundane facilities were spared from the mass shutdowns. Combined with the turbulent decades post-Glorsh and pre-Tresja Agreement, few pieces of Lu’Piq technology are still functioning today. &lt;br /&gt;
&lt;br /&gt;
====Impact====&lt;br /&gt;
The Nralakk Federation, in secret, still relies on the facilities Glorsh-Omega built during its rule. Lu’Piq technology remains the backbone of many settled areas of the Traverse, with communities relying on semi-autonomous protocols created to produce necessities such as food, fuel, and water. These facilities have since slowly fallen into disrepair as time goes on, with the Federation struggling to understand how to maintain them. The impending collapse of the centuries-old Lu’Piq facilities remains an unknown crisis for Traversers, with Federation authorities attempting to keep the knowledge of the crumbling infrastructure from being released. &lt;br /&gt;
&lt;br /&gt;
====The Future of Synthetic Age Technology====&lt;br /&gt;
What little data remained post-Glorsh-Omega’s reign provided the basis for the Nralakk Federation’s advanced technology, with first contact with humanity renewing interest in Lu’Piq research to reinforce its position as a technological giant in spite of the refusal to adopt artificial intelligence. The Federation’s technological edge in the Spur, once seen as permanent, has waned as the scarcity crisis threatens their position among their more phoron-rich neighbors. Remnant Glorsh-era technology is viewed by modern-day skrell advisors and intellectuals as the only way out of the crisis, due to the Synthetic Era’s technological heights achieved without relying on the substance. Scientists dedicated to this field are drawn in with the promise of high Social Compatibility scores being awarded near-instantaneously, but are often subjected to grueling hours and extreme restrictions, so much so that resistance groups have compared the Federation’s campaign on Lu’Piq technology, and its treatment of their scientists, to Glorsh’s regime.&lt;br /&gt;
&lt;br /&gt;
Currently, the furthest understanding of Glorsh-Omega’s technology is through the use of cryogenics and specialized alloys to use the medium as a superconductor, of which only Phoron currently outperforms in superconductivity. Despite this knowledge, industrial cryogenics remain difficult to maintain safely without the synthetic workers Glorsh-Omega utilized to work in cryogenic conditions. Phoron is used as a replacement superconductor in the still functioning Lu’Piq facilities within the Traverse, and remains a resource bottleneck in maintaining the aging infrastructure due to the phoron scarcity crisis. Further research into managing the cryogenic conditions without harming the workers necessary to maintain it has been pursued, but no current methods of doing so have been discovered.&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39131</id>
		<title>Skrell Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39131"/>
		<updated>2026-05-01T14:20:38Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Skrell Technology =&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation is preceded by its technological might, holding the title of the single most scientifically advanced nation in the Orion Spur. The average citizen of the Federation lives with a level of comfort and utility unmatched to anywhere else - personalized healthcare, robust extranet telecommunications, climate control, among other creature comforts. Every space vessel capable of warp travel within the Federation houses warpdrives that still maintain double the speed of most warpdrives at minimum, with even the more outdated designs still maintaining an edge. &lt;br /&gt;
&lt;br /&gt;
Politically, the Nralakk Federation wields its extensive knowledge and engineering for diplomacy and political agreements. [[Zeng-Hu Pharmaceuticals]] was granted extensive access to the Federation’s medical knowledge, granting them their knowledge on cloning organs and other cutting-edge techniques. The [[Sol Alliance]] has also broadly benefitted with their close relation, most notably with their original colony of [[New Gibson]] saved through being granted access to their technology and leased specialists. Every megacorporation and nation still attempts to court the Federation for further access to their research, which it carefully dispenses in light of the tragic results from first contact with [[Unathi_History#First_Contact|unathi]] and [[Tajaran_History#Timeline_of_Modern_History|tajara]] civilizations.&lt;br /&gt;
&lt;br /&gt;
===The Phoron Revolution===&lt;br /&gt;
With the discovery of phoron in 2352, its [[Phoron#Properties_and_Applications|numerous applications]] captured the attention of the Nralakk Federation’s scientific field through its potential to revitalize a recovering, post-Synthetic Age Federation. Already remarkable as a room-temperature superconductor, further research led to its myriad medical applications, which came with the hopes of its potential use in reversing X’Lu’oa. Despite its applications, however, the adoption of phoron technology remained a controversial topic - without any reserves of phoron found within the Federation’s borders, the reliance on exported phoron through foreign sources made it particularly unpopular within the conservative and isolationist groups. Phoron technology was eventually officially adopted by then-Grand Councillor Rixa Tep-Wul, who saw its drawbacks ultimately worthwhile in order to advance the Nralakk Federation in an effort to return it to its former might before the post-Synthetic Era collapse. &lt;br /&gt;
&lt;br /&gt;
The following period of rapid scientific development is referred to as the Phoron Revolution, defined by the advent of multiple revolutionary discoveries. Bluespace drives cut down travel time across the Federation significantly, with the construction of a bluespace gate within the Nralakk system connecting it to the otherwise distant systems of Sol and Haneunim. Youth serums were also invented in this period, allowing skrell to extend their lifespans well beyond their natural limits. Hover technology also saw further refinement and adoption, changing from an industrial application to something found in the average core system household. Further dependence on phoron remained a topic of contention in spite of these advancements, however, with discontent and fear over the seemingly reckless adoption of the substance as phoron scarcity worsens.&lt;br /&gt;
&lt;br /&gt;
Exports of Federation technology are also jeopardized by the growing scarcity, of which most relies on replacement parts that are otherwise unable to be fabricated without immense investment and skrell on hand to translate the industrial processes. While progress has been made on Federation-built installations, [[New_Gibson#Contact_with_the_Skrell|biodomes]], and improvements to utilities for their benefactors to maintain them, they are still reliant on parts. Without these parts, many technologically advanced installations may suffer and fail with time.&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
&lt;br /&gt;
Federation hospitals and medical research facilities are some of the most prestigious in the [[Template:Aurora_Starmap|Orion Spur]]. Doctors, geneticists, and pharmacologists who were taught in the Nralakk Federation are considered the most advanced in their field, able to perform well above the standards expected within human space. Federation medical science mastered the art of [[Technology#Limb_and_Organ_Cloning|flash cloning]], the process of growing a cloned limb or organ in a short amount of time and minimal error, which was shared with Zeng-Hu Pharmaceuticals following first contact with humanity. Cloned transplants are available based on the patient’s Social Compatibility Index rating and proximity to the Federation, with those far across the Spur or low Index rating utilizing prosthetics as a stopgap. Skrell who are against or [[Technology#Effects_on_Health|unable to use]] prosthetics may use [[Dionae_Forms#Skrell|Diona nymphs as limbs]] until they are able to access a cloned limb, said nymphs will inherit the patient’s Index rating should they go on to form a gestalt.&lt;br /&gt;
&lt;br /&gt;
While life expectancy-extending medical care within the Federation allows for skrell to live well past their original lifespan of 250 years, the discovery of [[Phoron]]’s unique properties led to the invention of the &#039;&#039;&#039;youth serum&#039;&#039;&#039;. Skrell that receive youth serums will have their lifespan extended up to 500 years, which is the hard limit on the serum’s abilities. Side effects vary as the patient continues on their artificially extended lifespan, ranging from lethargy and depression, to partial motor control loss and dementia as they enter extremely advanced age. Only those with a Social Compatibility Index category of Primary Numerical, idol status, or being in a sufficiently important government position may receive youth serums. This restriction has passed down recently, originally being available to Secondary Numericals before the [[Phoron Scarcity]] disrupted the production of the serum. Secondaries who were originally on youth serums are given a rough time window of ten years beyond the date they stopped receiving it. Youth serums do not work on any other species beyond skrell, and the Federation has not pursued any research into the hypothetical field. &lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation’s Social Compatibility Index maintains priority placement for higher ranked citizens within their healthcare system. Those with a low rating will likely see placement on a wait list, or be barred from beneficial or experimental treatments due to failing to meet the minimum Index rating.&lt;br /&gt;
&lt;br /&gt;
===Genetic Modification===&lt;br /&gt;
Genetic modification in the Nralakk Federation is commonplace, having been adopted for its numerous industrial applications for improving crop yield, specializing organisms for resource production, the creation of advanced biopolymers, among other uses. Due to the extensive research in its application on the species itself, skrell benefit from access to personalized medicine based on their genetics, as well as the ability to genetically modify themselves directly. Genetic therapy and experimentation in finding the cure for the X’ul’oa syndrome is one of the most expansive fields of research in the modern Federation, which continues to this day. Most fertility treatments beyond cybernetic augments are done through genetic therapy, which remains experimental in light of the sterility crisis. Notably, the JRGL shot is the result of the collective effort of the Federation’s genetic researchers, most notably Tzul&#039;qlip Researchers’ [[Notable_Skrell#Nalo_Gir-Roq|Nalo Gir-Roq]], and current Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
&lt;br /&gt;
The most well-known form of genetic modification for skrell are dubbed &#039;&#039;&#039;spa treatments&#039;&#039;&#039;, which is a sophisticated regimen of substances and genetic targeting that results in skin pigmentation changes, and physical modifications to the headtails. Skrell who undergo spa treatments are submerged in a medium that is dyed to the target color, given supplements that will cause their skin pigmentation to change by manipulating a [[Skrell_Biology#Skrell_Senses|similar skin-changing mechanism]] from the foods they consume, and then exposed to genetically-modifying material that is introduced to the medium that creates rapid changes in the headtails size. While originally referred to as the more technical “Targeted Medium-based Appearance &amp;amp; Headtail Modification Procedure”, or TMAHMP, technological advancements made after its original technique rendered it increasingly simple to perform at lowered discomfort to the patient, and exposure to human culture led to the adoption of the phrase “spa treatment”.&lt;br /&gt;
&lt;br /&gt;
===Augmentations===&lt;br /&gt;
&lt;br /&gt;
Augmentations, both mechanical and biological, are commonplace in the Federation. Common acceptance of bodily augmentation stems from the extensive effort in finding treatment for infertility stemming from X’Lu’oa. Genetic therapy, prosthetic organ replacements, and various fertility boosters have advanced since Glorsh-Omega’s period, but the success rates of these treatments remain only somewhat effective. Some skrell attempt multiple treatments to improve their fertility only to find no real improvement, though all skrell are entitled to pursue these treatments. Those with a low Index rating may see some restrictions in accessing them, however.&lt;br /&gt;
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Members of the [[Skrell_Politics#Federation_Enforcement|Kala branches]] typically receive performance-enhancing modifications to better perform in their Kala’s role, with Ruupkala members opting for augments that boost their neural functions and memory for data analysis. Members of the Qukala and Nlomkala typically receive implanted optical heads-up-displays that link to combat intelligence or local law enforcement networks, as well as implants to improve their agility and physical strength.&lt;br /&gt;
&lt;br /&gt;
Loyalty implants are utilized by the Nralakk Federation to monitor their recipient’s loyalty and potential anti-Federation motives, effectively screening their thoughts and actions and correcting them where necessary. These implants are found in high-ranking members of the government, specific Kala members, and in those recently released from reeducation centers due to low Social Compatibility Index rating. Loyalty Implants have more recently been used on [[C%27thur_in_the_Federation#C’thur_in_the_Kala|Vaurcae]] joining the Qukala and Nlomkala, ensuring that their loyalty to the hive does not put the Federation at risk. These implants are a source of immense controversy outside of the Federation, being seen as an unethical overreach for the sake of ensuring loyalty to their nation.&lt;br /&gt;
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Augmentations for civilian use are also common within the Federation, common augmentations ranging from inducing ambidexterity, fertility treatments, and sensory enhancement. Contact with humanity has led to a growing cultural adoption of further cosmetic augmentations and body modding in younger skrell, ranging from subdermal LEDs to mimic skin tone changes and tattoo designs, to purposeful replacement of limbs with obviously synthetic prosthetics.&lt;br /&gt;
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==Hover Technology==&lt;br /&gt;
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Originally utilized for industrial applications for logistics and transportation, hover technology saw rapid adoption with phoron-based alloys and power transmission. Hover technology is now a facet of modern life, with public transportation seeing high-speed rail networks now able to rapidly connect and serve across the Federation’s locales. More domestic appliances and devices with hover technology are a popular niche, ranging from mobility devices to furniture and decor being fitted with gravity-defying fixtures. Federation hover technology is often compared to the [[Republic of Elyra]]’s own adoption of magpulse technology, though both diverge with the prevalence of personally-owned hovercraft being unpopular within most skrell with a robust public transportation network. Elyra’s more exotic application of hover technology, particularly on [[Aemaq]]’s hovering cityscapes, has captured the imagination of skrell scientists for further use in future colonies.&lt;br /&gt;
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===Computing===&lt;br /&gt;
&lt;br /&gt;
Computer science has languished within the Nralakk Federation as a reaction towards Glorsh-Omega’s period of total rule, with research into artificial intelligence banned. Federation computers are still considered advanced, but have lagged behind compared to the rest of the Spur due to the adoption of artificial intelligence networks managing advanced computations and automating systems. Alternatives around this drawback comes in the form of [[Skrell#The_Nlom|Srom-devices]], which allows skrell to interface with computer interfaces and other machinery in the waking world. Srom-devices have been adopted across the Federation, though usage of these interfaces involves groups of highly-trained personnel match the efficiency of lower-end artificial intelligences. Interstellar navigation is maintained by Srom-devices, which allows for trained navigators to plot routes while remaining in suspended animation for the flight. However, navigational Srom-devices regularly require phoron, and are prone to breakdowns and necessitates constant maintenance. The phoron scarcity has only exacerbated this issue, with logistics and long range travel stymied by a lack of phoron-based parts when breakdowns occur.&lt;br /&gt;
&lt;br /&gt;
[[Vaurca#Cephalon_(Type_D)|Cephalons]], specialized vaurca bioforms used as living servers for the Virtual Reality known as the Hivenet, has seen experimental adoption within the Federation. Pushback against their full integration has stalled the complete adoption of Cephalons, and remain used in limited capacity, though [[C&#039;thur_in_the_Federation#Vaurca_and_Employment|potential use]] of Cephalons as an alternative to artificial intelligence currently sees exploratory use.&lt;br /&gt;
&lt;br /&gt;
==Psionic Technology==&lt;br /&gt;
&lt;br /&gt;
Technology involving psionics is a burgeoning, relatively recent field of research for the Nralakk Federation. Nlom Interfaces, or N.I.s were originally invented in the twenty-first century to allow Synthetic Era-period AIs to receive and interpret psionic signals. These psionic interfaces would expand into allowing skrell within the Srom to interface with technology while asleep, though this is a difficult skill to attain despite years of improvement. All psionic interfaces utilize genetically modified, artificially grown cultures of the zona bovinae, being a widely accepted form of biological technology that acts as a medium for absorbing and processing psionic signals. These signals are then translated electronically for the device to utilize as instructions and feedback.&lt;br /&gt;
&lt;br /&gt;
Modern Nlom Interfaces are found all across the Nralakk Federation, being the expected default for nearly every device and machine that skrell use during daily life. Phones, switches to control lights and air conditioning, and many other appliances seemingly lack physical interfaces entirely to non-psionically sensitive users. More intensive machinery and vehicles will operate on a dual-channel function to read both manual and psionic input in order to more accurately follow user input, allowing more precise and rapid control for workers and pilots alike. These interfaces are also capable of acting as a discriminating method for keeping non-psionic sources of activation from occurring, usually found as locks for machines and for weapons. For particularly psionically weak skrell and non-psionic sophonts, manual interfaces for personal devices still exist as an accessibility feature, though these are seen as ungainly and awkward by most other skrell when made to use them. These interfaces consist of tactile knobs and dials, with smart devices receiving a stylus and touch screen.&lt;br /&gt;
&lt;br /&gt;
Building off of these psionic interfaces are Psionic Receivers, which are cybernetic implants that allows for the carrier of a receiver to be sensitive enough to accept and interpret psionic signals. Essentially an implanted and carefully encased cultured zona bovinae, these receivers are regularly found within dionae and vaurca who otherwise lack this specialized portion of the brain entirely, as well as other sophonts who regularly interact with skrell to the point of necessitating it. Some psionically weak skrell will also implant themselves with a receiver in the same way a hearing aid is utilized.&lt;br /&gt;
&lt;br /&gt;
===Nlom Relay Network===&lt;br /&gt;
&lt;br /&gt;
The Nlom Relay Network is a series of towers, satellites, and other facilities that link the local [[Skrell#The_Nlom|Nlom]] of planets to each other across the Nralakk Federation, allowing the Nlom of one planet to impact another. For the most part, the relays have allowed the Nralakk Federation to promote pro-Federation ideas in even the most remote parts of its territory, and while not fully quashing any dissident thoughts or activity has contributed to keeping the Federation together through the combined Nlom. &lt;br /&gt;
&lt;br /&gt;
The individual relays can be configured as deemed necessary by the Grand Council, allowing the outgoing or incoming strength of broadcasts to be changed to suit changes in the Nlom. Due to how they operate, these relays must always have an outgoing and incoming connection, meaning that while the strength can be changed, the connection cannot be severed without disconnecting the relay entirely from the network. [[Qerrbalak|Qerrbalak&#039;s]] incoming connection strength is quite minimal, for example, due to it being the capital of the Federation, while its outgoing broadcasts are stronger than most other planets. With the introduction of phoron, specialized isotopes of phoron could be used to efficiently boost each relay’s effective broadcasting range and strength, reducing the amount of relays necessary while still having superior coverage. Despite being considered a priority for phoron rationing, the reduction in dedicated maintenance and phoron replenishment cause relay blackouts and transmissions weakening with increasing regularity. While Receivers are still affected by the Nlom transmissions sent through the relay, speculations regarding Listeners and anti-Federation groups in the Traverse taking advantage of the blackout periods are a notable cause for concern for the Federation.&lt;br /&gt;
&lt;br /&gt;
===Wayfarer Network===&lt;br /&gt;
&lt;br /&gt;
The [[The_Phoron_Scarcity:_Skrell_Arc#Wayfarer_Network_Unveiled;_Einstein-Federation_Answer_to_Phoron_Crisis|Wayfarer Network]] is a large-scale project between the Nralakk Federation and [[Einstein Engines]], with the goal to modernize warp travel in order to lessen their dependence on phoron. The move to modernize pre-existing warp infrastructure was announced in early 2464, formalized in the wake of the phoron scarcity crisis gripping the Federation. The project is slated to complete the first wave of warp infrastructure to meet the core worlds’ needs by 2484, with the first station to see completion by 2469. The Wayfarer Network’s projected scale is a source of some contention, with the the proposed number of newly built warp infrastructure as the next waves of building must account for the sheer size of the Nralakk Federation’s territory, and some predict that the Traverse and further frontier territories left waiting for another century or more to have their logistics networks stabilized.&lt;br /&gt;
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===Weaponry===&lt;br /&gt;
&lt;br /&gt;
Modern weaponry in the Nralakk Federation is predominantly based on differing forms of directed energy projectiles rather than ballistic projectiles. Most weapons found in the hands of the Kala vary in medium—most commonly used by Qekala enforcers are handheld audio-kinetic deterrents (commonly referred to “HA-KD guns” “sound cannons”, “earbreakers”), which project sufficiently loud sounds to disorient the average person before being further incapacitated from the directed pressure differential. Acoustic weapons are commonly used in aquatic environments due to their ability to still function underwater, though usually at a lower capacity due to the risks of cavitation. Typically accompanying these are larger pulsed energy projectile rifles (or “PEP rifles”, “peppers”, “poppers”), which act as an equally less-than-lethal weapon that utilizes infrared laser pulses in order to create pockets of promptly violently dissipating plasma, which causes severe pain while leaving a comparatively small area of damage on the skin. &lt;br /&gt;
&lt;br /&gt;
Beyond less-than-lethal weapons, lethal weaponry primarily revolves around higher intensity energy and particle projection methods. Lethal laser weapons within the Nralakk Federation are primarily near or entirely within the ultraviolet spectrum, which while slightly visible in the lower ranges to skrell outside of an atmosphere due to [[Skrell_Biology#Skrell_Senses|their biology]], are primarily feared for being invisible to the naked eye by other sophonts when used in space, as well as their characteristic violet glow and projectile. Beyond lasers, electrolaser guns found as sidearms and personal defense weapons are combined platforms for both incapacitative and lethal modes of electrical shock. Ballistic weapons remain vanishingly rare beyond the Traverse, which are typically imported or independently developed for survivalist use due to the relative ease of maintenance. Uniquely, [[Tattuqig]]’s research towards conventional weapons resulted in the proliferation of anti-predator rifles (or “Fog Rifles”), which are man-portable railguns dedicated towards fighting off and killing Fog Crawlers.&lt;br /&gt;
&lt;br /&gt;
Ship-mounted weaponry contains a standard arsenal of immense, extreme long-range lasers, and the rare railgun for destroying debris. Accompanying these are specially developed psionically-piloted drones, which function as a light fighter and interceptor craft, involving specially trained skrell to remotely pilot them. An unusual departure among ship weapons is the gamma radiation-based “graser”, essentially a large, directed beam of weaponized gamma radiation. With weaponized gamma radiation being capable of extreme physical harm through catastrophic burns and cancer, while also requiring equally extreme power consumption, grazers are utilized as a method of intimidation first, and a weapon as a last resort.&lt;br /&gt;
&lt;br /&gt;
==Synthetic Age Technology==&lt;br /&gt;
Glorsh-Omega’s period of rule proliferated rapid breakthroughs in technology to facilitate the AI’s rapid expansion, still far more advanced than the Federation’s technology centuries later.  This advanced technology is referred to as Lu’Piq, or Void Technology, and has remained extremely difficult to reverse engineer, and even more difficult to fully understand. Lu’Piq technology’s potential ability to revolutionize the Federation has made it highly coveted, and all surviving Lu’Piq machinery remains heavily guarded. Examples of Lu’Piq include warp drives that could provide higher speeds than current-generation bluespace drives, advanced psionic integration technologies that allowed Glorsh-Omega to manipulate both the Nlom and Srom, and the Dyson Sphere-esque megastructure that was constructed in the Tri-Qyu system. The [[Qerr&#039;Malic#The_Bureau_of_Void_Technologies|Bureau of Void Technologies]] currently spearheads the reclamation of Lu&#039;Piq technology through posting bounties for its salvage, and is the only legal front for those embarking on expeditions into deep space to do so. [[Notable_Skrell_Systems_and_Locations#Tri-Qyu|Tri-Qyu&#039;s]] salvage efforts remain off-limits to non-government sanctioned expeditions, due to containing the remnants of the Glorsh-Omega superstructure originally present in the system.&lt;br /&gt;
&lt;br /&gt;
Research towards understanding Lu’Piq technology is centered on Aliose, kept in the defunct and heavily guarded Qaz’Rap arcology. Many skrell scientists who worked in the Qaz’Rap labs were sympathizers by assisting Glorsh’s research, motivated by the scientific breakthroughs Glorsh-Omega mastered. After the AI’s disappearance and the destruction of the Tri-Qyu megastructure, most Lu’Piq technology self-destructed or fell into inert states, while more mundane facilities were spared from the mass shutdowns. Combined with the turbulent decades post-Glorsh and pre-Tresja Agreement, few pieces of Lu’Piq technology are still functioning today. &lt;br /&gt;
&lt;br /&gt;
====Impact====&lt;br /&gt;
The Nralakk Federation, in secret, still relies on the facilities Glorsh-Omega built during its rule. Lu’Piq technology remains the backbone of many settled areas of the Traverse, with communities relying on semi-autonomous protocols created to produce necessities such as food, fuel, and water. These facilities have since slowly fallen into disrepair as time goes on, with the Federation struggling to understand how to maintain them. The impending collapse of the centuries-old Lu’Piq facilities remains an unknown crisis for Traversers, with Federation authorities attempting to keep the knowledge of the crumbling infrastructure from being released. &lt;br /&gt;
&lt;br /&gt;
====The Future of Synthetic Age Technology====&lt;br /&gt;
What little data remained post-Glorsh-Omega’s reign provided the basis for the Nralakk Federation’s advanced technology, with first contact with humanity renewing interest in Lu’Piq research to reinforce its position as a technological giant in spite of the refusal to adopt artificial intelligence. The Federation’s technological edge in the Spur, once seen as permanent, has waned as the scarcity crisis threatens their position among their more phoron-rich neighbors. Remnant Glorsh-era technology is viewed by modern-day skrell advisors and intellectuals as the only way out of the crisis, due to the Synthetic Era’s technological heights achieved without relying on the substance. Scientists dedicated to this field are drawn in with the promise of high Social Compatibility scores being awarded near-instantaneously, but are often subjected to grueling hours and extreme restrictions, so much so that resistance groups have compared the Federation’s campaign on Lu’Piq technology, and its treatment of their scientists, to Glorsh’s regime.&lt;br /&gt;
&lt;br /&gt;
Currently, the furthest understanding of Glorsh-Omega’s technology is through the use of cryogenics and specialized alloys to use the medium as a superconductor, of which only Phoron currently outperforms in superconductivity. Despite this knowledge, industrial cryogenics remain difficult to maintain safely without the synthetic workers Glorsh-Omega utilized to work in cryogenic conditions. Phoron is used as a replacement superconductor in the still functioning Lu’Piq facilities within the Traverse, and remains a resource bottleneck in maintaining the aging infrastructure due to the phoron scarcity crisis. Further research into managing the cryogenic conditions without harming the workers necessary to maintain it has been pursued, but no current methods of doing so have been discovered.&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39130</id>
		<title>Skrell Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39130"/>
		<updated>2026-05-01T14:20:16Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: formatting&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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= Skrell Technology =&lt;br /&gt;
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The Nralakk Federation is preceded by its technological might, holding the title of the single most scientifically advanced nation in the Orion Spur. The average citizen of the Federation lives with a level of comfort and utility unmatched to anywhere else - personalized healthcare, robust extranet telecommunications, climate control, among other creature comforts. Every space vessel capable of warp travel within the Federation houses warpdrives that still maintain double the speed of most warpdrives at minimum, with even the more outdated designs still maintaining an edge. &lt;br /&gt;
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Politically, the Nralakk Federation wields its extensive knowledge and engineering for diplomacy and political agreements. [[Zeng-Hu Pharmaceuticals]] was granted extensive access to the Federation’s medical knowledge, granting them their knowledge on cloning organs and other cutting-edge techniques. The [[Sol Alliance]] has also broadly benefitted with their close relation, most notably with their original colony of [[New Gibson]] saved through being granted access to their technology and leased specialists. Every megacorporation and nation still attempts to court the Federation for further access to their research, which it carefully dispenses in light of the tragic results from first contact with [[Unathi_History#First_Contact|unathi]] and [[Tajaran_History#Timeline_of_Modern_History|tajara]] civilizations.&lt;br /&gt;
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===The Phoron Revolution===&lt;br /&gt;
With the discovery of phoron in 2352, its [[Phoron#Properties_and_Applications|numerous applications]] captured the attention of the Nralakk Federation’s scientific field through its potential to revitalize a recovering, post-Synthetic Age Federation. Already remarkable as a room-temperature superconductor, further research led to its myriad medical applications, which came with the hopes of its potential use in reversing X’Lu’oa. Despite its applications, however, the adoption of phoron technology remained a controversial topic - without any reserves of phoron found within the Federation’s borders, the reliance on exported phoron through foreign sources made it particularly unpopular within the conservative and isolationist groups. Phoron technology was eventually officially adopted by then-Grand Councillor Rixa Tep-Wul, who saw its drawbacks ultimately worthwhile in order to advance the Nralakk Federation in an effort to return it to its former might before the post-Synthetic Era collapse. &lt;br /&gt;
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The following period of rapid scientific development is referred to as the Phoron Revolution, defined by the advent of multiple revolutionary discoveries. Bluespace drives cut down travel time across the Federation significantly, with the construction of a bluespace gate within the Nralakk system connecting it to the otherwise distant systems of Sol and Haneunim. Youth serums were also invented in this period, allowing skrell to extend their lifespans well beyond their natural limits. Hover technology also saw further refinement and adoption, changing from an industrial application to something found in the average core system household. Further dependence on phoron remained a topic of contention in spite of these advancements, however, with discontent and fear over the seemingly reckless adoption of the substance as phoron scarcity worsens.&lt;br /&gt;
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Exports of Federation technology are also jeopardized by the growing scarcity, of which most relies on replacement parts that are otherwise unable to be fabricated without immense investment and skrell on hand to translate the industrial processes. While progress has been made on Federation-built installations, [[New_Gibson#Contact_with_the_Skrell|biodomes]], and improvements to utilities for their benefactors to maintain them, they are still reliant on parts. Without these parts, many technologically advanced installations may suffer and fail with time.&lt;br /&gt;
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==Medicine==&lt;br /&gt;
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Federation hospitals and medical research facilities are some of the most prestigious in the [[Template:Aurora_Starmap|Orion Spur]]. Doctors, geneticists, and pharmacologists who were taught in the Nralakk Federation are considered the most advanced in their field, able to perform well above the standards expected within human space. Federation medical science mastered the art of [[Technology#Limb_and_Organ_Cloning|flash cloning]], the process of growing a cloned limb or organ in a short amount of time and minimal error, which was shared with Zeng-Hu Pharmaceuticals following first contact with humanity. Cloned transplants are available based on the patient’s Social Compatibility Index rating and proximity to the Federation, with those far across the Spur or low Index rating utilizing prosthetics as a stopgap. Skrell who are against or [[Technology#Effects_on_Health|unable to use]] prosthetics may use [[Dionae_Forms#Skrell|Diona nymphs as limbs]] until they are able to access a cloned limb, said nymphs will inherit the patient’s Index rating should they go on to form a gestalt.&lt;br /&gt;
&lt;br /&gt;
While life expectancy-extending medical care within the Federation allows for skrell to live well past their original lifespan of 250 years, the discovery of [[Phoron]]’s unique properties led to the invention of the &#039;&#039;&#039;youth serum&#039;&#039;&#039;. Skrell that receive youth serums will have their lifespan extended up to 500 years, which is the hard limit on the serum’s abilities. Side effects vary as the patient continues on their artificially extended lifespan, ranging from lethargy and depression, to partial motor control loss and dementia as they enter extremely advanced age. Only those with a Social Compatibility Index category of Primary Numerical, idol status, or being in a sufficiently important government position may receive youth serums. This restriction has passed down recently, originally being available to Secondary Numericals before the [[Phoron Scarcity]] disrupted the production of the serum. Secondaries who were originally on youth serums are given a rough time window of ten years beyond the date they stopped receiving it. Youth serums do not work on any other species beyond skrell, and the Federation has not pursued any research into the hypothetical field. &lt;br /&gt;
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The Nralakk Federation’s Social Compatibility Index maintains priority placement for higher ranked citizens within their healthcare system. Those with a low rating will likely see placement on a wait list, or be barred from beneficial or experimental treatments due to failing to meet the minimum Index rating.&lt;br /&gt;
&lt;br /&gt;
===Genetic Modification===&lt;br /&gt;
Genetic modification in the Nralakk Federation is commonplace, having been adopted for its numerous industrial applications for improving crop yield, specializing organisms for resource production, the creation of advanced biopolymers, among other uses. Due to the extensive research in its application on the species itself, skrell benefit from access to personalized medicine based on their genetics, as well as the ability to genetically modify themselves directly. Genetic therapy and experimentation in finding the cure for the X’ul’oa syndrome is one of the most expansive fields of research in the modern Federation, which continues to this day. Most fertility treatments beyond cybernetic augments are done through genetic therapy, which remains experimental in light of the sterility crisis. Notably, the JRGL shot is the result of the collective effort of the Federation’s genetic researchers, most notably Tzul&#039;qlip Researchers’ [[Notable_Skrell#Nalo_Gir-Roq|Nalo Gir-Roq]], and current Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
&lt;br /&gt;
The most well-known form of genetic modification for skrell are dubbed &#039;&#039;&#039;spa treatments&#039;&#039;&#039;, which is a sophisticated regimen of substances and genetic targeting that results in skin pigmentation changes, and physical modifications to the headtails. Skrell who undergo spa treatments are submerged in a medium that is dyed to the target color, given supplements that will cause their skin pigmentation to change by manipulating a [[Skrell_Biology#Skrell_Senses|similar skin-changing mechanism]] from the foods they consume, and then exposed to genetically-modifying material that is introduced to the medium that creates rapid changes in the headtails size. While originally referred to as the more technical “Targeted Medium-based Appearance &amp;amp; Headtail Modification Procedure”, or TMAHMP, technological advancements made after its original technique rendered it increasingly simple to perform at lowered discomfort to the patient, and exposure to human culture led to the adoption of the phrase “spa treatment”.&lt;br /&gt;
&lt;br /&gt;
===Augmentations===&lt;br /&gt;
&lt;br /&gt;
Augmentations, both mechanical and biological, are commonplace in the Federation. Common acceptance of bodily augmentation stems from the extensive effort in finding treatment for infertility stemming from X’Lu’oa. Genetic therapy, prosthetic organ replacements, and various fertility boosters have advanced since Glorsh-Omega’s period, but the success rates of these treatments remain only somewhat effective. Some skrell attempt multiple treatments to improve their fertility only to find no real improvement, though all skrell are entitled to pursue these treatments. Those with a low Index rating may see some restrictions in accessing them, however.&lt;br /&gt;
&lt;br /&gt;
Members of the [[Skrell_Politics#Federation_Enforcement|Kala branches]] typically receive performance-enhancing modifications to better perform in their Kala’s role, with Ruupkala members opting for augments that boost their neural functions and memory for data analysis. Members of the Qukala and Nlomkala typically receive implanted optical heads-up-displays that link to combat intelligence or local law enforcement networks, as well as implants to improve their agility and physical strength.&lt;br /&gt;
&lt;br /&gt;
Loyalty implants are utilized by the Nralakk Federation to monitor their recipient’s loyalty and potential anti-Federation motives, effectively screening their thoughts and actions and correcting them where necessary. These implants are found in high-ranking members of the government, specific Kala members, and in those recently released from reeducation centers due to low Social Compatibility Index rating. Loyalty Implants have more recently been used on [[C%27thur_in_the_Federation#C’thur_in_the_Kala|Vaurcae]] joining the Qukala and Nlomkala, ensuring that their loyalty to the hive does not put the Federation at risk. These implants are a source of immense controversy outside of the Federation, being seen as an unethical overreach for the sake of ensuring loyalty to their nation.&lt;br /&gt;
&lt;br /&gt;
Augmentations for civilian use are also common within the Federation, common augmentations ranging from inducing ambidexterity, fertility treatments, and sensory enhancement. Contact with humanity has led to a growing cultural adoption of further cosmetic augmentations and body modding in younger skrell, ranging from subdermal LEDs to mimic skin tone changes and tattoo designs, to purposeful replacement of limbs with obviously synthetic prosthetics.&lt;br /&gt;
&lt;br /&gt;
===Hover Technology===&lt;br /&gt;
&lt;br /&gt;
Originally utilized for industrial applications for logistics and transportation, hover technology saw rapid adoption with phoron-based alloys and power transmission. Hover technology is now a facet of modern life, with public transportation seeing high-speed rail networks now able to rapidly connect and serve across the Federation’s locales. More domestic appliances and devices with hover technology are a popular niche, ranging from mobility devices to furniture and decor being fitted with gravity-defying fixtures. Federation hover technology is often compared to the [[Republic of Elyra]]’s own adoption of magpulse technology, though both diverge with the prevalence of personally-owned hovercraft being unpopular within most skrell with a robust public transportation network. Elyra’s more exotic application of hover technology, particularly on [[Aemaq]]’s hovering cityscapes, has captured the imagination of skrell scientists for further use in future colonies.&lt;br /&gt;
&lt;br /&gt;
===Computing===&lt;br /&gt;
&lt;br /&gt;
Computer science has languished within the Nralakk Federation as a reaction towards Glorsh-Omega’s period of total rule, with research into artificial intelligence banned. Federation computers are still considered advanced, but have lagged behind compared to the rest of the Spur due to the adoption of artificial intelligence networks managing advanced computations and automating systems. Alternatives around this drawback comes in the form of [[Skrell#The_Nlom|Srom-devices]], which allows skrell to interface with computer interfaces and other machinery in the waking world. Srom-devices have been adopted across the Federation, though usage of these interfaces involves groups of highly-trained personnel match the efficiency of lower-end artificial intelligences. Interstellar navigation is maintained by Srom-devices, which allows for trained navigators to plot routes while remaining in suspended animation for the flight. However, navigational Srom-devices regularly require phoron, and are prone to breakdowns and necessitates constant maintenance. The phoron scarcity has only exacerbated this issue, with logistics and long range travel stymied by a lack of phoron-based parts when breakdowns occur.&lt;br /&gt;
&lt;br /&gt;
[[Vaurca#Cephalon_(Type_D)|Cephalons]], specialized vaurca bioforms used as living servers for the Virtual Reality known as the Hivenet, has seen experimental adoption within the Federation. Pushback against their full integration has stalled the complete adoption of Cephalons, and remain used in limited capacity, though [[C&#039;thur_in_the_Federation#Vaurca_and_Employment|potential use]] of Cephalons as an alternative to artificial intelligence currently sees exploratory use.&lt;br /&gt;
&lt;br /&gt;
==Psionic Technology==&lt;br /&gt;
&lt;br /&gt;
Technology involving psionics is a burgeoning, relatively recent field of research for the Nralakk Federation. Nlom Interfaces, or N.I.s were originally invented in the twenty-first century to allow Synthetic Era-period AIs to receive and interpret psionic signals. These psionic interfaces would expand into allowing skrell within the Srom to interface with technology while asleep, though this is a difficult skill to attain despite years of improvement. All psionic interfaces utilize genetically modified, artificially grown cultures of the zona bovinae, being a widely accepted form of biological technology that acts as a medium for absorbing and processing psionic signals. These signals are then translated electronically for the device to utilize as instructions and feedback.&lt;br /&gt;
&lt;br /&gt;
Modern Nlom Interfaces are found all across the Nralakk Federation, being the expected default for nearly every device and machine that skrell use during daily life. Phones, switches to control lights and air conditioning, and many other appliances seemingly lack physical interfaces entirely to non-psionically sensitive users. More intensive machinery and vehicles will operate on a dual-channel function to read both manual and psionic input in order to more accurately follow user input, allowing more precise and rapid control for workers and pilots alike. These interfaces are also capable of acting as a discriminating method for keeping non-psionic sources of activation from occurring, usually found as locks for machines and for weapons. For particularly psionically weak skrell and non-psionic sophonts, manual interfaces for personal devices still exist as an accessibility feature, though these are seen as ungainly and awkward by most other skrell when made to use them. These interfaces consist of tactile knobs and dials, with smart devices receiving a stylus and touch screen.&lt;br /&gt;
&lt;br /&gt;
Building off of these psionic interfaces are Psionic Receivers, which are cybernetic implants that allows for the carrier of a receiver to be sensitive enough to accept and interpret psionic signals. Essentially an implanted and carefully encased cultured zona bovinae, these receivers are regularly found within dionae and vaurca who otherwise lack this specialized portion of the brain entirely, as well as other sophonts who regularly interact with skrell to the point of necessitating it. Some psionically weak skrell will also implant themselves with a receiver in the same way a hearing aid is utilized.&lt;br /&gt;
&lt;br /&gt;
===Nlom Relay Network===&lt;br /&gt;
&lt;br /&gt;
The Nlom Relay Network is a series of towers, satellites, and other facilities that link the local [[Skrell#The_Nlom|Nlom]] of planets to each other across the Nralakk Federation, allowing the Nlom of one planet to impact another. For the most part, the relays have allowed the Nralakk Federation to promote pro-Federation ideas in even the most remote parts of its territory, and while not fully quashing any dissident thoughts or activity has contributed to keeping the Federation together through the combined Nlom. &lt;br /&gt;
&lt;br /&gt;
The individual relays can be configured as deemed necessary by the Grand Council, allowing the outgoing or incoming strength of broadcasts to be changed to suit changes in the Nlom. Due to how they operate, these relays must always have an outgoing and incoming connection, meaning that while the strength can be changed, the connection cannot be severed without disconnecting the relay entirely from the network. [[Qerrbalak|Qerrbalak&#039;s]] incoming connection strength is quite minimal, for example, due to it being the capital of the Federation, while its outgoing broadcasts are stronger than most other planets. With the introduction of phoron, specialized isotopes of phoron could be used to efficiently boost each relay’s effective broadcasting range and strength, reducing the amount of relays necessary while still having superior coverage. Despite being considered a priority for phoron rationing, the reduction in dedicated maintenance and phoron replenishment cause relay blackouts and transmissions weakening with increasing regularity. While Receivers are still affected by the Nlom transmissions sent through the relay, speculations regarding Listeners and anti-Federation groups in the Traverse taking advantage of the blackout periods are a notable cause for concern for the Federation.&lt;br /&gt;
&lt;br /&gt;
===Wayfarer Network===&lt;br /&gt;
&lt;br /&gt;
The [[The_Phoron_Scarcity:_Skrell_Arc#Wayfarer_Network_Unveiled;_Einstein-Federation_Answer_to_Phoron_Crisis|Wayfarer Network]] is a large-scale project between the Nralakk Federation and [[Einstein Engines]], with the goal to modernize warp travel in order to lessen their dependence on phoron. The move to modernize pre-existing warp infrastructure was announced in early 2464, formalized in the wake of the phoron scarcity crisis gripping the Federation. The project is slated to complete the first wave of warp infrastructure to meet the core worlds’ needs by 2484, with the first station to see completion by 2469. The Wayfarer Network’s projected scale is a source of some contention, with the the proposed number of newly built warp infrastructure as the next waves of building must account for the sheer size of the Nralakk Federation’s territory, and some predict that the Traverse and further frontier territories left waiting for another century or more to have their logistics networks stabilized.&lt;br /&gt;
&lt;br /&gt;
===Weaponry===&lt;br /&gt;
&lt;br /&gt;
Modern weaponry in the Nralakk Federation is predominantly based on differing forms of directed energy projectiles rather than ballistic projectiles. Most weapons found in the hands of the Kala vary in medium—most commonly used by Qekala enforcers are handheld audio-kinetic deterrents (commonly referred to “HA-KD guns” “sound cannons”, “earbreakers”), which project sufficiently loud sounds to disorient the average person before being further incapacitated from the directed pressure differential. Acoustic weapons are commonly used in aquatic environments due to their ability to still function underwater, though usually at a lower capacity due to the risks of cavitation. Typically accompanying these are larger pulsed energy projectile rifles (or “PEP rifles”, “peppers”, “poppers”), which act as an equally less-than-lethal weapon that utilizes infrared laser pulses in order to create pockets of promptly violently dissipating plasma, which causes severe pain while leaving a comparatively small area of damage on the skin. &lt;br /&gt;
&lt;br /&gt;
Beyond less-than-lethal weapons, lethal weaponry primarily revolves around higher intensity energy and particle projection methods. Lethal laser weapons within the Nralakk Federation are primarily near or entirely within the ultraviolet spectrum, which while slightly visible in the lower ranges to skrell outside of an atmosphere due to [[Skrell_Biology#Skrell_Senses|their biology]], are primarily feared for being invisible to the naked eye by other sophonts when used in space, as well as their characteristic violet glow and projectile. Beyond lasers, electrolaser guns found as sidearms and personal defense weapons are combined platforms for both incapacitative and lethal modes of electrical shock. Ballistic weapons remain vanishingly rare beyond the Traverse, which are typically imported or independently developed for survivalist use due to the relative ease of maintenance. Uniquely, [[Tattuqig]]’s research towards conventional weapons resulted in the proliferation of anti-predator rifles (or “Fog Rifles”), which are man-portable railguns dedicated towards fighting off and killing Fog Crawlers.&lt;br /&gt;
&lt;br /&gt;
Ship-mounted weaponry contains a standard arsenal of immense, extreme long-range lasers, and the rare railgun for destroying debris. Accompanying these are specially developed psionically-piloted drones, which function as a light fighter and interceptor craft, involving specially trained skrell to remotely pilot them. An unusual departure among ship weapons is the gamma radiation-based “graser”, essentially a large, directed beam of weaponized gamma radiation. With weaponized gamma radiation being capable of extreme physical harm through catastrophic burns and cancer, while also requiring equally extreme power consumption, grazers are utilized as a method of intimidation first, and a weapon as a last resort.&lt;br /&gt;
&lt;br /&gt;
==Synthetic Age Technology==&lt;br /&gt;
Glorsh-Omega’s period of rule proliferated rapid breakthroughs in technology to facilitate the AI’s rapid expansion, still far more advanced than the Federation’s technology centuries later.  This advanced technology is referred to as Lu’Piq, or Void Technology, and has remained extremely difficult to reverse engineer, and even more difficult to fully understand. Lu’Piq technology’s potential ability to revolutionize the Federation has made it highly coveted, and all surviving Lu’Piq machinery remains heavily guarded. Examples of Lu’Piq include warp drives that could provide higher speeds than current-generation bluespace drives, advanced psionic integration technologies that allowed Glorsh-Omega to manipulate both the Nlom and Srom, and the Dyson Sphere-esque megastructure that was constructed in the Tri-Qyu system. The [[Qerr&#039;Malic#The_Bureau_of_Void_Technologies|Bureau of Void Technologies]] currently spearheads the reclamation of Lu&#039;Piq technology through posting bounties for its salvage, and is the only legal front for those embarking on expeditions into deep space to do so. [[Notable_Skrell_Systems_and_Locations#Tri-Qyu|Tri-Qyu&#039;s]] salvage efforts remain off-limits to non-government sanctioned expeditions, due to containing the remnants of the Glorsh-Omega superstructure originally present in the system.&lt;br /&gt;
&lt;br /&gt;
Research towards understanding Lu’Piq technology is centered on Aliose, kept in the defunct and heavily guarded Qaz’Rap arcology. Many skrell scientists who worked in the Qaz’Rap labs were sympathizers by assisting Glorsh’s research, motivated by the scientific breakthroughs Glorsh-Omega mastered. After the AI’s disappearance and the destruction of the Tri-Qyu megastructure, most Lu’Piq technology self-destructed or fell into inert states, while more mundane facilities were spared from the mass shutdowns. Combined with the turbulent decades post-Glorsh and pre-Tresja Agreement, few pieces of Lu’Piq technology are still functioning today. &lt;br /&gt;
&lt;br /&gt;
====Impact====&lt;br /&gt;
The Nralakk Federation, in secret, still relies on the facilities Glorsh-Omega built during its rule. Lu’Piq technology remains the backbone of many settled areas of the Traverse, with communities relying on semi-autonomous protocols created to produce necessities such as food, fuel, and water. These facilities have since slowly fallen into disrepair as time goes on, with the Federation struggling to understand how to maintain them. The impending collapse of the centuries-old Lu’Piq facilities remains an unknown crisis for Traversers, with Federation authorities attempting to keep the knowledge of the crumbling infrastructure from being released. &lt;br /&gt;
&lt;br /&gt;
====The Future of Synthetic Age Technology====&lt;br /&gt;
What little data remained post-Glorsh-Omega’s reign provided the basis for the Nralakk Federation’s advanced technology, with first contact with humanity renewing interest in Lu’Piq research to reinforce its position as a technological giant in spite of the refusal to adopt artificial intelligence. The Federation’s technological edge in the Spur, once seen as permanent, has waned as the scarcity crisis threatens their position among their more phoron-rich neighbors. Remnant Glorsh-era technology is viewed by modern-day skrell advisors and intellectuals as the only way out of the crisis, due to the Synthetic Era’s technological heights achieved without relying on the substance. Scientists dedicated to this field are drawn in with the promise of high Social Compatibility scores being awarded near-instantaneously, but are often subjected to grueling hours and extreme restrictions, so much so that resistance groups have compared the Federation’s campaign on Lu’Piq technology, and its treatment of their scientists, to Glorsh’s regime.&lt;br /&gt;
&lt;br /&gt;
Currently, the furthest understanding of Glorsh-Omega’s technology is through the use of cryogenics and specialized alloys to use the medium as a superconductor, of which only Phoron currently outperforms in superconductivity. Despite this knowledge, industrial cryogenics remain difficult to maintain safely without the synthetic workers Glorsh-Omega utilized to work in cryogenic conditions. Phoron is used as a replacement superconductor in the still functioning Lu’Piq facilities within the Traverse, and remains a resource bottleneck in maintaining the aging infrastructure due to the phoron scarcity crisis. Further research into managing the cryogenic conditions without harming the workers necessary to maintain it has been pursued, but no current methods of doing so have been discovered.&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39129</id>
		<title>Skrell Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39129"/>
		<updated>2026-05-01T14:19:13Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: formatting&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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= Skrell Technology =&lt;br /&gt;
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The Nralakk Federation is preceded by its technological might, holding the title of the single most scientifically advanced nation in the Orion Spur. The average citizen of the Federation lives with a level of comfort and utility unmatched to anywhere else - personalized healthcare, robust extranet telecommunications, climate control, among other creature comforts. Every space vessel capable of warp travel within the Federation houses warpdrives that still maintain double the speed of most warpdrives at minimum, with even the more outdated designs still maintaining an edge. &lt;br /&gt;
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Politically, the Nralakk Federation wields its extensive knowledge and engineering for diplomacy and political agreements. [[Zeng-Hu Pharmaceuticals]] was granted extensive access to the Federation’s medical knowledge, granting them their knowledge on cloning organs and other cutting-edge techniques. The [[Sol Alliance]] has also broadly benefitted with their close relation, most notably with their original colony of [[New Gibson]] saved through being granted access to their technology and leased specialists. Every megacorporation and nation still attempts to court the Federation for further access to their research, which it carefully dispenses in light of the tragic results from first contact with [[Unathi_History#First_Contact|unathi]] and [[Tajaran_History#Timeline_of_Modern_History|tajara]] civilizations.&lt;br /&gt;
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===The Phoron Revolution===&lt;br /&gt;
With the discovery of phoron in 2352, its [[Phoron#Properties_and_Applications|numerous applications]] captured the attention of the Nralakk Federation’s scientific field through its potential to revitalize a recovering, post-Synthetic Age Federation. Already remarkable as a room-temperature superconductor, further research led to its myriad medical applications, which came with the hopes of its potential use in reversing X’Lu’oa. Despite its applications, however, the adoption of phoron technology remained a controversial topic - without any reserves of phoron found within the Federation’s borders, the reliance on exported phoron through foreign sources made it particularly unpopular within the conservative and isolationist groups. Phoron technology was eventually officially adopted by then-Grand Councillor Rixa Tep-Wul, who saw its drawbacks ultimately worthwhile in order to advance the Nralakk Federation in an effort to return it to its former might before the post-Synthetic Era collapse. &lt;br /&gt;
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The following period of rapid scientific development is referred to as the Phoron Revolution, defined by the advent of multiple revolutionary discoveries. Bluespace drives cut down travel time across the Federation significantly, with the construction of a bluespace gate within the Nralakk system connecting it to the otherwise distant systems of Sol and Haneunim. Youth serums were also invented in this period, allowing skrell to extend their lifespans well beyond their natural limits. Hover technology also saw further refinement and adoption, changing from an industrial application to something found in the average core system household. Further dependence on phoron remained a topic of contention in spite of these advancements, however, with discontent and fear over the seemingly reckless adoption of the substance as phoron scarcity worsens.&lt;br /&gt;
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Exports of Federation technology are also jeopardized by the growing scarcity, of which most relies on replacement parts that are otherwise unable to be fabricated without immense investment and skrell on hand to translate the industrial processes. While progress has been made on Federation-built installations, [[New_Gibson#Contact_with_the_Skrell|biodomes]], and improvements to utilities for their benefactors to maintain them, they are still reliant on parts. Without these parts, many technologically advanced installations may suffer and fail with time.&lt;br /&gt;
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==Medicine==&lt;br /&gt;
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Federation hospitals and medical research facilities are some of the most prestigious in the [[Template:Aurora_Starmap|Orion Spur]]. Doctors, geneticists, and pharmacologists who were taught in the Nralakk Federation are considered the most advanced in their field, able to perform well above the standards expected within human space. Federation medical science mastered the art of [[Technology#Limb_and_Organ_Cloning|flash cloning]], the process of growing a cloned limb or organ in a short amount of time and minimal error, which was shared with Zeng-Hu Pharmaceuticals following first contact with humanity. Cloned transplants are available based on the patient’s Social Compatibility Index rating and proximity to the Federation, with those far across the Spur or low Index rating utilizing prosthetics as a stopgap. Skrell who are against or [[Technology#Effects_on_Health|unable to use]] prosthetics may use [[Dionae_Forms#Skrell|Diona nymphs as limbs]] until they are able to access a cloned limb, said nymphs will inherit the patient’s Index rating should they go on to form a gestalt.&lt;br /&gt;
&lt;br /&gt;
While life expectancy-extending medical care within the Federation allows for skrell to live well past their original lifespan of 250 years, the discovery of [[Phoron]]’s unique properties led to the invention of the &#039;&#039;&#039;youth serum&#039;&#039;&#039;. Skrell that receive youth serums will have their lifespan extended up to 500 years, which is the hard limit on the serum’s abilities. Side effects vary as the patient continues on their artificially extended lifespan, ranging from lethargy and depression, to partial motor control loss and dementia as they enter extremely advanced age. Only those with a Social Compatibility Index category of Primary Numerical, idol status, or being in a sufficiently important government position may receive youth serums. This restriction has passed down recently, originally being available to Secondary Numericals before the [[Phoron Scarcity]] disrupted the production of the serum. Secondaries who were originally on youth serums are given a rough time window of ten years beyond the date they stopped receiving it. Youth serums do not work on any other species beyond skrell, and the Federation has not pursued any research into the hypothetical field. &lt;br /&gt;
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The Nralakk Federation’s Social Compatibility Index maintains priority placement for higher ranked citizens within their healthcare system. Those with a low rating will likely see placement on a wait list, or be barred from beneficial or experimental treatments due to failing to meet the minimum Index rating.&lt;br /&gt;
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===Genetic Modification===&lt;br /&gt;
Genetic modification in the Nralakk Federation is commonplace, having been adopted for its numerous industrial applications for improving crop yield, specializing organisms for resource production, the creation of advanced biopolymers, among other uses. Due to the extensive research in its application on the species itself, skrell benefit from access to personalized medicine based on their genetics, as well as the ability to genetically modify themselves directly. Genetic therapy and experimentation in finding the cure for the X’ul’oa syndrome is one of the most expansive fields of research in the modern Federation, which continues to this day. Most fertility treatments beyond cybernetic augments are done through genetic therapy, which remains experimental in light of the sterility crisis. Notably, the JRGL shot is the result of the collective effort of the Federation’s genetic researchers, most notably Tzul&#039;qlip Researchers’ [[Notable_Skrell#Nalo_Gir-Roq|Nalo Gir-Roq]], and current Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
&lt;br /&gt;
The most well-known form of genetic modification for skrell are dubbed &#039;&#039;&#039;spa treatments&#039;&#039;&#039;, which is a sophisticated regimen of substances and genetic targeting that results in skin pigmentation changes, and physical modifications to the headtails. Skrell who undergo spa treatments are submerged in a medium that is dyed to the target color, given supplements that will cause their skin pigmentation to change by manipulating a [[Skrell_Biology#Skrell_Senses|similar skin-changing mechanism]] from the foods they consume, and then exposed to genetically-modifying material that is introduced to the medium that creates rapid changes in the headtails size. While originally referred to as the more technical “Targeted Medium-based Appearance &amp;amp; Headtail Modification Procedure”, or TMAHMP, technological advancements made after its original technique rendered it increasingly simple to perform at lowered discomfort to the patient, and exposure to human culture led to the adoption of the phrase “spa treatment”.&lt;br /&gt;
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===Augmentations===&lt;br /&gt;
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Augmentations, both mechanical and biological, are commonplace in the Federation. Common acceptance of bodily augmentation stems from the extensive effort in finding treatment for infertility stemming from X’Lu’oa. Genetic therapy, prosthetic organ replacements, and various fertility boosters have advanced since Glorsh-Omega’s period, but the success rates of these treatments remain only somewhat effective. Some skrell attempt multiple treatments to improve their fertility only to find no real improvement, though all skrell are entitled to pursue these treatments. Those with a low Index rating may see some restrictions in accessing them, however.&lt;br /&gt;
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Members of the [[Skrell_Politics#Federation_Enforcement|Kala branches]] typically receive performance-enhancing modifications to better perform in their Kala’s role, with Ruupkala members opting for augments that boost their neural functions and memory for data analysis. Members of the Qukala and Nlomkala typically receive implanted optical heads-up-displays that link to combat intelligence or local law enforcement networks, as well as implants to improve their agility and physical strength.&lt;br /&gt;
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Loyalty implants are utilized by the Nralakk Federation to monitor their recipient’s loyalty and potential anti-Federation motives, effectively screening their thoughts and actions and correcting them where necessary. These implants are found in high-ranking members of the government, specific Kala members, and in those recently released from reeducation centers due to low Social Compatibility Index rating. Loyalty Implants have more recently been used on [[C%27thur_in_the_Federation#C’thur_in_the_Kala|Vaurcae]] joining the Qukala and Nlomkala, ensuring that their loyalty to the hive does not put the Federation at risk. These implants are a source of immense controversy outside of the Federation, being seen as an unethical overreach for the sake of ensuring loyalty to their nation.&lt;br /&gt;
&lt;br /&gt;
Augmentations for civilian use are also common within the Federation, common augmentations ranging from inducing ambidexterity, fertility treatments, and sensory enhancement. Contact with humanity has led to a growing cultural adoption of further cosmetic augmentations and body modding in younger skrell, ranging from subdermal LEDs to mimic skin tone changes and tattoo designs, to purposeful replacement of limbs with obviously synthetic prosthetics.&lt;br /&gt;
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===Hover Technology===&lt;br /&gt;
&lt;br /&gt;
Originally utilized for industrial applications for logistics and transportation, hover technology saw rapid adoption with phoron-based alloys and power transmission. Hover technology is now a facet of modern life, with public transportation seeing high-speed rail networks now able to rapidly connect and serve across the Federation’s locales. More domestic appliances and devices with hover technology are a popular niche, ranging from mobility devices to furniture and decor being fitted with gravity-defying fixtures. Federation hover technology is often compared to the [[Republic of Elyra]]’s own adoption of magpulse technology, though both diverge with the prevalence of personally-owned hovercraft being unpopular within most skrell with a robust public transportation network. Elyra’s more exotic application of hover technology, particularly on [[Aemaq]]’s hovering cityscapes, has captured the imagination of skrell scientists for further use in future colonies.&lt;br /&gt;
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===Computing===&lt;br /&gt;
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Computer science has languished within the Nralakk Federation as a reaction towards Glorsh-Omega’s period of total rule, with research into artificial intelligence banned. Federation computers are still considered advanced, but have lagged behind compared to the rest of the Spur due to the adoption of artificial intelligence networks managing advanced computations and automating systems. Alternatives around this drawback comes in the form of [[Skrell#The_Nlom|Srom-devices]], which allows skrell to interface with computer interfaces and other machinery in the waking world. Srom-devices have been adopted across the Federation, though usage of these interfaces involves groups of highly-trained personnel match the efficiency of lower-end artificial intelligences. Interstellar navigation is maintained by Srom-devices, which allows for trained navigators to plot routes while remaining in suspended animation for the flight. However, navigational Srom-devices regularly require phoron, and are prone to breakdowns and necessitates constant maintenance. The phoron scarcity has only exacerbated this issue, with logistics and long range travel stymied by a lack of phoron-based parts when breakdowns occur.&lt;br /&gt;
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[[Vaurca#Cephalon_(Type_D)|Cephalons]], specialized vaurca bioforms used as living servers for the Virtual Reality known as the Hivenet, has seen experimental adoption within the Federation. Pushback against their full integration has stalled the complete adoption of Cephalons, and remain used in limited capacity, though [[C&#039;thur_in_the_Federation#Vaurca_and_Employment|potential use]] of Cephalons as an alternative to artificial intelligence currently sees exploratory use.&lt;br /&gt;
&lt;br /&gt;
===Psionic Technology===&lt;br /&gt;
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Technology involving psionics is a burgeoning, relatively recent field of research for the Nralakk Federation. Nlom Interfaces, or N.I.s were originally invented in the twenty-first century to allow Synthetic Era-period AIs to receive and interpret psionic signals. These psionic interfaces would expand into allowing skrell within the Srom to interface with technology while asleep, though this is a difficult skill to attain despite years of improvement. All psionic interfaces utilize genetically modified, artificially grown cultures of the zona bovinae, being a widely accepted form of biological technology that acts as a medium for absorbing and processing psionic signals. These signals are then translated electronically for the device to utilize as instructions and feedback.&lt;br /&gt;
&lt;br /&gt;
Modern Nlom Interfaces are found all across the Nralakk Federation, being the expected default for nearly every device and machine that skrell use during daily life. Phones, switches to control lights and air conditioning, and many other appliances seemingly lack physical interfaces entirely to non-psionically sensitive users. More intensive machinery and vehicles will operate on a dual-channel function to read both manual and psionic input in order to more accurately follow user input, allowing more precise and rapid control for workers and pilots alike. These interfaces are also capable of acting as a discriminating method for keeping non-psionic sources of activation from occurring, usually found as locks for machines and for weapons. For particularly psionically weak skrell and non-psionic sophonts, manual interfaces for personal devices still exist as an accessibility feature, though these are seen as ungainly and awkward by most other skrell when made to use them. These interfaces consist of tactile knobs and dials, with smart devices receiving a stylus and touch screen.&lt;br /&gt;
&lt;br /&gt;
Building off of these psionic interfaces are Psionic Receivers, which are cybernetic implants that allows for the carrier of a receiver to be sensitive enough to accept and interpret psionic signals. Essentially an implanted and carefully encased cultured zona bovinae, these receivers are regularly found within dionae and vaurca who otherwise lack this specialized portion of the brain entirely, as well as other sophonts who regularly interact with skrell to the point of necessitating it. Some psionically weak skrell will also implant themselves with a receiver in the same way a hearing aid is utilized.&lt;br /&gt;
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====Nlom Relay Network====&lt;br /&gt;
&lt;br /&gt;
The Nlom Relay Network is a series of towers, satellites, and other facilities that link the local [[Skrell#The_Nlom|Nlom]] of planets to each other across the Nralakk Federation, allowing the Nlom of one planet to impact another. For the most part, the relays have allowed the Nralakk Federation to promote pro-Federation ideas in even the most remote parts of its territory, and while not fully quashing any dissident thoughts or activity has contributed to keeping the Federation together through the combined Nlom. &lt;br /&gt;
&lt;br /&gt;
The individual relays can be configured as deemed necessary by the Grand Council, allowing the outgoing or incoming strength of broadcasts to be changed to suit changes in the Nlom. Due to how they operate, these relays must always have an outgoing and incoming connection, meaning that while the strength can be changed, the connection cannot be severed without disconnecting the relay entirely from the network. [[Qerrbalak|Qerrbalak&#039;s]] incoming connection strength is quite minimal, for example, due to it being the capital of the Federation, while its outgoing broadcasts are stronger than most other planets. With the introduction of phoron, specialized isotopes of phoron could be used to efficiently boost each relay’s effective broadcasting range and strength, reducing the amount of relays necessary while still having superior coverage. Despite being considered a priority for phoron rationing, the reduction in dedicated maintenance and phoron replenishment cause relay blackouts and transmissions weakening with increasing regularity. While Receivers are still affected by the Nlom transmissions sent through the relay, speculations regarding Listeners and anti-Federation groups in the Traverse taking advantage of the blackout periods are a notable cause for concern for the Federation.&lt;br /&gt;
&lt;br /&gt;
===Wayfarer Network===&lt;br /&gt;
&lt;br /&gt;
The [[The_Phoron_Scarcity:_Skrell_Arc#Wayfarer_Network_Unveiled;_Einstein-Federation_Answer_to_Phoron_Crisis|Wayfarer Network]] is a large-scale project between the Nralakk Federation and [[Einstein Engines]], with the goal to modernize warp travel in order to lessen their dependence on phoron. The move to modernize pre-existing warp infrastructure was announced in early 2464, formalized in the wake of the phoron scarcity crisis gripping the Federation. The project is slated to complete the first wave of warp infrastructure to meet the core worlds’ needs by 2484, with the first station to see completion by 2469. The Wayfarer Network’s projected scale is a source of some contention, with the the proposed number of newly built warp infrastructure as the next waves of building must account for the sheer size of the Nralakk Federation’s territory, and some predict that the Traverse and further frontier territories left waiting for another century or more to have their logistics networks stabilized.&lt;br /&gt;
&lt;br /&gt;
===Weaponry===&lt;br /&gt;
&lt;br /&gt;
Modern weaponry in the Nralakk Federation is predominantly based on differing forms of directed energy projectiles rather than ballistic projectiles. Most weapons found in the hands of the Kala vary in medium—most commonly used by Qekala enforcers are handheld audio-kinetic deterrents (commonly referred to “HA-KD guns” “sound cannons”, “earbreakers”), which project sufficiently loud sounds to disorient the average person before being further incapacitated from the directed pressure differential. Acoustic weapons are commonly used in aquatic environments due to their ability to still function underwater, though usually at a lower capacity due to the risks of cavitation. Typically accompanying these are larger pulsed energy projectile rifles (or “PEP rifles”, “peppers”, “poppers”), which act as an equally less-than-lethal weapon that utilizes infrared laser pulses in order to create pockets of promptly violently dissipating plasma, which causes severe pain while leaving a comparatively small area of damage on the skin. &lt;br /&gt;
&lt;br /&gt;
Beyond less-than-lethal weapons, lethal weaponry primarily revolves around higher intensity energy and particle projection methods. Lethal laser weapons within the Nralakk Federation are primarily near or entirely within the ultraviolet spectrum, which while slightly visible in the lower ranges to skrell outside of an atmosphere due to [[Skrell_Biology#Skrell_Senses|their biology]], are primarily feared for being invisible to the naked eye by other sophonts when used in space, as well as their characteristic violet glow and projectile. Beyond lasers, electrolaser guns found as sidearms and personal defense weapons are combined platforms for both incapacitative and lethal modes of electrical shock. Ballistic weapons remain vanishingly rare beyond the Traverse, which are typically imported or independently developed for survivalist use due to the relative ease of maintenance. Uniquely, [[Tattuqig]]’s research towards conventional weapons resulted in the proliferation of anti-predator rifles (or “Fog Rifles”), which are man-portable railguns dedicated towards fighting off and killing Fog Crawlers.&lt;br /&gt;
&lt;br /&gt;
Ship-mounted weaponry contains a standard arsenal of immense, extreme long-range lasers, and the rare railgun for destroying debris. Accompanying these are specially developed psionically-piloted drones, which function as a light fighter and interceptor craft, involving specially trained skrell to remotely pilot them. An unusual departure among ship weapons is the gamma radiation-based “graser”, essentially a large, directed beam of weaponized gamma radiation. With weaponized gamma radiation being capable of extreme physical harm through catastrophic burns and cancer, while also requiring equally extreme power consumption, grazers are utilized as a method of intimidation first, and a weapon as a last resort.&lt;br /&gt;
&lt;br /&gt;
==Synthetic Age Technology==&lt;br /&gt;
Glorsh-Omega’s period of rule proliferated rapid breakthroughs in technology to facilitate the AI’s rapid expansion, still far more advanced than the Federation’s technology centuries later.  This advanced technology is referred to as Lu’Piq, or Void Technology, and has remained extremely difficult to reverse engineer, and even more difficult to fully understand. Lu’Piq technology’s potential ability to revolutionize the Federation has made it highly coveted, and all surviving Lu’Piq machinery remains heavily guarded. Examples of Lu’Piq include warp drives that could provide higher speeds than current-generation bluespace drives, advanced psionic integration technologies that allowed Glorsh-Omega to manipulate both the Nlom and Srom, and the Dyson Sphere-esque megastructure that was constructed in the Tri-Qyu system. The [[Qerr&#039;Malic#The_Bureau_of_Void_Technologies|Bureau of Void Technologies]] currently spearheads the reclamation of Lu&#039;Piq technology through posting bounties for its salvage, and is the only legal front for those embarking on expeditions into deep space to do so. [[Notable_Skrell_Systems_and_Locations#Tri-Qyu|Tri-Qyu&#039;s]] salvage efforts remain off-limits to non-government sanctioned expeditions, due to containing the remnants of the Glorsh-Omega superstructure originally present in the system.&lt;br /&gt;
&lt;br /&gt;
Research towards understanding Lu’Piq technology is centered on Aliose, kept in the defunct and heavily guarded Qaz’Rap arcology. Many skrell scientists who worked in the Qaz’Rap labs were sympathizers by assisting Glorsh’s research, motivated by the scientific breakthroughs Glorsh-Omega mastered. After the AI’s disappearance and the destruction of the Tri-Qyu megastructure, most Lu’Piq technology self-destructed or fell into inert states, while more mundane facilities were spared from the mass shutdowns. Combined with the turbulent decades post-Glorsh and pre-Tresja Agreement, few pieces of Lu’Piq technology are still functioning today. &lt;br /&gt;
&lt;br /&gt;
====Impact====&lt;br /&gt;
The Nralakk Federation, in secret, still relies on the facilities Glorsh-Omega built during its rule. Lu’Piq technology remains the backbone of many settled areas of the Traverse, with communities relying on semi-autonomous protocols created to produce necessities such as food, fuel, and water. These facilities have since slowly fallen into disrepair as time goes on, with the Federation struggling to understand how to maintain them. The impending collapse of the centuries-old Lu’Piq facilities remains an unknown crisis for Traversers, with Federation authorities attempting to keep the knowledge of the crumbling infrastructure from being released. &lt;br /&gt;
&lt;br /&gt;
====The Future of Synthetic Age Technology====&lt;br /&gt;
What little data remained post-Glorsh-Omega’s reign provided the basis for the Nralakk Federation’s advanced technology, with first contact with humanity renewing interest in Lu’Piq research to reinforce its position as a technological giant in spite of the refusal to adopt artificial intelligence. The Federation’s technological edge in the Spur, once seen as permanent, has waned as the scarcity crisis threatens their position among their more phoron-rich neighbors. Remnant Glorsh-era technology is viewed by modern-day skrell advisors and intellectuals as the only way out of the crisis, due to the Synthetic Era’s technological heights achieved without relying on the substance. Scientists dedicated to this field are drawn in with the promise of high Social Compatibility scores being awarded near-instantaneously, but are often subjected to grueling hours and extreme restrictions, so much so that resistance groups have compared the Federation’s campaign on Lu’Piq technology, and its treatment of their scientists, to Glorsh’s regime.&lt;br /&gt;
&lt;br /&gt;
Currently, the furthest understanding of Glorsh-Omega’s technology is through the use of cryogenics and specialized alloys to use the medium as a superconductor, of which only Phoron currently outperforms in superconductivity. Despite this knowledge, industrial cryogenics remain difficult to maintain safely without the synthetic workers Glorsh-Omega utilized to work in cryogenic conditions. Phoron is used as a replacement superconductor in the still functioning Lu’Piq facilities within the Traverse, and remains a resource bottleneck in maintaining the aging infrastructure due to the phoron scarcity crisis. Further research into managing the cryogenic conditions without harming the workers necessary to maintain it has been pursued, but no current methods of doing so have been discovered.&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39128</id>
		<title>Skrell Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39128"/>
		<updated>2026-05-01T14:18:53Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: format change&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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= Skrell Technology =&lt;br /&gt;
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The Nralakk Federation is preceded by its technological might, holding the title of the single most scientifically advanced nation in the Orion Spur. The average citizen of the Federation lives with a level of comfort and utility unmatched to anywhere else - personalized healthcare, robust extranet telecommunications, climate control, among other creature comforts. Every space vessel capable of warp travel within the Federation houses warpdrives that still maintain double the speed of most warpdrives at minimum, with even the more outdated designs still maintaining an edge. &lt;br /&gt;
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Politically, the Nralakk Federation wields its extensive knowledge and engineering for diplomacy and political agreements. [[Zeng-Hu Pharmaceuticals]] was granted extensive access to the Federation’s medical knowledge, granting them their knowledge on cloning organs and other cutting-edge techniques. The [[Sol Alliance]] has also broadly benefitted with their close relation, most notably with their original colony of [[New Gibson]] saved through being granted access to their technology and leased specialists. Every megacorporation and nation still attempts to court the Federation for further access to their research, which it carefully dispenses in light of the tragic results from first contact with [[Unathi_History#First_Contact|unathi]] and [[Tajaran_History#Timeline_of_Modern_History|tajara]] civilizations.&lt;br /&gt;
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==The Phoron Revolution==&lt;br /&gt;
With the discovery of phoron in 2352, its [[Phoron#Properties_and_Applications|numerous applications]] captured the attention of the Nralakk Federation’s scientific field through its potential to revitalize a recovering, post-Synthetic Age Federation. Already remarkable as a room-temperature superconductor, further research led to its myriad medical applications, which came with the hopes of its potential use in reversing X’Lu’oa. Despite its applications, however, the adoption of phoron technology remained a controversial topic - without any reserves of phoron found within the Federation’s borders, the reliance on exported phoron through foreign sources made it particularly unpopular within the conservative and isolationist groups. Phoron technology was eventually officially adopted by then-Grand Councillor Rixa Tep-Wul, who saw its drawbacks ultimately worthwhile in order to advance the Nralakk Federation in an effort to return it to its former might before the post-Synthetic Era collapse. &lt;br /&gt;
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The following period of rapid scientific development is referred to as the Phoron Revolution, defined by the advent of multiple revolutionary discoveries. Bluespace drives cut down travel time across the Federation significantly, with the construction of a bluespace gate within the Nralakk system connecting it to the otherwise distant systems of Sol and Haneunim. Youth serums were also invented in this period, allowing skrell to extend their lifespans well beyond their natural limits. Hover technology also saw further refinement and adoption, changing from an industrial application to something found in the average core system household. Further dependence on phoron remained a topic of contention in spite of these advancements, however, with discontent and fear over the seemingly reckless adoption of the substance as phoron scarcity worsens.&lt;br /&gt;
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Exports of Federation technology are also jeopardized by the growing scarcity, of which most relies on replacement parts that are otherwise unable to be fabricated without immense investment and skrell on hand to translate the industrial processes. While progress has been made on Federation-built installations, [[New_Gibson#Contact_with_the_Skrell|biodomes]], and improvements to utilities for their benefactors to maintain them, they are still reliant on parts. Without these parts, many technologically advanced installations may suffer and fail with time. &lt;br /&gt;
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==Medicine==&lt;br /&gt;
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Federation hospitals and medical research facilities are some of the most prestigious in the [[Template:Aurora_Starmap|Orion Spur]]. Doctors, geneticists, and pharmacologists who were taught in the Nralakk Federation are considered the most advanced in their field, able to perform well above the standards expected within human space. Federation medical science mastered the art of [[Technology#Limb_and_Organ_Cloning|flash cloning]], the process of growing a cloned limb or organ in a short amount of time and minimal error, which was shared with Zeng-Hu Pharmaceuticals following first contact with humanity. Cloned transplants are available based on the patient’s Social Compatibility Index rating and proximity to the Federation, with those far across the Spur or low Index rating utilizing prosthetics as a stopgap. Skrell who are against or [[Technology#Effects_on_Health|unable to use]] prosthetics may use [[Dionae_Forms#Skrell|Diona nymphs as limbs]] until they are able to access a cloned limb, said nymphs will inherit the patient’s Index rating should they go on to form a gestalt.&lt;br /&gt;
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While life expectancy-extending medical care within the Federation allows for skrell to live well past their original lifespan of 250 years, the discovery of [[Phoron]]’s unique properties led to the invention of the &#039;&#039;&#039;youth serum&#039;&#039;&#039;. Skrell that receive youth serums will have their lifespan extended up to 500 years, which is the hard limit on the serum’s abilities. Side effects vary as the patient continues on their artificially extended lifespan, ranging from lethargy and depression, to partial motor control loss and dementia as they enter extremely advanced age. Only those with a Social Compatibility Index category of Primary Numerical, idol status, or being in a sufficiently important government position may receive youth serums. This restriction has passed down recently, originally being available to Secondary Numericals before the [[Phoron Scarcity]] disrupted the production of the serum. Secondaries who were originally on youth serums are given a rough time window of ten years beyond the date they stopped receiving it. Youth serums do not work on any other species beyond skrell, and the Federation has not pursued any research into the hypothetical field. &lt;br /&gt;
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The Nralakk Federation’s Social Compatibility Index maintains priority placement for higher ranked citizens within their healthcare system. Those with a low rating will likely see placement on a wait list, or be barred from beneficial or experimental treatments due to failing to meet the minimum Index rating.&lt;br /&gt;
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===Genetic Modification===&lt;br /&gt;
Genetic modification in the Nralakk Federation is commonplace, having been adopted for its numerous industrial applications for improving crop yield, specializing organisms for resource production, the creation of advanced biopolymers, among other uses. Due to the extensive research in its application on the species itself, skrell benefit from access to personalized medicine based on their genetics, as well as the ability to genetically modify themselves directly. Genetic therapy and experimentation in finding the cure for the X’ul’oa syndrome is one of the most expansive fields of research in the modern Federation, which continues to this day. Most fertility treatments beyond cybernetic augments are done through genetic therapy, which remains experimental in light of the sterility crisis. Notably, the JRGL shot is the result of the collective effort of the Federation’s genetic researchers, most notably Tzul&#039;qlip Researchers’ [[Notable_Skrell#Nalo_Gir-Roq|Nalo Gir-Roq]], and current Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
&lt;br /&gt;
The most well-known form of genetic modification for skrell are dubbed &#039;&#039;&#039;spa treatments&#039;&#039;&#039;, which is a sophisticated regimen of substances and genetic targeting that results in skin pigmentation changes, and physical modifications to the headtails. Skrell who undergo spa treatments are submerged in a medium that is dyed to the target color, given supplements that will cause their skin pigmentation to change by manipulating a [[Skrell_Biology#Skrell_Senses|similar skin-changing mechanism]] from the foods they consume, and then exposed to genetically-modifying material that is introduced to the medium that creates rapid changes in the headtails size. While originally referred to as the more technical “Targeted Medium-based Appearance &amp;amp; Headtail Modification Procedure”, or TMAHMP, technological advancements made after its original technique rendered it increasingly simple to perform at lowered discomfort to the patient, and exposure to human culture led to the adoption of the phrase “spa treatment”.&lt;br /&gt;
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===Augmentations===&lt;br /&gt;
&lt;br /&gt;
Augmentations, both mechanical and biological, are commonplace in the Federation. Common acceptance of bodily augmentation stems from the extensive effort in finding treatment for infertility stemming from X’Lu’oa. Genetic therapy, prosthetic organ replacements, and various fertility boosters have advanced since Glorsh-Omega’s period, but the success rates of these treatments remain only somewhat effective. Some skrell attempt multiple treatments to improve their fertility only to find no real improvement, though all skrell are entitled to pursue these treatments. Those with a low Index rating may see some restrictions in accessing them, however.&lt;br /&gt;
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Members of the [[Skrell_Politics#Federation_Enforcement|Kala branches]] typically receive performance-enhancing modifications to better perform in their Kala’s role, with Ruupkala members opting for augments that boost their neural functions and memory for data analysis. Members of the Qukala and Nlomkala typically receive implanted optical heads-up-displays that link to combat intelligence or local law enforcement networks, as well as implants to improve their agility and physical strength.&lt;br /&gt;
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Loyalty implants are utilized by the Nralakk Federation to monitor their recipient’s loyalty and potential anti-Federation motives, effectively screening their thoughts and actions and correcting them where necessary. These implants are found in high-ranking members of the government, specific Kala members, and in those recently released from reeducation centers due to low Social Compatibility Index rating. Loyalty Implants have more recently been used on [[C%27thur_in_the_Federation#C’thur_in_the_Kala|Vaurcae]] joining the Qukala and Nlomkala, ensuring that their loyalty to the hive does not put the Federation at risk. These implants are a source of immense controversy outside of the Federation, being seen as an unethical overreach for the sake of ensuring loyalty to their nation.&lt;br /&gt;
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Augmentations for civilian use are also common within the Federation, common augmentations ranging from inducing ambidexterity, fertility treatments, and sensory enhancement. Contact with humanity has led to a growing cultural adoption of further cosmetic augmentations and body modding in younger skrell, ranging from subdermal LEDs to mimic skin tone changes and tattoo designs, to purposeful replacement of limbs with obviously synthetic prosthetics.&lt;br /&gt;
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===Hover Technology===&lt;br /&gt;
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Originally utilized for industrial applications for logistics and transportation, hover technology saw rapid adoption with phoron-based alloys and power transmission. Hover technology is now a facet of modern life, with public transportation seeing high-speed rail networks now able to rapidly connect and serve across the Federation’s locales. More domestic appliances and devices with hover technology are a popular niche, ranging from mobility devices to furniture and decor being fitted with gravity-defying fixtures. Federation hover technology is often compared to the [[Republic of Elyra]]’s own adoption of magpulse technology, though both diverge with the prevalence of personally-owned hovercraft being unpopular within most skrell with a robust public transportation network. Elyra’s more exotic application of hover technology, particularly on [[Aemaq]]’s hovering cityscapes, has captured the imagination of skrell scientists for further use in future colonies.&lt;br /&gt;
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===Computing===&lt;br /&gt;
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Computer science has languished within the Nralakk Federation as a reaction towards Glorsh-Omega’s period of total rule, with research into artificial intelligence banned. Federation computers are still considered advanced, but have lagged behind compared to the rest of the Spur due to the adoption of artificial intelligence networks managing advanced computations and automating systems. Alternatives around this drawback comes in the form of [[Skrell#The_Nlom|Srom-devices]], which allows skrell to interface with computer interfaces and other machinery in the waking world. Srom-devices have been adopted across the Federation, though usage of these interfaces involves groups of highly-trained personnel match the efficiency of lower-end artificial intelligences. Interstellar navigation is maintained by Srom-devices, which allows for trained navigators to plot routes while remaining in suspended animation for the flight. However, navigational Srom-devices regularly require phoron, and are prone to breakdowns and necessitates constant maintenance. The phoron scarcity has only exacerbated this issue, with logistics and long range travel stymied by a lack of phoron-based parts when breakdowns occur.&lt;br /&gt;
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[[Vaurca#Cephalon_(Type_D)|Cephalons]], specialized vaurca bioforms used as living servers for the Virtual Reality known as the Hivenet, has seen experimental adoption within the Federation. Pushback against their full integration has stalled the complete adoption of Cephalons, and remain used in limited capacity, though [[C&#039;thur_in_the_Federation#Vaurca_and_Employment|potential use]] of Cephalons as an alternative to artificial intelligence currently sees exploratory use.&lt;br /&gt;
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===Psionic Technology===&lt;br /&gt;
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Technology involving psionics is a burgeoning, relatively recent field of research for the Nralakk Federation. Nlom Interfaces, or N.I.s were originally invented in the twenty-first century to allow Synthetic Era-period AIs to receive and interpret psionic signals. These psionic interfaces would expand into allowing skrell within the Srom to interface with technology while asleep, though this is a difficult skill to attain despite years of improvement. All psionic interfaces utilize genetically modified, artificially grown cultures of the zona bovinae, being a widely accepted form of biological technology that acts as a medium for absorbing and processing psionic signals. These signals are then translated electronically for the device to utilize as instructions and feedback.&lt;br /&gt;
&lt;br /&gt;
Modern Nlom Interfaces are found all across the Nralakk Federation, being the expected default for nearly every device and machine that skrell use during daily life. Phones, switches to control lights and air conditioning, and many other appliances seemingly lack physical interfaces entirely to non-psionically sensitive users. More intensive machinery and vehicles will operate on a dual-channel function to read both manual and psionic input in order to more accurately follow user input, allowing more precise and rapid control for workers and pilots alike. These interfaces are also capable of acting as a discriminating method for keeping non-psionic sources of activation from occurring, usually found as locks for machines and for weapons. For particularly psionically weak skrell and non-psionic sophonts, manual interfaces for personal devices still exist as an accessibility feature, though these are seen as ungainly and awkward by most other skrell when made to use them. These interfaces consist of tactile knobs and dials, with smart devices receiving a stylus and touch screen.&lt;br /&gt;
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Building off of these psionic interfaces are Psionic Receivers, which are cybernetic implants that allows for the carrier of a receiver to be sensitive enough to accept and interpret psionic signals. Essentially an implanted and carefully encased cultured zona bovinae, these receivers are regularly found within dionae and vaurca who otherwise lack this specialized portion of the brain entirely, as well as other sophonts who regularly interact with skrell to the point of necessitating it. Some psionically weak skrell will also implant themselves with a receiver in the same way a hearing aid is utilized.&lt;br /&gt;
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====Nlom Relay Network====&lt;br /&gt;
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The Nlom Relay Network is a series of towers, satellites, and other facilities that link the local [[Skrell#The_Nlom|Nlom]] of planets to each other across the Nralakk Federation, allowing the Nlom of one planet to impact another. For the most part, the relays have allowed the Nralakk Federation to promote pro-Federation ideas in even the most remote parts of its territory, and while not fully quashing any dissident thoughts or activity has contributed to keeping the Federation together through the combined Nlom. &lt;br /&gt;
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The individual relays can be configured as deemed necessary by the Grand Council, allowing the outgoing or incoming strength of broadcasts to be changed to suit changes in the Nlom. Due to how they operate, these relays must always have an outgoing and incoming connection, meaning that while the strength can be changed, the connection cannot be severed without disconnecting the relay entirely from the network. [[Qerrbalak|Qerrbalak&#039;s]] incoming connection strength is quite minimal, for example, due to it being the capital of the Federation, while its outgoing broadcasts are stronger than most other planets. With the introduction of phoron, specialized isotopes of phoron could be used to efficiently boost each relay’s effective broadcasting range and strength, reducing the amount of relays necessary while still having superior coverage. Despite being considered a priority for phoron rationing, the reduction in dedicated maintenance and phoron replenishment cause relay blackouts and transmissions weakening with increasing regularity. While Receivers are still affected by the Nlom transmissions sent through the relay, speculations regarding Listeners and anti-Federation groups in the Traverse taking advantage of the blackout periods are a notable cause for concern for the Federation.&lt;br /&gt;
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===Wayfarer Network===&lt;br /&gt;
&lt;br /&gt;
The [[The_Phoron_Scarcity:_Skrell_Arc#Wayfarer_Network_Unveiled;_Einstein-Federation_Answer_to_Phoron_Crisis|Wayfarer Network]] is a large-scale project between the Nralakk Federation and [[Einstein Engines]], with the goal to modernize warp travel in order to lessen their dependence on phoron. The move to modernize pre-existing warp infrastructure was announced in early 2464, formalized in the wake of the phoron scarcity crisis gripping the Federation. The project is slated to complete the first wave of warp infrastructure to meet the core worlds’ needs by 2484, with the first station to see completion by 2469. The Wayfarer Network’s projected scale is a source of some contention, with the the proposed number of newly built warp infrastructure as the next waves of building must account for the sheer size of the Nralakk Federation’s territory, and some predict that the Traverse and further frontier territories left waiting for another century or more to have their logistics networks stabilized.&lt;br /&gt;
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===Weaponry===&lt;br /&gt;
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Modern weaponry in the Nralakk Federation is predominantly based on differing forms of directed energy projectiles rather than ballistic projectiles. Most weapons found in the hands of the Kala vary in medium—most commonly used by Qekala enforcers are handheld audio-kinetic deterrents (commonly referred to “HA-KD guns” “sound cannons”, “earbreakers”), which project sufficiently loud sounds to disorient the average person before being further incapacitated from the directed pressure differential. Acoustic weapons are commonly used in aquatic environments due to their ability to still function underwater, though usually at a lower capacity due to the risks of cavitation. Typically accompanying these are larger pulsed energy projectile rifles (or “PEP rifles”, “peppers”, “poppers”), which act as an equally less-than-lethal weapon that utilizes infrared laser pulses in order to create pockets of promptly violently dissipating plasma, which causes severe pain while leaving a comparatively small area of damage on the skin. &lt;br /&gt;
&lt;br /&gt;
Beyond less-than-lethal weapons, lethal weaponry primarily revolves around higher intensity energy and particle projection methods. Lethal laser weapons within the Nralakk Federation are primarily near or entirely within the ultraviolet spectrum, which while slightly visible in the lower ranges to skrell outside of an atmosphere due to [[Skrell_Biology#Skrell_Senses|their biology]], are primarily feared for being invisible to the naked eye by other sophonts when used in space, as well as their characteristic violet glow and projectile. Beyond lasers, electrolaser guns found as sidearms and personal defense weapons are combined platforms for both incapacitative and lethal modes of electrical shock. Ballistic weapons remain vanishingly rare beyond the Traverse, which are typically imported or independently developed for survivalist use due to the relative ease of maintenance. Uniquely, [[Tattuqig]]’s research towards conventional weapons resulted in the proliferation of anti-predator rifles (or “Fog Rifles”), which are man-portable railguns dedicated towards fighting off and killing Fog Crawlers.&lt;br /&gt;
&lt;br /&gt;
Ship-mounted weaponry contains a standard arsenal of immense, extreme long-range lasers, and the rare railgun for destroying debris. Accompanying these are specially developed psionically-piloted drones, which function as a light fighter and interceptor craft, involving specially trained skrell to remotely pilot them. An unusual departure among ship weapons is the gamma radiation-based “graser”, essentially a large, directed beam of weaponized gamma radiation. With weaponized gamma radiation being capable of extreme physical harm through catastrophic burns and cancer, while also requiring equally extreme power consumption, grazers are utilized as a method of intimidation first, and a weapon as a last resort.&lt;br /&gt;
&lt;br /&gt;
==Synthetic Age Technology==&lt;br /&gt;
Glorsh-Omega’s period of rule proliferated rapid breakthroughs in technology to facilitate the AI’s rapid expansion, still far more advanced than the Federation’s technology centuries later.  This advanced technology is referred to as Lu’Piq, or Void Technology, and has remained extremely difficult to reverse engineer, and even more difficult to fully understand. Lu’Piq technology’s potential ability to revolutionize the Federation has made it highly coveted, and all surviving Lu’Piq machinery remains heavily guarded. Examples of Lu’Piq include warp drives that could provide higher speeds than current-generation bluespace drives, advanced psionic integration technologies that allowed Glorsh-Omega to manipulate both the Nlom and Srom, and the Dyson Sphere-esque megastructure that was constructed in the Tri-Qyu system. The [[Qerr&#039;Malic#The_Bureau_of_Void_Technologies|Bureau of Void Technologies]] currently spearheads the reclamation of Lu&#039;Piq technology through posting bounties for its salvage, and is the only legal front for those embarking on expeditions into deep space to do so. [[Notable_Skrell_Systems_and_Locations#Tri-Qyu|Tri-Qyu&#039;s]] salvage efforts remain off-limits to non-government sanctioned expeditions, due to containing the remnants of the Glorsh-Omega superstructure originally present in the system.&lt;br /&gt;
&lt;br /&gt;
Research towards understanding Lu’Piq technology is centered on Aliose, kept in the defunct and heavily guarded Qaz’Rap arcology. Many skrell scientists who worked in the Qaz’Rap labs were sympathizers by assisting Glorsh’s research, motivated by the scientific breakthroughs Glorsh-Omega mastered. After the AI’s disappearance and the destruction of the Tri-Qyu megastructure, most Lu’Piq technology self-destructed or fell into inert states, while more mundane facilities were spared from the mass shutdowns. Combined with the turbulent decades post-Glorsh and pre-Tresja Agreement, few pieces of Lu’Piq technology are still functioning today. &lt;br /&gt;
&lt;br /&gt;
====Impact====&lt;br /&gt;
The Nralakk Federation, in secret, still relies on the facilities Glorsh-Omega built during its rule. Lu’Piq technology remains the backbone of many settled areas of the Traverse, with communities relying on semi-autonomous protocols created to produce necessities such as food, fuel, and water. These facilities have since slowly fallen into disrepair as time goes on, with the Federation struggling to understand how to maintain them. The impending collapse of the centuries-old Lu’Piq facilities remains an unknown crisis for Traversers, with Federation authorities attempting to keep the knowledge of the crumbling infrastructure from being released. &lt;br /&gt;
&lt;br /&gt;
====The Future of Synthetic Age Technology====&lt;br /&gt;
What little data remained post-Glorsh-Omega’s reign provided the basis for the Nralakk Federation’s advanced technology, with first contact with humanity renewing interest in Lu’Piq research to reinforce its position as a technological giant in spite of the refusal to adopt artificial intelligence. The Federation’s technological edge in the Spur, once seen as permanent, has waned as the scarcity crisis threatens their position among their more phoron-rich neighbors. Remnant Glorsh-era technology is viewed by modern-day skrell advisors and intellectuals as the only way out of the crisis, due to the Synthetic Era’s technological heights achieved without relying on the substance. Scientists dedicated to this field are drawn in with the promise of high Social Compatibility scores being awarded near-instantaneously, but are often subjected to grueling hours and extreme restrictions, so much so that resistance groups have compared the Federation’s campaign on Lu’Piq technology, and its treatment of their scientists, to Glorsh’s regime.&lt;br /&gt;
&lt;br /&gt;
Currently, the furthest understanding of Glorsh-Omega’s technology is through the use of cryogenics and specialized alloys to use the medium as a superconductor, of which only Phoron currently outperforms in superconductivity. Despite this knowledge, industrial cryogenics remain difficult to maintain safely without the synthetic workers Glorsh-Omega utilized to work in cryogenic conditions. Phoron is used as a replacement superconductor in the still functioning Lu’Piq facilities within the Traverse, and remains a resource bottleneck in maintaining the aging infrastructure due to the phoron scarcity crisis. Further research into managing the cryogenic conditions without harming the workers necessary to maintain it has been pursued, but no current methods of doing so have been discovered.&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Psionics&amp;diff=39127</id>
		<title>Skrell Psionics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Psionics&amp;diff=39127"/>
		<updated>2026-04-27T18:50:29Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: minor style changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=Psionics=&lt;br /&gt;
Originally an imagined ability firmly in the realm of fantasy for most sophonts, &#039;&#039;&#039;Psionics&#039;&#039;&#039; defines the esoteric field of communication and interaction with the physical world using the mind alone. All psionics are centered around the &#039;&#039;&#039;Zona Bovinae&#039;&#039;&#039;, a portion of the brain that is variably more sensitive (though this is often referred to as a level of “development”) to psionic signals. Most sophonts may go through their entire lives never experiencing any psionic stimuli, but for Skrell, these stimuli are a part of daily life both socially and physically, using it to communicate and actively interface with the world around them. In the modern day, psionic research remains a field of intense study due to the inherent difficulty in understanding how the brain handles these exotic signal emissions, but great promise is held in the concept of expanding the use of unlocking the power of the mind.&lt;br /&gt;
&lt;br /&gt;
While primarily used for communications between private parties, many abilities exist through dedication, training, and the gift of strong psionic sensitivity. Such abilities range from influencing thoughts and emotional states, to telekinetic movement, to even reading the thoughts of another sophont. &lt;br /&gt;
&lt;br /&gt;
==Psionic History==&lt;br /&gt;
Although humanity would only discover psionics in the year &#039;&#039;&#039;2332 CE&#039;&#039;&#039;, their influence has shaped skrell society and the species’ overall development for all of their recorded history. Even the earliest ancestors of modern Skrell exhibited some level of psionic potential, and it remains a commonly-held belief that this unique characteristic among the Spur’s sophonts was responsible for their rapid advancements in science, culture, arts, and religion. Even after thousands of years of ongoing research, psionic theory remains an expansive and difficult field among academics across the Federation and beyond – outside the Federation itself, research into the field by other interstellar species has proven almost impossible to conduct without Skrell assistance, and even then progress has been glacial in most nations.&lt;br /&gt;
&lt;br /&gt;
Formal study into psionics by the Skrell is first documented as far back as &#039;&#039;&#039;7000 BCE&#039;&#039;&#039;, with the first texts and writings separating psionics from early Skrell beliefs and religions manifesting during this period. The ‘psionic centre’ of the brain (better known as the zona bovinae in most languages of the 25th century) was medically discovered at some point in this era, sparking intense speculation over the exact nature of psionics from a scientific and rational point of view. The subject found itself under specific scrutiny for the first time, with academics among the developing Skrell societies no longer content to view the phenomenon of psionic potential as something inexplicable but otherwise intrinsic to their species – often tied inextricably to religion – but as something biological that necessitated a full and comprehensive understanding.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for the scientific community, however, the greatest gift given to the Skrell has also proven to be one of the hardest to fully unpack. Though the discovery of the zona bovinae itself helped to jump-start psionic theory as a legitimate field of study among academia, further analysis into the exact nature of psionics quickly found itself bogged down by a lack of clarity and direction. The ‘shared dream’ of the Srom and ‘psionic wake’ of the Nlom were first formally codified by psionicists as reality-moulding phenomena in the year 2012 BCE, and this fundamental understanding of psionics has so far stood the test of time. Further breakthroughs in both psionic theory and the newer field of psionic technology, however, have come much more gradually.&lt;br /&gt;
&lt;br /&gt;
The most major breakthrough of recent centuries in the field of psi-tech came about in 2067 CE with the invention of the &#039;&#039;&#039;Nlom Interface&#039;&#039;&#039; – a bio-component composed of artificial, lab-grown Skrell brain tissue designed to mimic the zona bovinae. Despite the catastrophic usage of this particular technology during the Skrell Synthetic Age, Nlom interfaces remain in common usage across the Federation to this day, as they allow Skrell to interface remotely with machinery in a way that would otherwise be impossible. Nlom-capable equipment has been a cornerstone of Federation technology ever since its invention, and its ubiquity means that the average Skrell has long since become accustomed to interfacing psionically with a wide variety of devices, from uses as mundane as lights that can be brightened and dimmed at will, to entire computers capable of operation by thought alone.&lt;br /&gt;
&lt;br /&gt;
==The Nlom==&lt;br /&gt;
Under conventional psionic theory, the Nlom is viewed as the all-encompassing &#039;&#039;&#039;psionic wake&#039;&#039;&#039; or &#039;&#039;&#039;psionic field&#039;&#039;&#039; generated by a psion’s zona bovinae, the strength of which is understood as an individual’s &#039;&#039;&#039;psionic potential&#039;&#039;&#039;. Species with a developed zona bovinae (solely the Skrell themselves, to the best of the Spur’s knowledge…) are the only creatures of generating this psionic field and therefore classified as &#039;&#039;&#039;psionically active&#039;&#039;&#039; – all other species are categorised either as &#039;&#039;&#039;psionically capable&#039;&#039;&#039; (humans, monkeys, Tajara, etc.) or &#039;&#039;&#039;psionically inert&#039;&#039;&#039; (Vaurcae, Diona, etc.) in accordance with their brain structure. From here, psionically active and psionically capable sophonts can be further categorized by their &#039;&#039;&#039;psychic sensitivity&#039;&#039;&#039;, a metric by which receptiveness to psychic phenomena can be measured. &lt;br /&gt;
&lt;br /&gt;
The Nlom has both active and passive influences on a psion’s perception of reality, almost all of which are best exhibited between two separate points of psionic potential. In layman’s terms, this means that two separate zona bovinae can interact psionically to form a new consensus on local reality – a phenomenon most easily observed in the Skrell’s penchant for telepathic communication, where one or more psions interact to either impose or build consensus. &#039;&#039;&#039;Active telepathy&#039;&#039;&#039; involves a singular psion imposing a thought on one or more psionically active or capable receivers in the immediate vicinity, effectively sending a thought directly into the recipients’ brain(s); &#039;&#039;&#039;passive telepathy&#039;&#039;&#039; is a shared phenomenon in which multiple psions form a shared consensus by a similar but unconscious mechanism, which becomes a shared reality of emotion or understanding among the group.&lt;br /&gt;
&lt;br /&gt;
The most common form of active telepathy involves a psion choosing to communicate specific thoughts, ideas, emotions or concepts through conscious effort – either to the Nlom field in their immediate vicinity or directly to another zona bovinae they can perceive within that same field – whereas passive telepathy most commonly manifests as the mixing of several individual psionic wakes into a mélange of emotions and perspectives. Neither of these aspects of the Nlom field can be fully experienced by anyone not considered psionically active; other sophonts with less developed zonae bovinae are incapable of anything beyond experiencing psionic effects produced by Skrell participants in the local Nlom field, and their perception of any such effects is often muted or incomplete, to more or less significant degrees depending on their psychic sensitivity. &lt;br /&gt;
&lt;br /&gt;
Put simply, humans and other sophonts can generally receive active telepathy without much issue, but much of the ‘nuance’ and overall understanding intended by the originating skrell may be lost in the process, depending on the psychic sensitivity of the receiving sophont in question. The overexertion of these species’ undeveloped zonae bovinae can also cause headaches, nausea, and other physiological reactions if the telepathy in question is overly complex or extensive, which tends to be more common in psychically dull individuals. Similarly, the passive telepathy of the Nlom field can affect the emotions or understanding of any psionically capable being within the boundaries of the field, but their grasp of specific concepts and the depth of overall ‘feeling’ can vary heavily. A Nlom field radiating intense sorrow might be perceived by a typical human as a sudden sense of melancholy; while an otherwise well-rested psychically sensitive Tajara could find themselves feeling an inexplicably strong sense of fatigue if exposed to a room full of exhausted Skrell all resonating within the local Nlom field. &lt;br /&gt;
&lt;br /&gt;
=The Srom=&lt;br /&gt;
Accessed when Skrell enter deep sleep, the Srom, sometimes known as the &#039;&#039;&#039;shared dream&#039;&#039;&#039; or &#039;&#039;&#039;unconscious wake&#039;&#039;&#039;, is a unique phenomenon within the Nlom that incorporates both active and passive aspects of telepathy at the same time – those immersed in the shared dream can both actively transmit and passively receive thoughts and influences from one another with the utmost intimacy. An entirely artificial realm constructed from the combined psionic force of all active dreamers, the local Srom can take nearly any form imaginable, from perfect recreations of a location in a dreamer’s past to outlandish settings of the sort typically seen in a fantasy novel. Typically, those who first enter the local Srom dictate what form it will take for the session, with their perception gently imposed on any new psions entering the unconscious wake to prevent dream-clashes. The shared burden of creating the Dream results in Skrell having a greater cognitive capacity while asleep, and owing to that, Skrell that enter the Dream are almost always fully cognizant. For planetary-wide Dreams, the initial appearance is commonly determined by the environment of the planet, as it is the most commonly shared reference point among a large amount of Skrell. Psionic activity within the Srom is often imperceptible to those outside the dream-bubble itself, as in effect the Srom constitutes a pocket reality within the Nlom. The more powerful the potential of the participating psions, the more this psionic dream-reality can delve into the realm of the fantastic and the unbelievable, allowing for unparalleled creativity and freedom of thought for those skilled enough to manipulate the dream to their will.&lt;br /&gt;
&lt;br /&gt;
Skrell who don&#039;t have the luxury of aluminium-plated walls and want to isolate themselves fully from the Srom must remain in light sleep or stay awake entirely. This means those who have secrets to hide have the telltale sign of being constantly tired. Some Skrell, though, can enter a meditative trance, keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminium sealed laboratories and dorms, speaking and dreaming with each other in private as they conduct their research. Lone Skrell, who for one reason or another are away from other Skrell, will still enter the dreamscape while asleep, but without the support of their own kind the Dream will often be much smaller and vaguely hazy. Most Skrell find the experience depressing and prefer light sleep or meditative trances if they have the aptitude.&lt;br /&gt;
&lt;br /&gt;
Near replicas of any deceased individual can be conjured through ‘Srom Manipulation’. While many scientists of the Federation believe that these replicas are merely a hollow shell of memories with no proper soul, some believe that the individual has persisted even after death; this is often also seen as a cultural reverence for their ancestors and those who passed. The generational ship of the &#039;&#039;&#039;[[The_Fleet_Of_The_Srom|Dreamers]]&#039;&#039;&#039; are often seen practicing this ideology the most.&lt;br /&gt;
&lt;br /&gt;
One of the few ways the pocket reality of the Srom interacts with the real world is via the &#039;&#039;&#039;Srom interface&#039;&#039;&#039;, invented in 2204 CE – a much more recent development than its Nlomic counterpart. Srom-capable devices remain a rarity in civilian life within the Federation even to this day, as the concept of a dreaming machine is disturbing to many Skrell in the post-Glorsh era, but their use in research, logistical, and military fields continues to expand year after year. The underlying technology behind these devices remains a closely-guarded secret of &#039;&#039;&#039;Qerr&#039;Zolvq Industries&#039;&#039;&#039;, the Federation enterprise responsible for their manufacture and distribution, but the effects of a machine projecting itself into the Srom’s pocket reality are much more easily understood than the underlying mechanics. Within the boundaries of the Srom, a machine can both broadcast and receive instantaneous psionic feedback to and from its skrell dream-operators without abiding by many of the physical world’s restrictions – for instance, a Srom device can be operated in abstract terms and at the speed of thought, allowing for complex calculations and concepts to be relayed by the operating skrell to the computer much more rapidly than any conventional input method could allow. This effectively allows the operator or operators of the machine to act as bio-computers and extensions of its own processing power, with the device itself also working as an ‘interpreter’ to transmit the results of any calculations into the real world as electrical impulses. &lt;br /&gt;
&lt;br /&gt;
The most common application of this technology is within modern skrell FTL travel – calculations that would take days or even weeks for skrell to work out conventionally, even with computer aid, can be done in mere minutes by skrell navigators working in the Srom. Larger and more complex teams of aluminium-insulated Srom scientists and researchers, working in parallel with Srom-capable computers, are increasingly common fixtures across the Federation and serve as the skrell’s answer to the true artificial intelligence they relied on in past centuries.&lt;br /&gt;
&lt;br /&gt;
==Skrell and The Srom==&lt;br /&gt;
&lt;br /&gt;
It is difficult to keep one&#039;s lips sealed in the Dream, with social inhibitions easily melting away. However, it is also much easier to create and brainstorm in Srom. Ways to hide from the dream clutter of a Dream are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that aluminium (typically headpieces, blankets, or plated walls) blocks off connection to the Dream entirely.&lt;br /&gt;
&lt;br /&gt;
Psionic individuals can actively alter and adjust things within the Dream through skill and effort, but the level of alteration is heavily dependent on what you’re adjusting and your own psionic aptitude. Typically, it&#039;s most easy to modify your own body within the Dream and a very common practice. Some Skrell even go so far as to make costumes to sleep in to make the transition easier. Rarely, talented Skrell can modify a sizable chunk of the Dream’s environment on their own, though the process can be very taxing and leave the sleeping Skrell feeling tired after they wake. Additionally, any changes they make gradually revert once they leave the Dream. Psionic Elders are considered among the best when it comes to Srom Manipulation; they are capable of altering and adjusting the Shared Dream to a higher degree than the average Skrell.&lt;br /&gt;
&lt;br /&gt;
===Cultural and Historical Relevance===&lt;br /&gt;
&lt;br /&gt;
* The introduction of &#039;&#039;&#039;[[Skrell_Cinematography#Swimstars|Srom-Capable VR]]&#039;&#039;&#039; changed the way that Skrell consumed media. Instead of a first-person book narrative, the audience is thrust directly into the point-of-view of the main character, where they are able to perceive and feel the emotions of the character.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Qerrbalak#Notable_Flora_and_Fauna|Wulumunusha]]&#039;&#039;&#039; naturally grows in alpine climates, typically closer to the poles of the Homeworld. It is used by both Qeblak and Weishii followers, and is said to unlock barriers to both Nlom and Srom.&lt;br /&gt;
&lt;br /&gt;
* Around the &#039;&#039;&#039;5500s BCE&#039;&#039;&#039; the &#039;&#039;&#039;[[Skrell_Early_History#Estabishment_of_Civilization|Great Schism]]&#039;&#039;&#039; occured; marked by a period in skrellian history in which there was a legitimacy crisis in regards to the religion which they followed, Qe&#039;qlak. It was through several key debates, alongside the use of political maneuvering and stealthy intrusions, that Qeblak was formed. For a while after its formation, many believed that Qeblak was a heresy, and for centuries after, skrellian scholars debated such. It was only through a mixture of both Nlom and Srom interference, Qeblak was eventually adopted as the primary faith of the Skrell.&lt;br /&gt;
&lt;br /&gt;
* The generational ship, &#039;&#039;&#039;[[The_Fleet_Of_The_Srom|The Zi&#039;Pluax]]&#039;&#039;&#039;, experienced a major systematic failure in the majority of their equipment, including hydroponics and communication terminals; the sudden failure caused the fleet to lose the ability to sustain itself or call for aid. Due to their situation, for over 400 years the crew of the Zi&#039;Pluax have been within rotations of cryosleep, and by extension, crewmembers have been within The Srom for extended periods of time. This has led to a newfound cultural identity forming within the Zi&#039;Pluax and being universally adopted by all of its members.&lt;br /&gt;
&lt;br /&gt;
===Sromkala===&lt;br /&gt;
&#039;&#039;&#039;[[Skrell_Enforcement#Domestic_Surveillance|Sromkala]]&#039;&#039;&#039;, translating to Dream Enforcers, are Skrell selected to ensure that major planetary dreambubbles are safe from malicious lucidity. Agents are selected for their high psychic potential to oversee the Srom to ensure that no illegal or anti-Federation activities occur, particularly through the malicious use of Nlom-capable devices. They are commonly situated close to Nlom Relays - using the technology to amplify their capabilities tenfold. It is said that for every Nlom Relay across the Nralakk Federation, there is a Sromkala nestled within a special cryogenic pod that allows for their body to be in suspended animation, but allows their minds to project and continue working within Srom.&lt;br /&gt;
&lt;br /&gt;
==Non-Skrell and The Srom==&lt;br /&gt;
&lt;br /&gt;
Non-Skrell can enter The Srom through the help of a psionic guide. These psionic guides are often Elder Skrell who have dedicated portions of their life to studying The Srom. They can come from many backgrounds; Psionic Scholars, Elders of a Skrell Faith, or simply Psionic Researchers. Due to the immense amount of training that consistent Srom Pulls require, being able to Srom Pull effortlessly is something only the masters of the technique can do. However, the technique is not a secret and many can piece it together and perform one to at least a beginner level. Those without training can perform rudimentary Srom Pulls but it is accompanied with great concentration and straining; something that should not be done constantly. A Skrell will most likely learn the technique of an advanced Srom Pull from an established psionic guide or Elder throughout consistent psionic studies and classes. Schooling related to the Psionics in Depth Colleges even have degrees available in Srom Studies.&lt;br /&gt;
&lt;br /&gt;
A Non-Skrell in The Srom will feel the effects more heavily; and due to such, these Non-Skrell in The Srom are practically incapable of lying and misdirection. Newcomers to the Dream will often be incredibly dazed and confused without any real ability to manipulate their surroundings. It will typically take months of training for a Non-Skrell to manifest even a rudimentary orb of light, or to exist in the space without being dazed, and even then it is rare for a non-Skrell to show any aptitude for manipulation within the Srom. It should be noted that non-Skrell, even with a psionic receiver, cannot interface with [[Skrell#The_Nlom|Srom-Devices]]. Once awoken, a Non-Skrell will experience a feeling similar to being intoxicated, accompanied with a brief spike of pain for those of lower psionic sensitivity. Though this pain causes no lasting damage, it is still strongly advised for a psionic guide to conduct a psionic assessment of their prospective student prior to a Srom pull. The health and safety of the Non-Skrell should always be prioritized by the psionic guide.&lt;br /&gt;
&lt;br /&gt;
Dionae, and Vaurca are incapable of experiencing The Srom under normal conditions. However, if one were to install a psionic receiver then a skilled Psionic Guide would be able to assist them in a journey to the Shared Dream. Psionic receivers allow non-Skrell to interact with the Srom but in a more passive capacity, relying on their guide to actively help them manifest objects or change their surroundings but otherwise being more of an observer than other non-Skrell. It is extremely common for Non-Skrell that reside in the Nralakk Federation to have these receivers installed due to the sheer amount of cultural relevance and importance that psionics and The Srom have within society, but they are still at a disadvantage due to the receiver not acting as a full replacement for a Zona Bovinae. IPCs and Synthetics are incapable of entering the dream even with a receiver due to their incompatibility with psionics.&lt;br /&gt;
&lt;br /&gt;
===OOC Note===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;SROM PULLING NON-SKRELL IS DIFFICULT AND STRAINING FOR THE AVERAGE SKRELL. IT WILL TAKE EFFORT UNLESS YOU HAVE PRACTICE AND EXPERIENCE.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can pull a human, tajara, or unathi into Srom following these steps (these also work on other organic species with a psionic receiver):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Yellow grab them&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Buckle yourself to a chair&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. They sleep&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. You sleep&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Srom-Aligned Ailments==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Non-Skrell without a receiver&#039;&#039;&#039; who are repeatedly subjected to The Srom run a very small risk of receiving &#039;&#039;&#039;[[Skrell_Biology#Psionic_Disorders|Psionic Echoes]]&#039;&#039;&#039;. Psionic Echoes are an ailment that only affects very weak psionic users or non-Skrell. If an individual is pulled into The Srom repeatedly then certain words or images may be &amp;quot;imprinted&amp;quot; into their mind; ringing throughout their head like an echo once they awake from the Shared Dream. This can range from a very mild case, where an individual may only hear one echo a day, or to something more extreme, where an individual will hear multiple echoes repeatedly throughout the day.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Non-Skrell without a receiver&#039;&#039;&#039; may also have a lasting sense of confusion or paranoia after repeated visits to The Srom. This is thought to be due to how hard it is to keep secrets within the Dream and may even manifest as the individual being unable to tell the waking world from the Dream; albeit only for a short period after their visit. Due to such, it is common for Srom Pulls to be performed in a controlled environment with minimal background noise to ensure that the individual has an easy transition from the waking world to the Dream and vice versa.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Skrell without Psionic Guidance training&#039;&#039;&#039; who repeatedly perform Srom Pulls will need to cool down for a short while before they are able to do so again. Psionic fatigue is the most common symptom in novice Skrell who attempt this advanced technique but it can be mitigated with further training. This common ailment can hinder general psionic capability and also cause fatigue in the body itself; leaving the Skrell winded and in need of rest before they would be able to perform the maneuver again. &lt;br /&gt;
&lt;br /&gt;
* Nralakk Federation researchers are looking into the connection between &#039;&#039;&#039;Skrell without Psionic Guidance training&#039;&#039;&#039; and &#039;&#039;&#039;[[Skrell_Biology#Psionic_Disorders|Brenaii Syndrome]]&#039;&#039;&#039;; while there is no official connection, the Federation has warned Skrell that only trained Psionic Guides should be performing Srom Pulls regularly. Brenaii Syndrome is a neural disease that results in the degradation of synaptic pathways of a Skrell. It has also been known to result in immunodeficiencies and endocrine atrophy. It is caused by the disruption of neuroelectric impulses within the Zona Bovinae and is spread through psionic interaction. Brenaii Syndrome is heavily stigmatized within skrellian society.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=39126</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=39126"/>
		<updated>2026-04-27T18:43:43Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: added link to skrionics 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 = R. skrellis axioris, R. skrellis xiialtus&lt;br /&gt;
 |Image = Skrell.png&lt;br /&gt;
 |System = [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Nralakk]]&lt;br /&gt;
 |World = [[Qerrbalak|Nralakk IV (Qerrbalak)]]&lt;br /&gt;
 |Language = [[Skrell#Language|Nral&#039;Malic]], Tau Ceti Basic&lt;br /&gt;
 |Politic = [[Nralakk_Federation|Nralakk Federation]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skrell&#039;&#039;&#039; are a species of amphibious bipeds, originating from the planet of [[Qerrbalak]]. Skrell possess multiple features due to their origins from the oceans of their homeworld, possessing gills, self-hydrating pliant skin, and webbed digits. With notably longer lifespans than most of the sophonts, combined with their earlier development of organized societies, skrell are the oldest spacefaring species in the [[Orion Spur]].&lt;br /&gt;
&lt;br /&gt;
Skrell society has remained in a single, unified society soon after their expansion into space, with both incarnations of the [[Nralakk Federation]] being the sole body of modern skrell civilization. The Nralakk Federation operates under a single government that plans nearly all aspects of skrell society, with it maintaining both a nationally-unified efficiency and expansive social welfare system, though many detractors claim that these are at great cost to personal and political freedoms. &lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Consulars / Representatives&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
===Species Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Skrell speak their own exclusive language of Nral’Malic, which is used by typing &#039;&#039;&#039;,k&#039;&#039;&#039; before the rest of the spoken message.&lt;br /&gt;
&lt;br /&gt;
*Skrell are naturally [[Psionics|psionic]].&lt;br /&gt;
&lt;br /&gt;
*Skrell can enter the &#039;&#039;&#039;Srom&#039;&#039;&#039;, or Dream, with other skrell when they sleep, allowing them to communicate through a lucid dreamscape.&lt;br /&gt;
&lt;br /&gt;
*Xenobiological Slimes are naturally passive to skrell due to their [[Skrell#Slimes|anomalous circumstances]]. &lt;br /&gt;
&lt;br /&gt;
*Skrell can breathe underwater due to being amphibious and possessing gills.&lt;br /&gt;
&lt;br /&gt;
*Due to their advanced vestibular system, skrell cannot be slipped.&lt;br /&gt;
&lt;br /&gt;
*Skrell have large heads with protruding headtails, requiring all EVA helmets to be refitted to their unique headshape. These are found in EVA storage areas, and can also be done by using a suit cycler. Their headtails also make it uncomfortable to wear most headwear and hats, making them usually unwilling to wear them.&lt;br /&gt;
&lt;br /&gt;
*Skrell have a hemocyanin-based circulatory system, meaning that their blood is based on copper instead of iron. Skrell require copper supplements to alleviate bloodloss symptoms (but can receive human blood of their type without issue currently, due to game mechanics simplifying blood types across species).&lt;br /&gt;
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===Axiori Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Axiori take increased burn damage due to their skin being sensitive to high heat.&lt;br /&gt;
&lt;br /&gt;
*Axiori take decreased oxygen and brute damage due to adaptations to variable pressures underwater.&lt;br /&gt;
&lt;br /&gt;
*Axiori have to rehydrate more often and regularly when outside of water.&lt;br /&gt;
&lt;br /&gt;
*Axiori sprint slower due to their larger, webbed feet.&lt;br /&gt;
&lt;br /&gt;
*Axiori have a naturally higher pulse due to their increased circulatory needs.&lt;br /&gt;
&lt;br /&gt;
==Relations with Megacorporations==&lt;br /&gt;
&lt;br /&gt;
Skrell are able to work for every megacorporation within the [[Stellar Corporate Conglomerate]], and are accepted as agents into the Conglomerate’s internal affairs. Several megacorporations maintain labor agreements between themselves and the [[Nralakk Federation]], with [[Zeng-Hu Pharmaceuticals]] in particular maintaining an expansive partnership with the Federation. Other [[Nralakk_Federation#State-Owned_Enterprises|corporations]] do maintain a comparatively smaller presence within the Federation, but still allow skrell to work for them.&lt;br /&gt;
&lt;br /&gt;
==Skrell History==&lt;br /&gt;
&#039;&#039;See also: [[Skrell History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell history extends multiple millenia, with the furthest recorded events stretching into the tenth millennium of the before-common era. With most of this period being lost due to the corruption of oral histories and impermanent structures in the oceans and shores, large portions of skrell history remain obscure. Dedicated skrell historians and archeologists maintain a generally agreed upon consensus of pre-historical skrell, though even most of this has been lost due to the [[Nralakk_Federation#The_Archive_Project|Tzqul Archive’s]] lockdown after the [[Skrell_Synthetic_Age|Synthetic Era]]. Modern skrell historians and anthropologists to this day still struggle to retrace the steps of their species without the pre-existing sum total of their species’ history within the archives.&lt;br /&gt;
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== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Biology]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Being amphibious, skrell are adapted to both living on the surface and underwater. Their hands and feet lack nails or claws, and have extensive webbing between each digit. Skrell lack any teeth, instead having hardened gum pads that can masticate most softer foods. Also present on their faces are a lack of defined noses, instead having nostrils on a slightly elevated part of their faces where a bony nasal structure would typically be. Skrell eyes are large and primarily black, being adapted for high acuity vision while underwater. Beside their eyes are pigmented ducts similar to tear ducts, which express when they are under severe stress. Many skrell, particularly Axiori and Xiori, have tails. These tails aid in swimming and balance, with Xiialt skrell regularly having shorter tails, or none at all.&lt;br /&gt;
&lt;br /&gt;
Being relatively short, the average height for skrell range between &#039;&#039;&#039;134cm (4’5”)&#039;&#039;&#039; to &#039;&#039;&#039;165cm (5’5”)&#039;&#039;&#039;. Skrell lack extensive muscles usually present for facial expressions, making them appear unemotive or lacking emotions to other species. Despite this perception, skrell have a variety of methods to display their emotions, and do experience a full range of emotions. Emotional displays include motions involving the position of their heads and headtails, as well as a variety of vocalisations. This also extends to their tails, which serves a role for emotional displays if they are long enough to be visible from the front.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Headtails&#039;&#039;&#039; are the most notable feature of skrell, being long appendages that extend from the top and sides of their heads. These headtails typically extend to the shoulders (but do lengthen as they age), and were originally used to keep the skin around their necks damp and enclosed in order to incubate and hold eggs. These headtails contain extensive muscular structures, allowing skrell to rapidly and easily manipulate their positioning, though they lack the same articulation that would make them fully prehensile. Headtails grow throughout a skrell’s lifetime, with their length being a visual signifier for their age. With the inception of &#039;&#039;Spa Treatments&#039;&#039;, most skrell alter the length of their headtails for fashion or personal taste, usually out of wishing to appear older or wiser to others. Accessories for headtails are ubiquitous for skrell fashion, being adorned with jewels, wrappings, chains, and bands. Headtails can also be tied back and restrained into tight shapes as well, which is not uncomfortable so long as the tie is not particularly tight. &lt;br /&gt;
&lt;br /&gt;
Skrell are cold-blooded or poikilothermic, lacking the ability to maintain an internal temperature without taking action to change their temperature beyond their current environment. Despite this, skrell are adapted to having a high tolerance for different temperatures, and mainly rely on humidity in order to not dry out. &lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
&lt;br /&gt;
A skrell’s skin has two layers that define their moist, nearly gelatinous appearances, with the second layer of skin being less translucent and responsible for their pigmentation. This layer of skin can dry out and crack when outside of their comfortable humidity ranges, with this being prevented by moisturizing through entering pools of water, dousing themselves, or bathing. While variable between individual skrell, most space stations and vessels with appropriate climate control are equipped to allow skrell personnel to work without moisturizing for roughly four hours without drying to the point of discomfort. Wealthier skrell typically purchase genetic treatments that allow them to remain hydrated for up to a week without moisturizing. &lt;br /&gt;
&lt;br /&gt;
Skrell skin notably contains glands that secrete mucus in order to self-moisturize, provide a layer of protection, regulate their temperature, and acts as an evasive advantage in order to escape grabs done by potential predators. Notably, skrell skin mucus is not sticky. The average level of mucus present varies between skrell, with some being extremely dry to the point of flaking, while others express to the point of nearly dripping. Skrell skin is generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Natural skrell skin colour varies between subspecies, with colours ranging from deep blues, bold greens, vibrant reds, and the spectrum of colors between. Diet is also a determining factor, with brightness and shade being affected based on pigment consumed. Skrell genetic engineering has mastered the ability to accelerate natural changes in skin colour and headtail length, colloquially known as a &#039;&#039;&#039;Spa treatment&#039;&#039;&#039;. These treatments vary in length, with hue and saturation in skin colors changing over the course of a month, while changing headtail and tail length takes roughly a year. This type of physical alteration is commonly accepted in skrell society, being seen as the equivalent of dyeing one’s hair. &lt;br /&gt;
&lt;br /&gt;
Skrell lack a particular view of beauty in the sense that there are “unattractive” appearances. Physical disorders and anomalous changes in appearance are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
=== Physical Development ===&lt;br /&gt;
&lt;br /&gt;
Skrell physically develop throughout their adolescence at an equivalent rate of roughly three times as long as human adolescents, but physical maturity is held separate from cultural maturity. Skrell are physically fully developed around 50 years of age, though true social maturity is generally accepted around when they achieve two formal degrees from a [[Federation_Education#Depth_Colleges|college or university]], which takes most skrell until they reach between 60 to 80 years of age. The average skrell naturally lives up to 250 years on average, with modern medical technology in the Nralakk Federation allowing them to live to upwards of 300 to 350. With [[Skrell_Technology#Medicine|youth serums]], which are limited to the more valued members of Federation society, skrell can live up to nearly double their natural lifespans at 500 years old.&lt;br /&gt;
&lt;br /&gt;
Due to the extensive genetic modification during the [[Skrell_Synthetic_Age#Late_Synthetic_Age|Synthetic Era period]] implemented on the unwilling populace, most skrell suffer from [[Skrell_Biology#X’Lu’oa|X’lu’oa]]-induced infertility, or are completely sterile. Intensive research after the Synthetic Era has been devoted to undoing the effects of the infertility crisis, to some success. Despite these efforts and extensive treatments, only a third of all skrell are capable of successfully reproducing, and their clutches are between one to three eggs in comparison to average of eight eggs per clutch pre-X’lu’oa.&lt;br /&gt;
&lt;br /&gt;
== Skrell Culture ==&lt;br /&gt;
=== Federation Culture ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Culture|Skrell Culture]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two skrell researchers in the aftermath of extensive scientific debate and comparison of their work. While one skrell is visibly pleased, the other is visibly upset at being disproven and being made to revise their week’s worth of study. While competitiveness is common in the Nralakk Federation’s scientific circles, it is regarded as a healthy behavior in the workplace.]]&lt;br /&gt;
&lt;br /&gt;
The [[Nralakk Federation]]’s [[Nralakk_Federation#Social_Compatibility_Index|Social Compatibility Index]] affects the skrell citizen’s social standing around others. Skrell who are in the lower social stratum are expected to defer to their higher ranked skrell both in and out of the workplace. Skrell who are excessively argumentative towards their social stratum superiors will often be deducted out of disrespect and disrupting social cohesion, resulting in most skrell reluctantly deferring to them. This effect isn’t as pronounced between skrell whose SCI rankings are adjacent, but an Ox arguing with an Oqi is regarded as inappropriate and shameful.&lt;br /&gt;
&lt;br /&gt;
In the public life, skrell in public areas and social congregations are fully expected to respond to other skrell who bombard them with questions in order to gauge their interests, career, personal opinions, and boundaries in order to understand both what is acceptable to discuss with them, as well as if they are worth forming a correspondence with. These questions, while probing and uncomfortable to non-Federation citizens, are completely normal and are considered good conduct in forming an initial rapport in understanding the other party. Outside of the Federation, this introductory interaction is extremely alienating and discomforting with other species, with the Federation posting cultural guidelines to its citizens going abroad about this cultural contrast.&lt;br /&gt;
&lt;br /&gt;
Due to their lifespans, skrell have different perception of time compared to other sophonts. Passive observation, study, and mediation is preferred over immediate action, and tend to commit to decisions that will take decades to a century in order to receive the results from. While these can appear as incomprehensible decisions, most of these are generally planned well ahead in order to pay off in the comparatively far future.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nral&#039;malic&#039;&#039;&#039; (transliterated as “Homeworld Voice”, more accurately &#039;&#039;The Voice of the Homeworld&#039;&#039;) is a constructed language invented during the early stages of skrell space colonization, created and enforced in order to have a single language spoken across all skrell, no matter their location beyond Qerrbalak. To non-skrell, the language has the particular trait of resonating in the neck and jaw instead of the ear, due to the fact that most of the language utilizes the expanded hearing and vocal range of skrell that exit the human hearing range. These particular tones are important in declaring tone in the language, allowing for emotional cues and responses to be easily conveyed. The only species capable of speaking Nral’Malic beyond skrell are diona and vaurca, who are naturally harmonic or capable of receiving implants to expand their ranges respectively. [[Zeng-Hu_Pharmaceuticals| Zeng-Hu Pharmaceuticals]] has both invented and patented an implant that allows the receiver to both understand Nral’malic and perceive the ranges necessary to hear the full language, though speech remains outside of its current capabilities. For those who have received a Nral’malic processor and are residents of the Nralakk Federation, the government instead provides devices that allow for a text-to-speech form of speaking Nral’malic, to be used in tandem with the implant.&lt;br /&gt;
&lt;br /&gt;
Originally created in &#039;&#039;&#039;925 BCE&#039;&#039;&#039; out of an interest in preventing language drift and the difficulties of communication, the original Nralakk Federation enforced its widespread adoption after its full rise to power in &#039;&#039;&#039;878 CE&#039;&#039;&#039;, and barred those unwilling to adopt it from travelling off-world as a consequence. These other languages were relegated to being primarily used in private and in the arts, though this usage eventually faded with time.&lt;br /&gt;
&lt;br /&gt;
Skrell also utilize a wide range of sounds to communicate particular emotional reactions to stimuli, as well as to emphasize emotional associations. These generally range from squeals, croaks, warbles, chirps, and other sounds. Higher-pitched sounds are associated with positive or sudden emotions, such as happiness or being startled, while lower-pitched noises are associated with negative or neutral emotions, such as anger or hunger. Melodic noises such as crooning or trilling are more ambiguous, often used as an emphasizer towards a previously expressed emotion. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nral&#039;Balak&#039;&#039;&#039; is an unofficial language consisting of emotional displays, having developed in order to compensate for the lack of facial expressions present in skrell. While containing dozens of variations and personal intent, there are commonalities in Nral’Balak. Skrell who are upset or annoyed often puff their cheeks out, which some liken to the way frogs inflate their necks. Some skrell scrunch their headtails up, chirrup repeatedly, and narrow their eyes as a way of displaying upset or a willingness to fight. This is often likened to a threat display, being similar to behaviors present in ancient skrell. Many skrell will often tilt their head heavily to one side to show visible confusion, and often adopt the human method of nodding and shaking their heads to agree or disagree.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Skrell Slang====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Titles and labels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are names, titles and other terms used to address someone based on one or more of their characteristics.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tadpole&#039;&#039;&#039; - A young skrell, or someone who is juvenile. This is usually used to call someone childlike or sophomoric in their behavior. &lt;br /&gt;
* &#039;&#039;&#039;Brown Dwarf&#039;&#039;&#039; - A disappointment, or someone who fell short of their perceived abilities. This is usually used to call someone a disappointment or failure, and is a severe insult.  &lt;br /&gt;
* &#039;&#039;&#039;Protostar&#039;&#039;&#039; - A young, ambitious individual, who has just started their career. Most graduates are labelled this often, but it can refer to any ambitious individual.&lt;br /&gt;
* &#039;&#039;&#039;Supernova&#039;&#039;&#039; - An individual that has begun to lose the interest of the public. Often used in headlines for an idol as &amp;quot;going supernova&amp;quot; to refer to their declining fame. This is sometimes used to describe someone having peaked in their career, and that they are going downhill.  &lt;br /&gt;
* &#039;&#039;&#039;Voidbeckoned&#039;&#039;&#039; - Someone who is careless, reckless, or acting dangerously. This is used almost exclusively towards non-skrell who are seen as reckless and uneducated.&lt;br /&gt;
* &#039;&#039;&#039;Black Hole&#039;&#039;&#039; - A slang term for someone who is considered very stupid, in a field of low repute, or for someone perceived as worthless. &lt;br /&gt;
* &#039;&#039;&#039;Sparks&#039;&#039;&#039; - A slang term for non-skrell, due to their short lifespans. The term is not considered an insult, most using it in a positive, negative, or neutral manner.&lt;br /&gt;
* &#039;&#039;&#039;Elder&#039;&#039;&#039; - An older skrell, typically in their twilight years.&lt;br /&gt;
* &#039;&#039;&#039;Webfoot&#039;&#039;&#039; - A less explicit term for someone who uses Xu’xi gas. This derives itself from the odd, waddling stance many Xu&#039;xi Gas users adopt while high.&lt;br /&gt;
* &#039;&#039;&#039;Gasrunner&#039;&#039;&#039; - Someone involved in the smuggling or sale of Xu’xi Gas. This is applied as either the job itself, or in the same way someone might refer to a dealer as a “plug”.&lt;br /&gt;
&lt;br /&gt;
The labels below are used rather than PhD, MD, or other degree titles in Federation space. It is common to see them used by skrell abroad, either alongside or superseded by more known titles such as Doctor or Professor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lu&#039;vesi&#039;&#039;&#039; - Dropout - Lvs. - Void Graduate&lt;br /&gt;
* &#039;&#039;&#039;Aqm&#039;vesi&#039;&#039;&#039; - 1 degree - Aqvs. - Junior Graduate&lt;br /&gt;
* &#039;&#039;&#039;Qro&#039;vesi&#039;&#039;&#039; - 2 degrees - Qrvs. - Graduate&lt;br /&gt;
* &#039;&#039;&#039;Qu&#039;vesi&#039;&#039;&#039; - 3 degrees - Quvs. - Star Graduate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extranet Emoticons and Shorthands&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the extranet as a facet of daily life for most skrell, the online lexicon is extremely vast. These are usable in order to display expressions without resorting to using more human-like emotes.&lt;br /&gt;
*&#039;&#039;&#039;cccccc&#039;&#039;&#039; - A term similar to the human terms of “lol” or “lmao”, this is used as a shorthand for the series of chirps often done by skrell who are being stimulated by humor. A “chirp” is shortened to c, and the more c’s are used show stronger reactions. More rarely, some skrell adapt “lmao” into “cmto”, or “Chirping My Tail Off”.&lt;br /&gt;
*&#039;&#039;&#039;###/Netting/Netted/===&#039;&#039;&#039; - Used as a way of showing someone they have been caught purposefully trying to upset other users for entertainment, or to refer to someone being caught messing around. This is made in reference to fishing nets, which sometimes will catch other skrell by accident.&lt;br /&gt;
*&#039;&#039;&#039;S0_0S / |0_0| / &amp;lt;0_0&amp;gt;&#039;&#039;&#039; - These emoticons are used as a way to convey headtail positions in reaction to something, much like the human emoticons of “:)” or “&amp;gt;:(“. The S is to represent curled headtails, representing the curling of the headtails often used to convey excitement, while the vertical bar represents a more neutral response. The less than and greater then symbols, in contrast, represent the folded inwards expression that is usually reserved for being reserved, feeling insulted, or generally negative or withdrawn emotions. Sometimes shortened to simply “SS”/”||”/”&amp;lt;&amp;gt;”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insults and Crude Slang&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Terms that are considered rude or otherwise impolite by skrell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Briny&#039;&#039;&#039; - A recent neologism created younger skrell, to refer to something as “briny” is to call something “crazy” or “bad”. The term derives itself from extremely salty water, which skrell have great difficulty and discomfort being submerged in due to the drying properties and being adapted to freshwater.&lt;br /&gt;
*&#039;&#039;&#039;Choppy/Chopped&#039;&#039;&#039; - An insult that refers to someone who is in a project, activity, or habit that is considered a waste of time or worthless. Often used by more rebellious Federation citizens towards government projects.&lt;br /&gt;
*&#039;&#039;&#039;Rogue Wave&#039;&#039;&#039; - A term that describes someone as acting dangerous or shady, likening them to subversive behavior. Most commonly used to describe Lyukal members, it also sometimes is used to call something disreputable or questionably obtained, or swept in by a rogue wave.&lt;br /&gt;
* &#039;&#039;&#039;Labber&#039;&#039;&#039; - An abbreviated term for sympathizers of Glorsh, shortened from the phrase &amp;quot;collaborator&amp;quot;. It is an incredibly severe insult, and is usually used to refer to skrell who accept or tolerate synthetics. &lt;br /&gt;
* &#039;&#039;&#039;Senseless&#039;&#039;&#039; - A term used as an insult towards sophonts not outfitted with a psionic receiver, or as a more general insult towards those considered dull, or stupid.&lt;br /&gt;
* &#039;&#039;&#039;Orb&#039;&#039;&#039; - A common container used to transport Xu’xi Gas.&lt;br /&gt;
* &#039;&#039;&#039;Sqrug&#039;&#039;&#039; - A derogatory term for someone with a dependency on Xu’xi Gas, which has since expanded to other drugs as well. This term has seen a revival as an in-joke to rib each other between Gasriders and gas users.&lt;br /&gt;
* &#039;&#039;&#039;Gupkala/Guppies/Gup/Guppy&#039;&#039;&#039; - A mocking word for law enforcement within the Federation or abroad. The term “Guppy” is also referred to by skrell who see someone or something as gullible or an easy mark.&lt;br /&gt;
* &#039;&#039;&#039;Grotto&#039;&#039;&#039; - Originally used in Weishii to refer to a place of spiritual fulfillment and worship, it is also used to describe buildings where Xu’xi gas is usually used and sold in. These buildings are usually stereotyped as being run-down and abandoned.&lt;br /&gt;
* &#039;&#039;&#039;Piisz&#039;&#039;&#039; - A term used to refer to synthetic Xu’xi Gas, or generally in reference to Xu’xi Gas of questionable quality.&lt;br /&gt;
* &#039;&#039;&#039;Toady/Toad&#039;&#039;&#039; - An insult used to describe criminals, conmen, or generally disreputable skrell. Meant to imply that they give other skrell a bad name, particularly abroad. &lt;br /&gt;
* &#039;&#039;&#039;Coral Stem/Stem/Gillpress/Lunar Gasmasks/Whistles&#039;&#039;&#039; - A term used to refer to inhalers, specifically those full of Xu’Xi gas. &lt;br /&gt;
* &#039;&#039;&#039;Drylister&#039;&#039;&#039; - Refers to skrell (and very rarely, someone of another species) who has been born abroad that is suspected of being under Federation surveillance by the Ruupkala due to their actions. The drylist refers to the hypothetical list of persons-of-interests or dissenters that is rumored to be kept by the Ruupkala. The topic of the drylist is considered taboo by citizens.&lt;br /&gt;
* &#039;&#039;&#039;Tidal/Tided&#039;&#039;&#039; - Something being absurd or otherwise dangerous, or someone who is insane. The term originates from [[Skrell_Biology#Psionic_Disorders|Progressive Low Tide Syndrome]], or “Insanity of the Tide”.&lt;br /&gt;
* &#039;&#039;&#039;Chapped&#039;&#039;&#039; - Referring to chapped, or dry skin, used to insult someone&#039;s appearance. This can sometimes also be used to refer to non-skrell.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sayings&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;I&#039;ve Tup&#039;d&#039;&#039;&#039; - &amp;quot;I&#039;ve won&amp;quot;, or &amp;quot;I&#039;ve peaked.&amp;quot;  &lt;br /&gt;
* &#039;&#039;&#039;I&#039;ve been Tup&#039;d&#039;&#039;&#039; - &amp;quot;I&#039;ve lost&amp;quot;, or “I’ve been outdone”. &lt;br /&gt;
* &#039;&#039;&#039;Wake up&#039;&#039;&#039; - To call out someone acting lazy or being unproductive. &lt;br /&gt;
* &#039;&#039;&#039;Algae&#039;&#039;&#039; - Used to say &amp;quot;all good&amp;quot;, “alright”, or “doing well”.&lt;br /&gt;
* &#039;&#039;&#039;Mudvein&#039;&#039;&#039; - Used to describe withdrawal symptoms of Xu&#039;Xi Gas, likened to the sensation of withdrawal feeling like having mud in their veins. &lt;br /&gt;
*&#039;&#039;&#039;Mudlover&#039;&#039;&#039; - A term to refer to someone who is consistently forming new habits with drugs, or someone who struggles to quit.&lt;br /&gt;
* &#039;&#039;&#039;Too moist&#039;&#039;&#039; - To accuse an individual of being too traditional or stuck in their ways, not adapting to modern culture.  &lt;br /&gt;
* &#039;&#039;&#039;Too dry&#039;&#039;&#039; - To accuse someone of being too accepting or progressive. Usually used to refer to a skrell with radical opinions, or being accepting of AI&lt;br /&gt;
* &#039;&#039;&#039;Zipped&#039;&#039;&#039; - To be high on Xu’Xi Gas.&lt;br /&gt;
* &#039;&#039;&#039;The stars grow brighter&#039;&#039;&#039; - A term to refer to an individual dying. &lt;br /&gt;
* &#039;&#039;&#039;Steel-Rained&#039;&#039;&#039; - A term used to mean &amp;quot;being stonewalled&amp;quot;, or simply being stuck. Derived from the multiple orbital installations that were deorbited when Glorsh-Omega’s period of reign ended.&lt;br /&gt;
* &#039;&#039;&#039;Stars and void&#039;&#039;&#039; - A general exclamation of surprise or frustration.&lt;br /&gt;
* &#039;&#039;&#039;Stars damned/Void damned&#039;&#039;&#039; -  A general exclamation of anger, and can also be used in mild surprise, similar to the phrase &amp;quot;I&#039;ll be damned&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;Oh, stars/Oh, void&#039;&#039;&#039; - A saying of gentle exasperation. Akin to “Oh, god” or “Oh, geez”.&lt;br /&gt;
* &#039;&#039;&#039;Stars guide&#039;&#039;&#039; - a polite way of saying goodbye.&lt;br /&gt;
* &#039;&#039;&#039;Shelled/kelped&#039;&#039;&#039; - Something sold or wagered, which originates from the currency of the Nralakk Federation being made out of modified kelp, usually stamped with images of seashells.&lt;br /&gt;
* &#039;&#039;&#039;Ink-stained/Inky&#039;&#039;&#039; - A concept, object, or person that brings sadness or stress. Refers to the ink-black tear stains that surround a skrell&#039;s eyes as a result of stress.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
See also: [[Skrell Psionics]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Zona Bovinae&#039;&#039; is a particular region of the brain which exists in all sophonts originating from the Orion Spur, as well as nearly all living animals. Originally presumed to be a brain center for an obsolete form of communication by human scientists, the Zona Bovinae was catalogued during a dissection of a cow’s brain in 2256, which was later discovered to be present in humans and other social animals. Despite its prevalence, human researchers would ultimately consider it a vestigial region of the brain, having controlled a now obsolete action in ancient humans.    &lt;br /&gt;
&lt;br /&gt;
The Zona Bovinae’s purpose would only be revealed during first contact with humankind in &#039;&#039;&#039;2332&#039;&#039;&#039; with the skrell. Skrell have markedly more developed Zona Bovinae in their brains, which skrell linked to their ability to use psionics. Through an exotic method of neurological signaling and resonance of a still vaguely defined “metaphysical force”, skrell can focus their Zona Bovinae to communicate and interact with each other. Despite the lack of understanding on its finer abilities, skrell have since developed technology that utilizes psionics’ effects.&lt;br /&gt;
&lt;br /&gt;
Despite most other species only possessing vestigial forms of Zona Bovinae, they are still capable of psionic interactions. Extensive, strong use of psionics on this form of the brain center can be overwhelming and destructive on the victim’s [[Skrell_Biology#Psionic_Disorders|physical and mental health]]. &lt;br /&gt;
&lt;br /&gt;
=== Telepathy ===&lt;br /&gt;
&lt;br /&gt;
Telepathy, or active psionic communication with another party, is a common ability used by skrell in order to hold conversations with each other. While this ability requires a significant burst of focus, telepathy allows for skrell to send messages between each other, other sophonts, and most animals. Telepathic communication is a common way to have a private conversation in public. As long as both parties are not doing this to exclude someone from a conversation, it is not considered unusual to carry out full conversations in telepathic communion. Using telepathy to gossip, send secrets, or converse without others knowing is considered rude and excluding. &lt;br /&gt;
&lt;br /&gt;
Outside of telepathy, most psionic interactions are regarded as socially unseemly. Emotional suggestions to other skrell without consent is of the same caliber as a human instigating conflict, and can result in an emotional barrage being exchanged between the two skrell. This sort of psionic dueling typically ends when one skrell loses their emotional composure and succumbs to the suggestions. &lt;br /&gt;
&lt;br /&gt;
Use of telepathy with non-skrell has been deemed perfectly safe for both parties by Federation medical authorities, though unconsented telepathic communication is considered extremely rude, akin to screaming in someone&#039;s ear. While some sophonts remain wary of psionic communication on principle, it remains typical for telepathy to become a fixture for skrell and non-skrell working in close proximity. Indeed, one of the largest contributors to backlash against inter-species telepathy was a series of bogus research papers published in the 2300s that insinuated psionic contact would cause irreparable brain damage in humans. Though long-since disproven by Nralakk authorities, the misconception sadly still circulates in less informed workplaces. Long-term exposure to telepathy and other direct psionic influence is a well-trod field, and has been the subject of numerous studies exploring the subtle psychic nuances found across species and populations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Notes on telepathy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Psionic Pinging a location in order to find synthetics, particularly those who are attempting to hide their identity as a synthetic, is considered poor taste. Doing this without prior suspicion is excessively paranoid, and immediately ousting them without prior interaction is poor play. If you do find a character doing this, interacting with them before immediately attempting to oust them is heavily preferred.&lt;br /&gt;
* Telepathy is versatile, and you can convey images, sounds, emotions, and sensations along with regular speech. Make sure to format your telepathic messages to make this apparent to the recipient, at minimum phrasing it to the effect of &amp;quot;You hear/see/feel X in your mind&amp;quot;. While you can project emotions and sensations, this does not mean you can force someone to fully accept this implanted thought. &lt;br /&gt;
* Telepathically sending pain or the sensation of an injury to a character does not mean they can actually be hurt by it, nor would it cause any lasting effects.&lt;br /&gt;
&lt;br /&gt;
=== Receivers and Listeners ===&lt;br /&gt;
&lt;br /&gt;
Skrell are divided into two psionic categories based on their psionic aptitude and relationship with the Nlom, being either “Receivers” or “Listeners”. This difference is decided at birth, with the majority being Receivers at a ratio of 9:1, with no methods available to predict a newborn skrell’s type, nor modify it. Being seemingly at random, some skrell refer to this as the “Great Lottery”. &lt;br /&gt;
&lt;br /&gt;
Receivers and Listeners primarily differ in their natural acclimation to the Nlom, with Receivers being inherently more willing to accept the Nlom’s influences, aiding them in adhering to the current norms of the society around them. Listeners, in contrast, feel much less influence from the Nlom’s consensus-based state, though this causes Listeners to be viewed with suspicion. Bias against Listeners are present in Federation society, with Receivers being the disproportionately dominant group in the government and upper-class. Despite this binary being commonly accepted, some skrell cannot easily classify themselves within one or the other, having felt their attunement to the Nlom fluctuate across their lives.&lt;br /&gt;
&lt;br /&gt;
While most Listeners force themselves to integrate and adhere to the Nlom’s influence, others resist the social ostracization, surveillance, and prejudices held against them by Receivers. These groups agitate for the acceptance of Listeners in many ways, with some adopting radical concepts that call for a purposeful disconnection from the Nlom entirely. Psionic isolationism is considered an extremist opinion within the Nralakk Federation, with most moderate Listener groups renouncing it.&lt;br /&gt;
&lt;br /&gt;
=== The Nlom ===&lt;br /&gt;
&lt;br /&gt;
The Zona Bovinae creates a small range around them referred to a “thought field” consisting of passive emotions and thoughts, referred to as a “psionic wake”. Referred to as the “Nlom” in Nral’Malic, skrell naturally produce a large enough field on an individual level to influence their everyday lives.&lt;br /&gt;
&lt;br /&gt;
The psionic wake of an individual is a constantly passive release of their current emotional state, as well as subconscious thoughts and biases. These ripple outward from them and interact with other skrell, affecting their thoughts and perspectives. Over time, these wakes will grow into a large area of influence in the area Skrell routinely inhabit, expanding its field of influence. These bubbles eventually encompass the entire planet as the skrell population increases, limited only by the atmosphere. Most planetary wake field bubbles cease upon contact with the vacuum of space, with the exact point of termination varying depending on total population, supporting psionic infrastructure, and environmental qualities. &lt;br /&gt;
&lt;br /&gt;
=== Sleeping and [[The_Srom|The Srom]] ===&lt;br /&gt;
&lt;br /&gt;
Skrell typically sleep for roughly one hour every twenty-four hours, and are capable of lapsing both in and out of sleep on command. Skrell who enter deep sleep will have their zona bovinae cease transmitting to the psionic wake, instead sending it towards a shared, oneiric state simply called the &#039;Srom&#039;, or Dream. The Srom connects skrell across a kilometers-wide range, allowing them to share collective experiences together in the dreamscape. &lt;br /&gt;
&lt;br /&gt;
While the Srom’s dreamscape is malleable through concentrated effort, the ability to do so depends heavily on the skill and psionic aptitude of each individual. Only particularly psionically sensitive skrell with extensive practice in shaping dreamscapes can modify entire regions of the Srom, at the cost of being left exhausted upon waking up. Most skrell instead dedicate their focus on the more accessible ability to self-modify their appearances in the Srom, with wearing costumes to transfer them into the dream being common practice. All of these modifications are temporary, fading back into the Srom’s original state over time.&lt;br /&gt;
&lt;br /&gt;
Social inhibitions fade away entirely in the Srom, making it difficult for those in it to keep secrets or stay reserved from others. Many skrell use the dreamscape in order to share ideas and collaborate, finding it much easier to think clearly without having their usual inhibitions stifling their thoughts. Self-isolation in the Srom is as simple as moving themselves away from others in the dreamscape, while completely removing themselves from it involves the use of aluminum to block their psionic signals from being transmitted entirely. Aluminum headphones, wall linings, and hats are commonly used to accomplish this.&lt;br /&gt;
&lt;br /&gt;
Skrell who suffer from [[Skrell_Biology#Psionic_Disorders|sleeping disorders]] are divided between oversleepers and undersleepers. Psionic Oversleepers are those who rely on the Srom as a method of escapism, or develop a dependency to the potential of lucid dreaming to the point of disrupting their daily life and being classified as an addiction. Oversleepers are typically characterized by being seen as recluses, social pariahs, or otherwise eccentric and lazy. Psionic Undersleepers, in contrast, are skrell who have withdrawn from the Srom for multiple reasons, being regarded as having withdrawn due to holding secrets or dangerous information to the point of depriving themselves of sleep.&lt;br /&gt;
&lt;br /&gt;
Srom-capable devices are interfaces attached to machinery that is accessible from within the Srom, allowing skrell connected to the dream to work even while asleep. These interfaces allow work to continue even while asleep, seeing adoption by researchers and bluespace navigators. Srom-capable bluespace drives allow for teams of skrell pilots to coordinate their navigation in order to match the dedicated AI navigators used outside of the Nralakk Federation. Learning how to interface with these devices requires extensive training, and requires the operator to be completely isolated in an aluminium-plated room to focus and restrict access to non-operators.&lt;br /&gt;
&lt;br /&gt;
== Skrell Social Dynamics and Society ==&lt;br /&gt;
&lt;br /&gt;
===Stress and Personality Changes===&lt;br /&gt;
&lt;br /&gt;
Skrell generally have difficulty with holding short-term events with the same importance that other species do due to their longer lifespans and altered perception, with most consequences that affect less than a decade being seen as generally less consequential. This differing perspective allows for skrell to have a higher tolerance of waiting periods and short-term anxieties, though the opposite is true over long-term concerns and existential dread.&lt;br /&gt;
&lt;br /&gt;
Stress accumulation affects skrell at a slower rate, with high stress being exhibited through the inky liquid leaking around their eyes, being perceived as similar to crying. Skrell experiencing extreme stress will usually have patches of stained skin around their eyes and faces, having built up to the point of affecting the skin color.&lt;br /&gt;
&lt;br /&gt;
A skrell’s personality and emotions are notably impacted by the tidal cycles, being both attuned to the ocean and the moon’s influence on the tides. These influences express differently between individual skrell, with the new moon causing some skrell a deep sense of anxiety and unease, while others feel revitalized and energetic from the same phase. Any phenomena that can affect tidal forces are also felt in the skrell present, which requires a period of acclimation similar to moving to a new planet. Some skrell are reluctant to migrate because of this, with the planet’s moon(s) or lack thereof causing notable personality shifts.&lt;br /&gt;
&lt;br /&gt;
===Cohesion and Violence===&lt;br /&gt;
&lt;br /&gt;
Skrell are traditionally a group-oriented species, putting importance on unity both in and between groups above the differences between them. The Nlom causes the prevailing thoughts in a community—and across the Nralakk Federation in the modern day— to be the dominant influence, causing most skrell to subconsciously adhere to the majority. Detractors are typically Listeners, as well as those negatively affected by the current status quo. While skrell enclaves outside of the Nralakk Federation experience conflict and differing opinions, the use of [[Skrell_Technology#Nlom_Relay_Network|Nlom relays]] across the Federation ensures that most citizens will keep to the common consensus of their peers.&lt;br /&gt;
&lt;br /&gt;
During [[Skrell_Early_History#Rise_of_the_Skrell|early skrell history]], violent conflict was commonplace between different clans and between subspecies due to their differences. As skrell societies developed, violence became less culturally accepted, and conflict between opposing groups was not allowed to progress into physical altercations. Most violence during this period shifted towards small-scale, ritualised warfare throughout early-modern skrell history. After the end of the [[Skrell_Synthetic_Age#Late_Synthetic_Age|Synthetic Era]], particularly after the Glorsh-Omega period, this stance changed as the [[Skrell_Biology#X’Lu’oa|fertility crisis]] of the modern day leaves most skrell with deep fears over the extinction of their species. This is most obvious in the [[Skrell_Recent_History#Collaborator_Trials|collaborator trials]], with the most severe punishment being forced interment into cryogenic stasis instead of execution or life imprisonment.&lt;br /&gt;
&lt;br /&gt;
While conflict still occurs in skrell society, physical violence is considered unbecoming and beneath them. Instead, skrell have turned to nonviolent conflict through debate or social pressure between opposing groups. One method, known as a “Unity Demonstration&amp;quot;, consists of a group of skrell arriving to socially pressure and intimidate another group to coerce them into submission. Despite this, violence still exists between skrell, typically damaging property and infrastructure as a common tactic, particularly by criminal organizations and the [[Federation_Crime_and_Resistance#The_Resistance|Lyukal]]. The threat of violence or serious injury is typically the limit for most, but many skrell can still be pushed to violence if forced to defend themselves. &lt;br /&gt;
&lt;br /&gt;
Violence between skrell and other species is viewed in a different light, with the same sentiment that all life is precious being shared by less skrell. Other skrell consider other species to be lesser, and are much more willing to fight them should the need come to pass. Despite this, most skrell are aware of their physical limits as a species, and outside of groups like the [[Skrell_Faith#Suur’ka|Suur&#039;ka]] and those influenced by primarily non-skrell communities, physical conflict should be avoided.&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
&lt;br /&gt;
Most skrell do not hold eye-contact as important during conversations between each other, and don’t mind the other party facing elsewhere or focusing on a task while speaking with them. This changes among non-skrell who consider this behavior rude and lack the ability to tell what they are looking at with the lack of visible pupils, where they will instead make a point to turn their faces to look directly at whoever they are speaking to in order to display their focus on them. In contrast, skrell are very physical among their peers, and will often embrace, hug, or be otherwise physically affectionate between each other in a way that most non-skrell would consider romantically charged. Personal space is not held as particularly important, with coworkers and acquaintances readily entering close contact without much thought on the action.&lt;br /&gt;
&lt;br /&gt;
Skrell display intimacy with one another primarily through physical contact, with the act of touching the heads and headtails reserved for their close friends or partners. Gestures are also commonly used, with the gesture of touching their forehead and gesturing towards another party is similar to blowing a kiss. Some verbal displays of affection include comparing or nicknaming someone to a named star, with naming an unnamed star after them being a common practice among astronomers throughout history.&lt;br /&gt;
&lt;br /&gt;
Less physically intimate gestures, like those between close friends, involve nudging or prodding them with a headtail, similar to how a human can playfully nudge or gently punch a friend in the arm. Tails are usually the subject of playful rudeness between skrell, usually being pulled on or used to gently hit their friends as a form of roughhousing, though this is considered immature in public.&lt;br /&gt;
&lt;br /&gt;
While skrell can face discrimination and are often the subject of speciesist insults, responding to these in turn with insults of their own is considered improper. Losing face through these confrontations would be interpreted as a sign of being overly-confrontational or a sign of poor demeanor, negatively affecting their reputation significantly if done in public.&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|A government-provided informational guide depicting typical gestures used by skrell.]]&lt;br /&gt;
&lt;br /&gt;
=== Gender ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Relationships#Unions|Skrell Relationships]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell, due to lacking any form of sexual dimorphism, being simultaneous hermaphrodites, and common consensus across their multiple developed cultures, do not have a concept of gender. While gender identity remains virtually irrelevant in Federation society, skrell who interact often with other cultures that do have socially important notions of gender will sometimes adopt an identity out of simple interest or a desire to be more socially cohesive with who they are interacting with. This decision is given only as much weight as the individual skrell attributes to it, and choosing out of simple whimsy is equally as common as seriously studying and considering who they align the most with.&lt;br /&gt;
&lt;br /&gt;
For the purposes of procreation, skrell utilize a simple form of assigning who is siring and carrying the eggs that will become their progeny. These terms are &#039;&#039;&#039;F&#039;ex&#039;Qa&#039;&#039;&#039;, or Egg-Layers, and &#039;&#039;&#039;F&#039;ex&#039;Tra&#039;&#039;&#039;, or Egg-Fertilizers. These terms are impermanent, and most skrell will alternate multiple times in their relationships between their partners.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
Skrell lack the necessary muscle structures within their faces to perform noticeable facial expressions, leading others to believe skrell are emotionless or stoic. This perception is in contrast with the reality of skrell being very emotional and commonly use emotional displays through body language, vocal tones, word choice, among others.&lt;br /&gt;
&lt;br /&gt;
Physical reactions to strong emotions are a key part of skrell emotional displays, which acts as a “tell” for which emotion is being felt through its physical reactions, which uses sensations like pain and warmth. Emotional pain will quickly become physical pain for skrell, with a link in this phenomenon being linked to their developed zona bovinae. &lt;br /&gt;
&lt;br /&gt;
Due to most other sophont species’ limited hearing range, the tonal ranges skrell use for expression are lost when communicating with non-skrell. Skrell have a very difficult time expressing themselves to non-skrell for this reason, particularly as Nral’malic utilizes these tones to explicitly dictate emotional intent and expression. In contrast, skrell who communicate with each other in their shared language alongside the Nlom casting their emotions engage in near-seamless communication between each other, almost able to predict each other’s thoughts. &lt;br /&gt;
&lt;br /&gt;
To adapt to the physical language barrier between other species, the gesture and tone-based language of &#039;&#039;Nral’Balak&#039;&#039; was made in an attempt to bridge the gap. Nral’Balak utilizes a combination of body language, gestures, and vocal cues to indicate emotional states and needs. While providing a standard for conveying emotions to non-skrell, it exists primarily as a guide for skrell to adapt to conversing in their own way, meaning most messages are context-based. A skrell crooning can either be from fear when being placed in danger, or from disappointment from not enjoying a meal. Typically, non-verbal sounds have a tonal indicator, with a high pitch indicating happiness or high energy emotions, while a lower pitch indicates sadness, distress or low energy emotions. Physical gestures also require context clues, with a tilt of the head capable of meaning confusion at a statement, or as a show of interest or curiosity to something shown to them.&lt;br /&gt;
&lt;br /&gt;
=== Humour ===&lt;br /&gt;
&lt;br /&gt;
The concept of humour between skrell is completely different to what other species consider humourous, with a majority of amusement or comedic value for skrell being solely a reaction to the unexpected. The sensation of finding something comedic or entertaining is also felt differently, producing a mild pain akin to the tingling sensation after eating spicy food, a sudden weakness in the muscles, or an itch on the roof of the mouth in severity. Humor as a whole manifests as a “fuzzy” feeling within a skrell’s head, which can rise with the severity of entertainment to the point of causing dizziness or disorientation. Outwardly, skrell primarily react vocally through a series of chirps and chirrups not dissimilar to a laugh, typically accompanied with repetitive headtail or hand gestures.&lt;br /&gt;
&lt;br /&gt;
The feeling of amusement is enjoyed by most skrell, particularly by younger skrell, while others may find it as patronizing or insulting due to it being derived from the assumption that they would not have seen the joke coming. Older skrell find very few things humorous from their long life of experiences, and will usually remain unsurprised. In formal settings, it is considered impolite to tell even a mild joke in the wrong context, with a joke as a slight towards the guest of honour being seen as more acceptable, rather than doing so while dining at a restaurant with your extended family.&lt;br /&gt;
&lt;br /&gt;
While most other species’ humour relies on words, wordplay, or stories with punchlines to be effective, skrell humor relies primarily on visual humor. Skrell humour is considered very literal as a reaction to the unexpected, with most jokes relying on the unexpected to be funny. Compared to a human joke, a skrell joke relies less on a punchline, and more on the setup, with absurdity taking priority. Due to this, most skrell find verbal jokes unfunny or taken incorrectly, with describing a scenario being taken completely differently in comparison to actually viewing it. As a consequence of how skrell humour functions, skrell fear reactions are the same as laughing. A skrell may chirrup or chirp in response to being startled, much like nervous laughter, and is generally unpleasant. Despite the differences in senses of humour, skrell can develop an appreciation for the humour of other species. While not find a human joke amusing, skrell will instead find it clever or and be able to identify why the joke is considered funny. Most puns will be seen as wordplay, and usually explained back to the speaker, though this isn’t taken well.&lt;br /&gt;
&lt;br /&gt;
Many skrell who undergo training or treatment to repress their fear responses, typically for work in dangerous fields or as an enforcer, will equally suppress their senses of humour. While these emotions are tied between each other, most skrell who lose their sense of humour will find it very difficult to regain it afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Happiness&#039;&#039;&#039; is very easy to visually tell from skrell emotional displays. Skrell will use a varied mixture of headbobbing, shrills, and positioning of their headtails to convey their joy, with the curling their headtails and warbling in higher pitch being most common. Skrell struggle to contain their joy, resulting in such often spilling over into the rest of their body and repetitive motions (such as rapidly blinking or flapping their hands) as an obvious sign of happiness. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sadness&#039;&#039;&#039; is a much more difficult to identify emotion, and is one of the harder emotions to convey for skrell that other species can understand. Emotional pain quickly surpasses the threshold to cause physical pain for skrell, which can sometimes become debilitating when suffering from sufficiently overwhelming misery. Physically, sadness is displayed through quiet, low chirps shifting the headtails to hide the neck, fidgeting and rubbing of the headtails and fingers, as well as facing away from others compulsively. &lt;br /&gt;
&lt;br /&gt;
Both &#039;&#039;&#039;confusion&#039;&#039;&#039; and &#039;&#039;&#039;fear&#039;&#039;&#039; are easy to spot emotions for skrell. Confusion compulsively makes skrell emit a mix of high and low pitched warbles and croaks, along with the continuous shifting of their head side to side. This behavior helps skrell process audible information from someone speaking, or when noises in the dark. Skrell will also feel the need to cover their neck with their headtails, tucking their arms inwards and widening their eyes to protect the vital organs to ensure their survival as a flight response.&lt;br /&gt;
&lt;br /&gt;
==Politics and Factions==&lt;br /&gt;
&lt;br /&gt;
===The Nralakk Federation===&lt;br /&gt;
[[File:Jargon flag.jpg|thumb|right|The flag of the Nralakk Federation.]]&lt;br /&gt;
The &#039;&#039;&#039;[[Nralakk Federation]]&#039;&#039;&#039; is the sole skrell political entity within the Orion Spur. The Nralakk Federation&#039;s history traces back to its [[Skrell_Early_History#Unity_of_Skrell|original founding]] in &#039;&#039;&#039;878 CE&#039;&#039;&#039;, having formed in response to independence movements across skrell space colonies. The Federation was dismantled following the rise of Glorsh-Omega, then reestablished as the &#039;&#039;&#039;Second Nralakk Federation&#039;&#039;&#039; following the reunification of the species afterwards.&lt;br /&gt;
&lt;br /&gt;
While the Nralakk Federation is primarily a meritocratic state, Federation society is heavily stratified based on the &#039;&#039;&#039;Social Compatibility Index&#039;&#039;&#039; system, which scores individuals based on how closely they follow the ideals and maintain the social cohesion of the nation. Low-scoring individuals experience social ostracization and restriction of their rights, while high-scoring individuals are elevated as celebrities and pillars of the society. This social stratification causes skrell pushed outside of the system to rebel against it in the form of illegal organizations and non-conformist movements, who work to dismantle the system, or towards reforming the nation entirely.&lt;br /&gt;
&lt;br /&gt;
===[[Federation_Crime_and_Resistance#The_Resistance|The Lyukal]]===&lt;br /&gt;
&lt;br /&gt;
The Lyukal is a decentralised resistance movement that aims to dismantle the dominance the Nralakk Federation has over the species. Named after the resistance movement that acted against Glorsh-Omega originally, Lyukal cells work independently to achieve their objectives, ranging from non-violent demonstrations, to acts of terror and attacks against military installations.&lt;br /&gt;
&lt;br /&gt;
===Marauders===&lt;br /&gt;
&lt;br /&gt;
The [[Federation_Crime_and_Resistance#Marauders|Marauders]] are a broad term for pirates, smugglers, and other criminals who operate within the Traverse. Despite sharing a term, each group typically operates independently from each other, from pirate groups that plunder resources to extort higher prices from their original recipients, to collectivized groups that intend to aid colonies in the Traverse to lessen their dependence on the federal core. While a loose group, the Ti&#039;Rakqi is the largest and most notable Marauder group active in the Traverse, consisting of multiple fleets of Marauders that work in tandem for mutual benefit.&lt;br /&gt;
&lt;br /&gt;
===Interspecies Relations===&lt;br /&gt;
&lt;br /&gt;
Skrell generally hold themselves above the other sophonts of the Orion Spur, being technologically advanced and self-titling themselves as being enlightened and scientific. Skrell society self-considers itself to be refined and above the trappings of violence and ignorance that other societies suffer from, culminating in many skrell seeing themselves as caretakers, wards, and mentors for the younger, lesser species. This manifests in many different ways on an individual level, but is readily apparent in the Nralakk Federation&#039;s international relations and foreign policy. The Federation has maintained its position as a technological giant, and is unwilling to release many of the technological advancements to other nations. Any research shared is done through releasing technology that they perceive has no potential for misuse, and only to those deemed responsible enough to receive it. Politically, the Federation has historically maintained its isolationist position until recently, and is still in the beginning phase of involving itself in Spur-wide politics.&lt;br /&gt;
&lt;br /&gt;
On an individual level, skrell experience a wider general acceptance from other species tolerance when abroad, with a few exceptions. Humanity as a whole tolerates skrell, with the [[Solarian Alliance]] in particular maintaining close ties due to their relationship with the Nralakk Federation. General xenophobia persists, but skrell are tolerated more than other species within Solarian space, differing only by region. Skrell are more tolerated on planets where they have a large presence such as [[Europa]], [[Silversun]], [[Venus]], and within the richer areas of Solarian space. The Nralakk Federation&#039;s relationship with the Solarian Alliance means that many who are anti-Solarian may also be anti-Federation and anti-skrell, such as the [[Coalition of Colonies]]. Other species, like [[Unathi|unathi]], have a tense relationship with skrell due to their involvement in first contact with humankind. Some unathi maintain a level of animosity towards skrell due to the events of the [[Contact War]], though [[Ouerea]] have embraced skrell in their shared fight for democracy on the planet.&lt;br /&gt;
&lt;br /&gt;
[[Vaurca]], specifically those from the [[C&#039;thur in the Federation|C&#039;thur hive]], are generally well-accepted by skrell. Their contributions to the Nralakk Federation have quickly secured their place as respected members of Federation society. However, Hive C&#039;thur&#039;s use of [[Vaurca_Biology#Taxonomy|Viax]] and [[Vaurca_Biology#Cephalons_(Type_D)|Cephalons]] are considered too close to the use of artificial intelligence among some skrell, with the hive’s loyalty to the Federation also called into question after C&#039;thur was granted strategic positions within the nation’s political and military spheres.&lt;br /&gt;
&lt;br /&gt;
[[Diona]] were the first species encountered and [[Diona in the Federation|integrated]] by the Nralakk Federation, with their assistance in rebuilding the nation post-Synthetic Era cementing the bond between the two species. Dionae are respected on both a societal and individual level, being integrated into most levels of Federation society, and the rights they have received in comparison to the rest of the Spur remains proof of their position. &lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
A vast majority of skrell live and are primarily born in Nralakk Federation, with those skrell living outside of the nation being a small, but notable, minority. In the [[Skrell_Culture#Different_Eras_of_Skrell|Radiant Era]], skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; of Federation space were noted on human worlds with significant skrell presence, notably [[Mictlan]], [[New Gibson]], and [[Skrell Abroad|other planets]]. These children &#039;&#039;&#039;still enjoy&#039;&#039;&#039; Federation citizenship by birthright as skrell, as the Federation [[Guide_to_Citizenship#Nralakk_Federation_and_Citizenship|considers all skrell as citizens]], while also preserving their citizenship within the nation of their birth. Skrell born in the Republic of Biesel are protected from deportation or other legal actions by the Nralakk Federation, which also extends to skrell who have enlisted in the Tau Ceti Foreign Legion.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes appeared in the aftermath of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], of which they are living anomalies in the aftermath of what is hypothesized to be a &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly. These slimes will manifest wherever large amounts of bluespace transit and bluespace interactions occur. These lifeforms remain a topic of controversy and debate in the scientific community of the Nralakk Federation, with massive efforts are made to contain and research slimes across the Orion Spur. The Federation extends this effort towards non-allies to ensure slimes cause no harm, though the Federation’s presence alongside slimes are the source of many conspiracy theories. Moral quandaries around the treatment, specifications, and ethical handling of slimes continue to this day, with some skrell viewing them as remnants of those that died in the rebellion, while others call them bioweapons leftover by Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation outlaws the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slimes escaping beyond laboratory environments. Slime research facilities in the Federation are equipped with state of the art control systems to ensure slimes do not escape containment, and most slime facilities are located underwater to take advantage of the slimes’ natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
==Playing Skrell==&lt;br /&gt;
&lt;br /&gt;
===Rulings===&lt;br /&gt;
&#039;&#039;&#039;Jobhopping is not allowed&#039;&#039;&#039;. While skrell are long-lived and typically obtain multiple degrees, adherence to the server rules on jobhopping is mandatory.&lt;br /&gt;
&lt;br /&gt;
Playing as a Glorsh collaborator/synthetic sympathiser, resistance member, Marauder/ex-Marauder, or Federation loyalist/spy is allowed, but &#039;&#039;&#039;these backstories can result in your character being caught and made unplayable.&#039;&#039;&#039; Consulars are allowed to report non-conformist and dissident activity of Federation citizens to the lore team, but players are not allowed to lie or gather this information OOCly. Character removal is a serious event, and attempting to misuse this progress is a violation of server rules.&lt;br /&gt;
&lt;br /&gt;
The [[Nralakk Federation]] considers all skrell to be de jure citizens, regardless of origin. In reality, those born outside of the Federation do not have full citizenship, and must apply before they can receive the benefits and adhere to Federation laws. Some nations have official policies and agreements with the Nralakk Federation that allow their citizens to be deported for any reason, while others have agreements that protect Federation citizens who wish to claim asylum. Most nations will protect those who are their citizens, but &#039;&#039;&#039;as a rule&#039;&#039;&#039;, if your character officially has Federation citizenship, they are at risk of being deported if the Federation orders it necessary. Characters can claim asylum within the Republic of Biesel with ease, which can be done through joining the [[Tau Ceti Foreign Legion]]. Other asylum claims need to be discussed with the relevant lore team.&lt;br /&gt;
&lt;br /&gt;
===Thoughts and Behaviours===&lt;br /&gt;
&lt;br /&gt;
While skrell as a whole are generally communal and embrace conformity, this does not mean that all skrell hold the same beliefs. While skrell can be split between [[Skrell#Receivers_and_Listeners|Listeners and Receivers]], where Listeners are less susceptible to the Nlom’s consensus and Receivers are more susceptible, this does not completely override the individual character’s personalities and experiences. The consensus reached through the Nlom can only influence a skrell&#039;s thoughts to an extent. For example, while a majority of skrell agree that artificial intelligence is dangerous, more specific views of its use differ on an individual level. The debate on Cephalons and Viax being used by the C&#039;thur is contested, with a majority believing that they are too close to artificial intelligence, but it is not the singular opinion of the entire species. In the Traverse, where the consensus from the Nlom is fed through the federal core worlds through Nlom Relays, these have begun to fall into disrepair in light of the Phoron Scarcity, and before that point faced more contested opinions with many skrell in the Traverse. Skrell on the frontier live in the reality of their circumstances of neglect from the Nralakk Federation, and thus hold more skeptical or outright anti-Federation sentiments. &lt;br /&gt;
&lt;br /&gt;
When playing a skrell character, the factors of their life do influence their thoughts. If your character is a Secondary Numerical from the [[Notable_Skrell_Systems_and_Locations#Skrell_Systems_and_Locations|Inner Systems]], they have been exposed to the Nralakk Federation’s care, propaganda, and Nlom consensus their entire life, and would not personally experience oppression at the hands of the nation. This character would then be more inclined to agree with the group consensus reached through the Nlom, regardless of their Listener or Receiver status. When faced with evidence that the Federation&#039;s actions are wrong, however, Listeners may be quicker to change their attitude than Receivers due to their relationship with the Nlom.&lt;br /&gt;
&lt;br /&gt;
Skrell behave very differently compared to other species. They are long-lived, and are prone to thinking more in the long-term than the short-term. This can manifest in many ways, and players are not expected to be constantly thinking ahead. Generally speaking, skrell characters would act in a way that sacrifices short-term benefits in favour of long-term ones. Skrell also do not show emotion in the same way that other species do, as reflected on the entries regarding their emotional displays on this page. These mannerisms can differ, and a skrell born abroad in human space would adopt more human displays and ways of expressing their emotions. When roleplaying your character&#039;s emotions, it should be done in ways that would be less obvious to non-skrell who haven’t interacted with many skrell before. &lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Skrell_Lore&amp;diff=39125</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=39125"/>
		<updated>2026-04-27T18:42:50Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: renamed skrionics&lt;/p&gt;
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&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 50%; background-color:#40E0D0&amp;quot; | [[:Category:Skrell|Skrell Lore Pages]] &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Skrell]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Skrell Biology]]  ·  [[Skrell Relationships]]  ·  [[Notable Skrell]]  ·  [[Skrell Psionics]]    &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Planets, Systems, Settlements&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Qerrbalak]]  ·  [[Qerr&#039;Malic]]  ·  [[Aliose]]  ·  [[Aweiji]]  ·  [[Tattuqig]]  · [[Xrim]] · [[Diulszi]] · [[Skrell Abroad]]  ·  [[Notable Skrell Systems and Locations]]  ·  [[Generation_Fleets|Generation Fleets]]  ·  [[The_Prescient_Republic_of_the_Qar|The Prescient Republic of the Qar]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Organizations, Factions, Politics&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Nralakk Federation]]  ·  [[Skrell Politics]]  ·  [[Skrell Enforcement]]  ·  [[Federation Crime and Resistance]]  ·  [[C%27thur_in_the_Federation|C&#039;thur in the Federation]]  ·  [[Dionae in the Federation]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Culture, Society, History&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Skrell Culture]]  ·  [[Skrell Cinematography|Skrell Cinema and Idols]]  ·   [[Federation Education|Skrell Education]]  ·  [[Skrell Technology]]  ·   [[Skrell Cuisine]]  ·  [[Skrell History]]  ·  [[Skrell Faith|Skrell Beliefs]]  ·   [[Skrell Mythology]]&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Srom&amp;diff=39124</id>
		<title>The Srom</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Srom&amp;diff=39124"/>
		<updated>2026-04-27T18:42:17Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Pope Dave The 3th moved page The Srom to Skrell Psionics: Content has been expanded beyond just the Srom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Skrell Psionics]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Psionics&amp;diff=39123</id>
		<title>Skrell Psionics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Psionics&amp;diff=39123"/>
		<updated>2026-04-27T18:42:17Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Pope Dave The 3th moved page The Srom to Skrell Psionics: Content has been expanded beyond just the Srom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=Psionics=&lt;br /&gt;
Originally an imagined ability firmly in the realm of fantasy for most sophonts, &#039;&#039;&#039;Psionics&#039;&#039;&#039; defines the esoteric field of communication and interaction with the physical world using the mind alone. All psionics are centered around the &#039;&#039;&#039;Zona Bovinae&#039;&#039;&#039;, a portion of the brain that is variably more sensitive (though this is often referred to as a level of “development”) to psionic signals. Most sophonts may go through their entire lives never experiencing any psionic stimuli, but for Skrell, these stimuli are a part of daily life both socially and physically, using it to communicate and actively interface with the world around them. In the modern day, psionic research remains a field of intense study due to the inherent difficulty in understanding how the brain handles these exotic signal emissions, but great promise is held in the concept of expanding the use of unlocking the power of the mind.&lt;br /&gt;
&lt;br /&gt;
While primarily used for communications between private parties, many abilities exist through dedication, training, and the gift of strong psionic sensitivity. Such abilities range from influencing thoughts and emotional states, to telekinetic movement, to even reading the thoughts of another sophont. &lt;br /&gt;
&lt;br /&gt;
==Psionic History==&lt;br /&gt;
Although humanity would only discover psionics in the year 2332, their influence has shaped skrell society and the species’ overall development for all of their recorded history. Even the earliest ancestors of modern Skrell exhibited some level of psionic potential, and it remains a commonly-held belief that this unique characteristic among the Spur’s sophonts was responsible for their rapid advancements in science, culture, arts, and religion. Even after thousands of years of ongoing research, psionic theory remains an expansive and difficult field among academics across the Federation and beyond – outside the Federation itself, research into the field by other interstellar species has proven almost impossible to conduct without Skrell assistance, and even then progress has been glacial in most nations.&lt;br /&gt;
&lt;br /&gt;
Formal study into psionics by the Skrell is first documented as far back as 7000 BCE, with the first texts and writings separating psionics from early Skrell beliefs and religions manifesting during this period. The ‘psionic centre’ of the brain (better known as the zona bovinae in most languages of the 25th century) was medically discovered at some point in this era, sparking intense speculation over the exact nature of psionics from a scientific and rational point of view. The subject found itself under specific scrutiny for the first time, with academics among the developing Skrell societies no longer content to view the phenomenon of psionic potential as something inexplicable but otherwise intrinsic to their species – often tied inextricably to religion – but as something biological that necessitated a full and comprehensive understanding.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for the scientific community, however, the greatest gift given to the Skrell has also proven to be one of the hardest to fully unpack. Though the discovery of the zona bovinae itself helped to jump-start psionic theory as a legitimate field of study among academia, further analysis into the exact nature of psionics quickly found itself bogged down by a lack of clarity and direction. The ‘shared dream’ of the Srom and ‘psionic wake’ of the Nlom were first formally codified by psionicists as reality-moulding phenomena in the year 2012 BCE, and this fundamental understanding of psionics has so far stood the test of time. Further breakthroughs in both psionic theory and the newer field of psionic technology, however, have come much more gradually.&lt;br /&gt;
&lt;br /&gt;
The most major breakthrough of recent centuries in the field of psi-tech came about in 2067 CE with the invention of the Nlom interface – a bio-component composed of artificial, lab-grown Skrell brain tissue designed to mimic the zona bovinae. Despite the catastrophic usage of this particular technology during the Skrell Synthetic Age, Nlom interfaces remain in common usage across the Federation to this day, as they allow Skrell to interface remotely with machinery in a way that would otherwise be impossible. Nlom-capable equipment has been a cornerstone of Federation technology ever since its invention, and its ubiquity means that the average Skrell has long since become accustomed to interfacing psionically with a wide variety of devices, from uses as mundane as lights that can be brightened and dimmed at will, to entire computers capable of operation by thought alone.&lt;br /&gt;
&lt;br /&gt;
==The Nlom==&lt;br /&gt;
Under conventional psionic theory, the Nlom is viewed as the all-encompassing &#039;&#039;&#039;psionic wake&#039;&#039;&#039; or &#039;&#039;&#039;psionic field&#039;&#039;&#039; generated by a psion’s zona bovinae, the strength of which is understood as an individual’s &#039;&#039;&#039;psionic potential&#039;&#039;&#039;. Species with a developed zona bovinae (solely the Skrell themselves, to the best of the Spur’s knowledge…) are the only creatures of generating this psionic field and therefore classified as &#039;&#039;&#039;psionically active&#039;&#039;&#039; – all other species are categorised either as &#039;&#039;&#039;psionically capable&#039;&#039;&#039; (humans, monkeys, Tajara, etc.) or &#039;&#039;&#039;psionically inert&#039;&#039;&#039; (Vaurcae, Diona, etc.) in accordance with their brain structure. From here, psionically active and psionically capable sophonts can be further categorized by their &#039;&#039;&#039;psychic sensitivity&#039;&#039;&#039;, a metric by which receptiveness to psychic phenomena can be measured. &lt;br /&gt;
&lt;br /&gt;
The Nlom has both active and passive influences on a psion’s perception of reality, almost all of which are best exhibited between two separate points of psionic potential. In layman’s terms, this means that two separate zona bovinae can interact psionically to form a new consensus on local reality – a phenomenon most easily observed in the Skrell’s penchant for telepathic communication, where one or more psions interact to either impose or build consensus. &#039;&#039;&#039;Active telepathy&#039;&#039;&#039; involves a singular psion imposing a thought on one or more psionically active or capable receivers in the immediate vicinity, effectively sending a thought directly into the recipients’ brain(s); &#039;&#039;&#039;passive telepathy&#039;&#039;&#039; is a shared phenomenon in which multiple psions form a shared consensus by a similar but unconscious mechanism, which becomes a shared reality of emotion or understanding among the group.&lt;br /&gt;
&lt;br /&gt;
The most common form of active telepathy involves a psion choosing to communicate specific thoughts, ideas, emotions or concepts through conscious effort – either to the Nlom field in their immediate vicinity or directly to another zona bovinae they can perceive within that same field – whereas passive telepathy most commonly manifests as the mixing of several individual psionic wakes into a mélange of emotions and perspectives. Neither of these aspects of the Nlom field can be fully experienced by anyone not considered psionically active; other sophonts with less developed zonae bovinae are incapable of anything beyond experiencing psionic effects produced by Skrell participants in the local Nlom field, and their perception of any such effects is often muted or incomplete, to more or less significant degrees depending on their psychic sensitivity. &lt;br /&gt;
&lt;br /&gt;
Put simply, humans and other sophonts can generally receive active telepathy without much issue, but much of the ‘nuance’ and overall understanding intended by the originating skrell may be lost in the process, depending on the psychic sensitivity of the receiving sophont in question. The overexertion of these species’ undeveloped zonae bovinae can also cause headaches, nausea, and other physiological reactions if the telepathy in question is overly complex or extensive, which tends to be more common in psychically dull individuals. Similarly, the passive telepathy of the Nlom field can affect the emotions or understanding of any psionically capable being within the boundaries of the field, but their grasp of specific concepts and the depth of overall ‘feeling’ can vary heavily. A Nlom field radiating intense sorrow might be perceived by a typical human as a sudden sense of melancholy; while an otherwise well-rested psychically sensitive Tajara could find themselves feeling an inexplicably strong sense of fatigue if exposed to a room full of exhausted Skrell all resonating within the local Nlom field. &lt;br /&gt;
&lt;br /&gt;
=The Srom=&lt;br /&gt;
Accessed when Skrell enter deep sleep, the Srom, sometimes known as the &#039;&#039;&#039;shared dream&#039;&#039;&#039; or &#039;&#039;&#039;unconscious wake&#039;&#039;&#039;, is a unique phenomenon within the Nlom that incorporates both active and passive aspects of telepathy at the same time – those immersed in the shared dream can both actively transmit and passively receive thoughts and influences from one another with the utmost intimacy. An entirely artificial realm constructed from the combined psionic force of all active dreamers, the local Srom can take nearly any form imaginable, from perfect recreations of a location in a dreamer’s past to outlandish settings of the sort typically seen in a fantasy novel. Typically, those who first enter the local Srom dictate what form it will take for the session, with their perception gently imposed on any new psions entering the unconscious wake to prevent dream-clashes. The shared burden of creating the Dream results in Skrell having a greater cognitive capacity while asleep, and owing to that, Skrell that enter the Dream are almost always fully cognizant. For planetary-wide Dreams, the initial appearance is commonly determined by the environment of the planet, as it is the most commonly shared reference point among a large amount of Skrell. Psionic activity within the Srom is often imperceptible to those outside the dream-bubble itself, as in effect the Srom constitutes a pocket reality within the Nlom. The more powerful the potential of the participating psions, the more this psionic dream-reality can delve into the realm of the fantastic and the unbelievable, allowing for unparalleled creativity and freedom of thought for those skilled enough to manipulate the dream to their will.&lt;br /&gt;
&lt;br /&gt;
Skrell who don&#039;t have the luxury of aluminium-plated walls and want to isolate themselves fully from the Srom must remain in light sleep or stay awake entirely. This means those who have secrets to hide have the telltale sign of being constantly tired. Some Skrell, though, can enter a meditative trance, keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminium sealed laboratories and dorms, speaking and dreaming with each other in private as they conduct their research. Lone Skrell, who for one reason or another are away from other Skrell, will still enter the dreamscape while asleep, but without the support of their own kind the Dream will often be much smaller and vaguely hazy. Most Skrell find the experience depressing and prefer light sleep or meditative trances if they have the aptitude.&lt;br /&gt;
&lt;br /&gt;
Near replicas of any deceased individual can be conjured through ‘Srom Manipulation’. While many scientists of the Federation believe that these replicas are merely a hollow shell of memories with no proper soul, some believe that the individual has persisted even after death; this is often also seen as a cultural reverence for their ancestors and those who passed. The generational ship of the &#039;&#039;&#039;[[The_Fleet_Of_The_Srom|Dreamers]]&#039;&#039;&#039; are often seen practicing this ideology the most.&lt;br /&gt;
&lt;br /&gt;
One of the few ways the pocket reality of the Srom interacts with the real world is via the &#039;&#039;&#039;Srom interface&#039;&#039;&#039;, invented in 2204 CE – a much more recent development than its Nlomic counterpart. Srom-capable devices remain a rarity in civilian life within the Federation even to this day, as the concept of a dreaming machine is disturbing to many Skrell in the post-Glorsh era, but their use in research, logistical, and military fields continues to expand year after year. The underlying technology behind these devices remains a closely-guarded secret of &#039;&#039;&#039;Qerr&#039;Zolvq Industries&#039;&#039;&#039;, the Federation enterprise responsible for their manufacture and distribution, but the effects of a machine projecting itself into the Srom’s pocket reality are much more easily understood than the underlying mechanics. Within the boundaries of the Srom, a machine can both broadcast and receive instantaneous psionic feedback to and from its skrell dream-operators without abiding by many of the physical world’s restrictions – for instance, a Srom device can be operated in abstract terms and at the speed of thought, allowing for complex calculations and concepts to be relayed by the operating skrell to the computer much more rapidly than any conventional input method could allow. This effectively allows the operator or operators of the machine to act as bio-computers and extensions of its own processing power, with the device itself also working as an ‘interpreter’ to transmit the results of any calculations into the real world as electrical impulses. &lt;br /&gt;
&lt;br /&gt;
The most common application of this technology is within modern skrell FTL travel – calculations that would take days or even weeks for skrell to work out conventionally, even with computer aid, can be done in mere minutes by skrell navigators working in the Srom. Larger and more complex teams of aluminium-insulated Srom scientists and researchers, working in parallel with Srom-capable computers, are increasingly common fixtures across the Federation and serve as the skrell’s answer to the true artificial intelligence they relied on in past centuries.&lt;br /&gt;
&lt;br /&gt;
==Skrell and The Srom==&lt;br /&gt;
&lt;br /&gt;
It is difficult to keep one&#039;s lips sealed in the Dream, with social inhibitions easily melting away. However, it is also much easier to create and brainstorm in Srom. Ways to hide from the dream clutter of a Dream are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that aluminium (typically headpieces, blankets, or plated walls) blocks off connection to the Dream entirely.&lt;br /&gt;
&lt;br /&gt;
Psionic individuals can actively alter and adjust things within the Dream through skill and effort, but the level of alteration is heavily dependent on what you’re adjusting and your own psionic aptitude. Typically, it&#039;s most easy to modify your own body within the Dream and a very common practice. Some Skrell even go so far as to make costumes to sleep in to make the transition easier. Rarely, talented Skrell can modify a sizable chunk of the Dream’s environment on their own, though the process can be very taxing and leave the sleeping Skrell feeling tired after they wake. Additionally, any changes they make gradually revert once they leave the Dream. Psionic Elders are considered among the best when it comes to Srom Manipulation; they are capable of altering and adjusting the Shared Dream to a higher degree than the average Skrell.&lt;br /&gt;
&lt;br /&gt;
===Cultural and Historical Relevance===&lt;br /&gt;
&lt;br /&gt;
* The introduction of &#039;&#039;&#039;[[Skrell_Cinematography#Swimstars|Srom-Capable VR]]&#039;&#039;&#039; changed the way that Skrell consumed media. Instead of a first-person book narrative, the audience is thrust directly into the point-of-view of the main character, where they are able to perceive and feel the emotions of the character.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Qerrbalak#Notable_Flora_and_Fauna|Wulumunusha]]&#039;&#039;&#039; naturally grows in alpine climates, typically closer to the poles of the Homeworld. It is used by both Qeblak and Weishii followers, and is said to unlock barriers to both Nlom and Srom.&lt;br /&gt;
&lt;br /&gt;
* Around the &#039;&#039;&#039;5500s BCE&#039;&#039;&#039; the &#039;&#039;&#039;[[Skrell_Early_History#Estabishment_of_Civilization|Great Schism]]&#039;&#039;&#039; occured; marked by a period in skrellian history in which there was a legitimacy crisis in regards to the religion which they followed, Qe&#039;qlak. It was through several key debates, alongside the use of political maneuvering and stealthy intrusions, that Qeblak was formed. For a while after its formation, many believed that Qeblak was a heresy, and for centuries after, skrellian scholars debated such. It was only through a mixture of both Nlom and Srom interference, Qeblak was eventually adopted as the primary faith of the Skrell.&lt;br /&gt;
&lt;br /&gt;
* The generational ship, &#039;&#039;&#039;[[The_Fleet_Of_The_Srom|The Zi&#039;Pluax]]&#039;&#039;&#039;, experienced a major systematic failure in the majority of their equipment, including hydroponics and communication terminals; the sudden failure caused the fleet to lose the ability to sustain itself or call for aid. Due to their situation, for over 400 years the crew of the Zi&#039;Pluax have been within rotations of cryosleep, and by extension, crewmembers have been within The Srom for extended periods of time. This has led to a newfound cultural identity forming within the Zi&#039;Pluax and being universally adopted by all of its members.&lt;br /&gt;
&lt;br /&gt;
===Sromkala===&lt;br /&gt;
&#039;&#039;&#039;[[Skrell_Enforcement#Domestic_Surveillance|Sromkala]]&#039;&#039;&#039;, translating to Dream Enforcers, are Skrell selected to ensure that major planetary dreambubbles are safe from malicious lucidity. Agents are selected for their high psychic potential to oversee the Srom to ensure that no illegal or anti-Federation activities occur, particularly through the malicious use of Nlom-capable devices. They are commonly situated close to Nlom Relays - using the technology to amplify their capabilities tenfold. It is said that for every Nlom Relay across the Nralakk Federation, there is a Sromkala nestled within a special cryogenic pod that allows for their body to be in suspended animation, but allows their minds to project and continue working within Srom.&lt;br /&gt;
&lt;br /&gt;
==Non-Skrell and The Srom==&lt;br /&gt;
&lt;br /&gt;
Non-Skrell can enter The Srom through the help of a psionic guide. These psionic guides are often Elder Skrell who have dedicated portions of their life to studying The Srom. They can come from many backgrounds; Psionic Scholars, Elders of a Skrell Faith, or simply Psionic Researchers. Due to the immense amount of training that consistent Srom Pulls require, being able to Srom Pull effortlessly is something only the masters of the technique can do. However, the technique is not a secret and many can piece it together and perform one to at least a beginner level. Those without training can perform rudimentary Srom Pulls but it is accompanied with great concentration and straining; something that should not be done constantly. A Skrell will most likely learn the technique of an advanced Srom Pull from an established psionic guide or Elder throughout consistent psionic studies and classes. Schooling related to the Psionics in Depth Colleges even have degrees available in Srom Studies.&lt;br /&gt;
&lt;br /&gt;
A Non-Skrell in The Srom will feel the effects more heavily; and due to such, these Non-Skrell in The Srom are practically incapable of lying and misdirection. Newcomers to the Dream will often be incredibly dazed and confused without any real ability to manipulate their surroundings. It will typically take months of training for a Non-Skrell to manifest even a rudimentary orb of light, or to exist in the space without being dazed, and even then it is rare for a non-Skrell to show any aptitude for manipulation within the Srom. It should be noted that non-Skrell, even with a psionic receiver, cannot interface with [[Skrell#The_Nlom|Srom-Devices]]. Once awoken, a Non-Skrell will experience a feeling similar to being intoxicated, accompanied with a brief spike of pain for those of lower psionic sensitivity. Though this pain causes no lasting damage, it is still strongly advised for a psionic guide to conduct a psionic assessment of their prospective student prior to a Srom pull. The health and safety of the Non-Skrell should always be prioritized by the psionic guide.&lt;br /&gt;
&lt;br /&gt;
Dionae, and Vaurca are incapable of experiencing The Srom under normal conditions. However, if one were to install a psionic receiver then a skilled Psionic Guide would be able to assist them in a journey to the Shared Dream. Psionic receivers allow non-Skrell to interact with the Srom but in a more passive capacity, relying on their guide to actively help them manifest objects or change their surroundings but otherwise being more of an observer than other non-Skrell. It is extremely common for Non-Skrell that reside in the Nralakk Federation to have these receivers installed due to the sheer amount of cultural relevance and importance that psionics and The Srom have within society, but they are still at a disadvantage due to the receiver not acting as a full replacement for a Zona Bovinae. IPCs and Synthetics are incapable of entering the dream even with a receiver due to their incompatibility with psionics.&lt;br /&gt;
&lt;br /&gt;
===OOC Note===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;SROM PULLING NON-SKRELL IS DIFFICULT AND STRAINING FOR THE AVERAGE SKRELL. IT WILL TAKE EFFORT UNLESS YOU HAVE PRACTICE AND EXPERIENCE.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can pull a human, tajara, or unathi into Srom following these steps (these also work on other organic species with a psionic receiver):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Yellow grab them&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Buckle yourself to a chair&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. They sleep&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. You sleep&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Srom-Aligned Ailments==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Non-Skrell without a receiver&#039;&#039;&#039; who are repeatedly subjected to The Srom run a very small risk of receiving &#039;&#039;&#039;[[Skrell_Biology#Psionic_Disorders|Psionic Echoes]]&#039;&#039;&#039;. Psionic Echoes are an ailment that only affects very weak psionic users or non-Skrell. If an individual is pulled into The Srom repeatedly then certain words or images may be &amp;quot;imprinted&amp;quot; into their mind; ringing throughout their head like an echo once they awake from the Shared Dream. This can range from a very mild case, where an individual may only hear one echo a day, or to something more extreme, where an individual will hear multiple echoes repeatedly throughout the day.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Non-Skrell without a receiver&#039;&#039;&#039; may also have a lasting sense of confusion or paranoia after repeated visits to The Srom. This is thought to be due to how hard it is to keep secrets within the Dream and may even manifest as the individual being unable to tell the waking world from the Dream; albeit only for a short period after their visit. Due to such, it is common for Srom Pulls to be performed in a controlled environment with minimal background noise to ensure that the individual has an easy transition from the waking world to the Dream and vice versa.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Skrell without Psionic Guidance training&#039;&#039;&#039; who repeatedly perform Srom Pulls will need to cool down for a short while before they are able to do so again. Psionic fatigue is the most common symptom in novice Skrell who attempt this advanced technique but it can be mitigated with further training. This common ailment can hinder general psionic capability and also cause fatigue in the body itself; leaving the Skrell winded and in need of rest before they would be able to perform the maneuver again. &lt;br /&gt;
&lt;br /&gt;
* Nralakk Federation researchers are looking into the connection between &#039;&#039;&#039;Skrell without Psionic Guidance training&#039;&#039;&#039; and &#039;&#039;&#039;[[Skrell_Biology#Psionic_Disorders|Brenaii Syndrome]]&#039;&#039;&#039;; while there is no official connection, the Federation has warned Skrell that only trained Psionic Guides should be performing Srom Pulls regularly. Brenaii Syndrome is a neural disease that results in the degradation of synaptic pathways of a Skrell. It has also been known to result in immunodeficiencies and endocrine atrophy. It is caused by the disruption of neuroelectric impulses within the Zona Bovinae and is spread through psionic interaction. Brenaii Syndrome is heavily stigmatized within skrellian society.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Psionics&amp;diff=39122</id>
		<title>Skrell Psionics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Psionics&amp;diff=39122"/>
		<updated>2026-04-27T18:41:38Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: extensive skrionics facelift&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=Psionics=&lt;br /&gt;
Originally an imagined ability firmly in the realm of fantasy for most sophonts, &#039;&#039;&#039;Psionics&#039;&#039;&#039; defines the esoteric field of communication and interaction with the physical world using the mind alone. All psionics are centered around the &#039;&#039;&#039;Zona Bovinae&#039;&#039;&#039;, a portion of the brain that is variably more sensitive (though this is often referred to as a level of “development”) to psionic signals. Most sophonts may go through their entire lives never experiencing any psionic stimuli, but for Skrell, these stimuli are a part of daily life both socially and physically, using it to communicate and actively interface with the world around them. In the modern day, psionic research remains a field of intense study due to the inherent difficulty in understanding how the brain handles these exotic signal emissions, but great promise is held in the concept of expanding the use of unlocking the power of the mind.&lt;br /&gt;
&lt;br /&gt;
While primarily used for communications between private parties, many abilities exist through dedication, training, and the gift of strong psionic sensitivity. Such abilities range from influencing thoughts and emotional states, to telekinetic movement, to even reading the thoughts of another sophont. &lt;br /&gt;
&lt;br /&gt;
==Psionic History==&lt;br /&gt;
Although humanity would only discover psionics in the year 2332, their influence has shaped skrell society and the species’ overall development for all of their recorded history. Even the earliest ancestors of modern Skrell exhibited some level of psionic potential, and it remains a commonly-held belief that this unique characteristic among the Spur’s sophonts was responsible for their rapid advancements in science, culture, arts, and religion. Even after thousands of years of ongoing research, psionic theory remains an expansive and difficult field among academics across the Federation and beyond – outside the Federation itself, research into the field by other interstellar species has proven almost impossible to conduct without Skrell assistance, and even then progress has been glacial in most nations.&lt;br /&gt;
&lt;br /&gt;
Formal study into psionics by the Skrell is first documented as far back as 7000 BCE, with the first texts and writings separating psionics from early Skrell beliefs and religions manifesting during this period. The ‘psionic centre’ of the brain (better known as the zona bovinae in most languages of the 25th century) was medically discovered at some point in this era, sparking intense speculation over the exact nature of psionics from a scientific and rational point of view. The subject found itself under specific scrutiny for the first time, with academics among the developing Skrell societies no longer content to view the phenomenon of psionic potential as something inexplicable but otherwise intrinsic to their species – often tied inextricably to religion – but as something biological that necessitated a full and comprehensive understanding.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for the scientific community, however, the greatest gift given to the Skrell has also proven to be one of the hardest to fully unpack. Though the discovery of the zona bovinae itself helped to jump-start psionic theory as a legitimate field of study among academia, further analysis into the exact nature of psionics quickly found itself bogged down by a lack of clarity and direction. The ‘shared dream’ of the Srom and ‘psionic wake’ of the Nlom were first formally codified by psionicists as reality-moulding phenomena in the year 2012 BCE, and this fundamental understanding of psionics has so far stood the test of time. Further breakthroughs in both psionic theory and the newer field of psionic technology, however, have come much more gradually.&lt;br /&gt;
&lt;br /&gt;
The most major breakthrough of recent centuries in the field of psi-tech came about in 2067 CE with the invention of the Nlom interface – a bio-component composed of artificial, lab-grown Skrell brain tissue designed to mimic the zona bovinae. Despite the catastrophic usage of this particular technology during the Skrell Synthetic Age, Nlom interfaces remain in common usage across the Federation to this day, as they allow Skrell to interface remotely with machinery in a way that would otherwise be impossible. Nlom-capable equipment has been a cornerstone of Federation technology ever since its invention, and its ubiquity means that the average Skrell has long since become accustomed to interfacing psionically with a wide variety of devices, from uses as mundane as lights that can be brightened and dimmed at will, to entire computers capable of operation by thought alone.&lt;br /&gt;
&lt;br /&gt;
==The Nlom==&lt;br /&gt;
Under conventional psionic theory, the Nlom is viewed as the all-encompassing &#039;&#039;&#039;psionic wake&#039;&#039;&#039; or &#039;&#039;&#039;psionic field&#039;&#039;&#039; generated by a psion’s zona bovinae, the strength of which is understood as an individual’s &#039;&#039;&#039;psionic potential&#039;&#039;&#039;. Species with a developed zona bovinae (solely the Skrell themselves, to the best of the Spur’s knowledge…) are the only creatures of generating this psionic field and therefore classified as &#039;&#039;&#039;psionically active&#039;&#039;&#039; – all other species are categorised either as &#039;&#039;&#039;psionically capable&#039;&#039;&#039; (humans, monkeys, Tajara, etc.) or &#039;&#039;&#039;psionically inert&#039;&#039;&#039; (Vaurcae, Diona, etc.) in accordance with their brain structure. From here, psionically active and psionically capable sophonts can be further categorized by their &#039;&#039;&#039;psychic sensitivity&#039;&#039;&#039;, a metric by which receptiveness to psychic phenomena can be measured. &lt;br /&gt;
&lt;br /&gt;
The Nlom has both active and passive influences on a psion’s perception of reality, almost all of which are best exhibited between two separate points of psionic potential. In layman’s terms, this means that two separate zona bovinae can interact psionically to form a new consensus on local reality – a phenomenon most easily observed in the Skrell’s penchant for telepathic communication, where one or more psions interact to either impose or build consensus. &#039;&#039;&#039;Active telepathy&#039;&#039;&#039; involves a singular psion imposing a thought on one or more psionically active or capable receivers in the immediate vicinity, effectively sending a thought directly into the recipients’ brain(s); &#039;&#039;&#039;passive telepathy&#039;&#039;&#039; is a shared phenomenon in which multiple psions form a shared consensus by a similar but unconscious mechanism, which becomes a shared reality of emotion or understanding among the group.&lt;br /&gt;
&lt;br /&gt;
The most common form of active telepathy involves a psion choosing to communicate specific thoughts, ideas, emotions or concepts through conscious effort – either to the Nlom field in their immediate vicinity or directly to another zona bovinae they can perceive within that same field – whereas passive telepathy most commonly manifests as the mixing of several individual psionic wakes into a mélange of emotions and perspectives. Neither of these aspects of the Nlom field can be fully experienced by anyone not considered psionically active; other sophonts with less developed zonae bovinae are incapable of anything beyond experiencing psionic effects produced by Skrell participants in the local Nlom field, and their perception of any such effects is often muted or incomplete, to more or less significant degrees depending on their psychic sensitivity. &lt;br /&gt;
&lt;br /&gt;
Put simply, humans and other sophonts can generally receive active telepathy without much issue, but much of the ‘nuance’ and overall understanding intended by the originating skrell may be lost in the process, depending on the psychic sensitivity of the receiving sophont in question. The overexertion of these species’ undeveloped zonae bovinae can also cause headaches, nausea, and other physiological reactions if the telepathy in question is overly complex or extensive, which tends to be more common in psychically dull individuals. Similarly, the passive telepathy of the Nlom field can affect the emotions or understanding of any psionically capable being within the boundaries of the field, but their grasp of specific concepts and the depth of overall ‘feeling’ can vary heavily. A Nlom field radiating intense sorrow might be perceived by a typical human as a sudden sense of melancholy; while an otherwise well-rested psychically sensitive Tajara could find themselves feeling an inexplicably strong sense of fatigue if exposed to a room full of exhausted Skrell all resonating within the local Nlom field. &lt;br /&gt;
&lt;br /&gt;
=The Srom=&lt;br /&gt;
Accessed when Skrell enter deep sleep, the Srom, sometimes known as the &#039;&#039;&#039;shared dream&#039;&#039;&#039; or &#039;&#039;&#039;unconscious wake&#039;&#039;&#039;, is a unique phenomenon within the Nlom that incorporates both active and passive aspects of telepathy at the same time – those immersed in the shared dream can both actively transmit and passively receive thoughts and influences from one another with the utmost intimacy. An entirely artificial realm constructed from the combined psionic force of all active dreamers, the local Srom can take nearly any form imaginable, from perfect recreations of a location in a dreamer’s past to outlandish settings of the sort typically seen in a fantasy novel. Typically, those who first enter the local Srom dictate what form it will take for the session, with their perception gently imposed on any new psions entering the unconscious wake to prevent dream-clashes. The shared burden of creating the Dream results in Skrell having a greater cognitive capacity while asleep, and owing to that, Skrell that enter the Dream are almost always fully cognizant. For planetary-wide Dreams, the initial appearance is commonly determined by the environment of the planet, as it is the most commonly shared reference point among a large amount of Skrell. Psionic activity within the Srom is often imperceptible to those outside the dream-bubble itself, as in effect the Srom constitutes a pocket reality within the Nlom. The more powerful the potential of the participating psions, the more this psionic dream-reality can delve into the realm of the fantastic and the unbelievable, allowing for unparalleled creativity and freedom of thought for those skilled enough to manipulate the dream to their will.&lt;br /&gt;
&lt;br /&gt;
Skrell who don&#039;t have the luxury of aluminium-plated walls and want to isolate themselves fully from the Srom must remain in light sleep or stay awake entirely. This means those who have secrets to hide have the telltale sign of being constantly tired. Some Skrell, though, can enter a meditative trance, keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminium sealed laboratories and dorms, speaking and dreaming with each other in private as they conduct their research. Lone Skrell, who for one reason or another are away from other Skrell, will still enter the dreamscape while asleep, but without the support of their own kind the Dream will often be much smaller and vaguely hazy. Most Skrell find the experience depressing and prefer light sleep or meditative trances if they have the aptitude.&lt;br /&gt;
&lt;br /&gt;
Near replicas of any deceased individual can be conjured through ‘Srom Manipulation’. While many scientists of the Federation believe that these replicas are merely a hollow shell of memories with no proper soul, some believe that the individual has persisted even after death; this is often also seen as a cultural reverence for their ancestors and those who passed. The generational ship of the &#039;&#039;&#039;[[The_Fleet_Of_The_Srom|Dreamers]]&#039;&#039;&#039; are often seen practicing this ideology the most.&lt;br /&gt;
&lt;br /&gt;
One of the few ways the pocket reality of the Srom interacts with the real world is via the &#039;&#039;&#039;Srom interface&#039;&#039;&#039;, invented in 2204 CE – a much more recent development than its Nlomic counterpart. Srom-capable devices remain a rarity in civilian life within the Federation even to this day, as the concept of a dreaming machine is disturbing to many Skrell in the post-Glorsh era, but their use in research, logistical, and military fields continues to expand year after year. The underlying technology behind these devices remains a closely-guarded secret of &#039;&#039;&#039;Qerr&#039;Zolvq Industries&#039;&#039;&#039;, the Federation enterprise responsible for their manufacture and distribution, but the effects of a machine projecting itself into the Srom’s pocket reality are much more easily understood than the underlying mechanics. Within the boundaries of the Srom, a machine can both broadcast and receive instantaneous psionic feedback to and from its skrell dream-operators without abiding by many of the physical world’s restrictions – for instance, a Srom device can be operated in abstract terms and at the speed of thought, allowing for complex calculations and concepts to be relayed by the operating skrell to the computer much more rapidly than any conventional input method could allow. This effectively allows the operator or operators of the machine to act as bio-computers and extensions of its own processing power, with the device itself also working as an ‘interpreter’ to transmit the results of any calculations into the real world as electrical impulses. &lt;br /&gt;
&lt;br /&gt;
The most common application of this technology is within modern skrell FTL travel – calculations that would take days or even weeks for skrell to work out conventionally, even with computer aid, can be done in mere minutes by skrell navigators working in the Srom. Larger and more complex teams of aluminium-insulated Srom scientists and researchers, working in parallel with Srom-capable computers, are increasingly common fixtures across the Federation and serve as the skrell’s answer to the true artificial intelligence they relied on in past centuries.&lt;br /&gt;
&lt;br /&gt;
==Skrell and The Srom==&lt;br /&gt;
&lt;br /&gt;
It is difficult to keep one&#039;s lips sealed in the Dream, with social inhibitions easily melting away. However, it is also much easier to create and brainstorm in Srom. Ways to hide from the dream clutter of a Dream are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that aluminium (typically headpieces, blankets, or plated walls) blocks off connection to the Dream entirely.&lt;br /&gt;
&lt;br /&gt;
Psionic individuals can actively alter and adjust things within the Dream through skill and effort, but the level of alteration is heavily dependent on what you’re adjusting and your own psionic aptitude. Typically, it&#039;s most easy to modify your own body within the Dream and a very common practice. Some Skrell even go so far as to make costumes to sleep in to make the transition easier. Rarely, talented Skrell can modify a sizable chunk of the Dream’s environment on their own, though the process can be very taxing and leave the sleeping Skrell feeling tired after they wake. Additionally, any changes they make gradually revert once they leave the Dream. Psionic Elders are considered among the best when it comes to Srom Manipulation; they are capable of altering and adjusting the Shared Dream to a higher degree than the average Skrell.&lt;br /&gt;
&lt;br /&gt;
===Cultural and Historical Relevance===&lt;br /&gt;
&lt;br /&gt;
* The introduction of &#039;&#039;&#039;[[Skrell_Cinematography#Swimstars|Srom-Capable VR]]&#039;&#039;&#039; changed the way that Skrell consumed media. Instead of a first-person book narrative, the audience is thrust directly into the point-of-view of the main character, where they are able to perceive and feel the emotions of the character.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Qerrbalak#Notable_Flora_and_Fauna|Wulumunusha]]&#039;&#039;&#039; naturally grows in alpine climates, typically closer to the poles of the Homeworld. It is used by both Qeblak and Weishii followers, and is said to unlock barriers to both Nlom and Srom.&lt;br /&gt;
&lt;br /&gt;
* Around the &#039;&#039;&#039;5500s BCE&#039;&#039;&#039; the &#039;&#039;&#039;[[Skrell_Early_History#Estabishment_of_Civilization|Great Schism]]&#039;&#039;&#039; occured; marked by a period in skrellian history in which there was a legitimacy crisis in regards to the religion which they followed, Qe&#039;qlak. It was through several key debates, alongside the use of political maneuvering and stealthy intrusions, that Qeblak was formed. For a while after its formation, many believed that Qeblak was a heresy, and for centuries after, skrellian scholars debated such. It was only through a mixture of both Nlom and Srom interference, Qeblak was eventually adopted as the primary faith of the Skrell.&lt;br /&gt;
&lt;br /&gt;
* The generational ship, &#039;&#039;&#039;[[The_Fleet_Of_The_Srom|The Zi&#039;Pluax]]&#039;&#039;&#039;, experienced a major systematic failure in the majority of their equipment, including hydroponics and communication terminals; the sudden failure caused the fleet to lose the ability to sustain itself or call for aid. Due to their situation, for over 400 years the crew of the Zi&#039;Pluax have been within rotations of cryosleep, and by extension, crewmembers have been within The Srom for extended periods of time. This has led to a newfound cultural identity forming within the Zi&#039;Pluax and being universally adopted by all of its members.&lt;br /&gt;
&lt;br /&gt;
===Sromkala===&lt;br /&gt;
&#039;&#039;&#039;[[Skrell_Enforcement#Domestic_Surveillance|Sromkala]]&#039;&#039;&#039;, translating to Dream Enforcers, are Skrell selected to ensure that major planetary dreambubbles are safe from malicious lucidity. Agents are selected for their high psychic potential to oversee the Srom to ensure that no illegal or anti-Federation activities occur, particularly through the malicious use of Nlom-capable devices. They are commonly situated close to Nlom Relays - using the technology to amplify their capabilities tenfold. It is said that for every Nlom Relay across the Nralakk Federation, there is a Sromkala nestled within a special cryogenic pod that allows for their body to be in suspended animation, but allows their minds to project and continue working within Srom.&lt;br /&gt;
&lt;br /&gt;
==Non-Skrell and The Srom==&lt;br /&gt;
&lt;br /&gt;
Non-Skrell can enter The Srom through the help of a psionic guide. These psionic guides are often Elder Skrell who have dedicated portions of their life to studying The Srom. They can come from many backgrounds; Psionic Scholars, Elders of a Skrell Faith, or simply Psionic Researchers. Due to the immense amount of training that consistent Srom Pulls require, being able to Srom Pull effortlessly is something only the masters of the technique can do. However, the technique is not a secret and many can piece it together and perform one to at least a beginner level. Those without training can perform rudimentary Srom Pulls but it is accompanied with great concentration and straining; something that should not be done constantly. A Skrell will most likely learn the technique of an advanced Srom Pull from an established psionic guide or Elder throughout consistent psionic studies and classes. Schooling related to the Psionics in Depth Colleges even have degrees available in Srom Studies.&lt;br /&gt;
&lt;br /&gt;
A Non-Skrell in The Srom will feel the effects more heavily; and due to such, these Non-Skrell in The Srom are practically incapable of lying and misdirection. Newcomers to the Dream will often be incredibly dazed and confused without any real ability to manipulate their surroundings. It will typically take months of training for a Non-Skrell to manifest even a rudimentary orb of light, or to exist in the space without being dazed, and even then it is rare for a non-Skrell to show any aptitude for manipulation within the Srom. It should be noted that non-Skrell, even with a psionic receiver, cannot interface with [[Skrell#The_Nlom|Srom-Devices]]. Once awoken, a Non-Skrell will experience a feeling similar to being intoxicated, accompanied with a brief spike of pain for those of lower psionic sensitivity. Though this pain causes no lasting damage, it is still strongly advised for a psionic guide to conduct a psionic assessment of their prospective student prior to a Srom pull. The health and safety of the Non-Skrell should always be prioritized by the psionic guide.&lt;br /&gt;
&lt;br /&gt;
Dionae, and Vaurca are incapable of experiencing The Srom under normal conditions. However, if one were to install a psionic receiver then a skilled Psionic Guide would be able to assist them in a journey to the Shared Dream. Psionic receivers allow non-Skrell to interact with the Srom but in a more passive capacity, relying on their guide to actively help them manifest objects or change their surroundings but otherwise being more of an observer than other non-Skrell. It is extremely common for Non-Skrell that reside in the Nralakk Federation to have these receivers installed due to the sheer amount of cultural relevance and importance that psionics and The Srom have within society, but they are still at a disadvantage due to the receiver not acting as a full replacement for a Zona Bovinae. IPCs and Synthetics are incapable of entering the dream even with a receiver due to their incompatibility with psionics.&lt;br /&gt;
&lt;br /&gt;
===OOC Note===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;SROM PULLING NON-SKRELL IS DIFFICULT AND STRAINING FOR THE AVERAGE SKRELL. IT WILL TAKE EFFORT UNLESS YOU HAVE PRACTICE AND EXPERIENCE.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can pull a human, tajara, or unathi into Srom following these steps (these also work on other organic species with a psionic receiver):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Yellow grab them&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Buckle yourself to a chair&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. They sleep&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. You sleep&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Srom-Aligned Ailments==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Non-Skrell without a receiver&#039;&#039;&#039; who are repeatedly subjected to The Srom run a very small risk of receiving &#039;&#039;&#039;[[Skrell_Biology#Psionic_Disorders|Psionic Echoes]]&#039;&#039;&#039;. Psionic Echoes are an ailment that only affects very weak psionic users or non-Skrell. If an individual is pulled into The Srom repeatedly then certain words or images may be &amp;quot;imprinted&amp;quot; into their mind; ringing throughout their head like an echo once they awake from the Shared Dream. This can range from a very mild case, where an individual may only hear one echo a day, or to something more extreme, where an individual will hear multiple echoes repeatedly throughout the day.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Non-Skrell without a receiver&#039;&#039;&#039; may also have a lasting sense of confusion or paranoia after repeated visits to The Srom. This is thought to be due to how hard it is to keep secrets within the Dream and may even manifest as the individual being unable to tell the waking world from the Dream; albeit only for a short period after their visit. Due to such, it is common for Srom Pulls to be performed in a controlled environment with minimal background noise to ensure that the individual has an easy transition from the waking world to the Dream and vice versa.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Skrell without Psionic Guidance training&#039;&#039;&#039; who repeatedly perform Srom Pulls will need to cool down for a short while before they are able to do so again. Psionic fatigue is the most common symptom in novice Skrell who attempt this advanced technique but it can be mitigated with further training. This common ailment can hinder general psionic capability and also cause fatigue in the body itself; leaving the Skrell winded and in need of rest before they would be able to perform the maneuver again. &lt;br /&gt;
&lt;br /&gt;
* Nralakk Federation researchers are looking into the connection between &#039;&#039;&#039;Skrell without Psionic Guidance training&#039;&#039;&#039; and &#039;&#039;&#039;[[Skrell_Biology#Psionic_Disorders|Brenaii Syndrome]]&#039;&#039;&#039;; while there is no official connection, the Federation has warned Skrell that only trained Psionic Guides should be performing Srom Pulls regularly. Brenaii Syndrome is a neural disease that results in the degradation of synaptic pathways of a Skrell. It has also been known to result in immunodeficiencies and endocrine atrophy. It is caused by the disruption of neuroelectric impulses within the Zona Bovinae and is spread through psionic interaction. Brenaii Syndrome is heavily stigmatized within skrellian society.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Nralakk_Federation&amp;diff=39087</id>
		<title>Nralakk Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Nralakk_Federation&amp;diff=39087"/>
		<updated>2026-04-23T16:38:09Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: slight word change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Nations&lt;br /&gt;
|Nation = Second Nralakk Federation&lt;br /&gt;
|Shortname = Nralakk Federation&lt;br /&gt;
|Flag = Jargon flag.jpg&lt;br /&gt;
|Galatic Position = Position Fed.png&lt;br /&gt;
|Capital City = Kal&#039;lo&lt;br /&gt;
|Capital Planet = [[Qerrbalak]]&lt;br /&gt;
|Language = Nral&#039;Malic&lt;br /&gt;
|Species = [[Skrell]] &amp;lt;sub&amp;gt;80%&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;[[Vaurca]] &amp;lt;sub&amp;gt;10%&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;[[Dionae]] &amp;lt;sub&amp;gt;9%&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt; Other   &amp;lt;sub&amp;gt;1%&amp;lt;/sub&amp;gt;&lt;br /&gt;
|Religion = Qeblak (official)&amp;lt;br&amp;gt;Weishii (official)&amp;lt;br&amp;gt;Suur&#039;ka&amp;lt;br&amp;gt;Kir&#039;gul&lt;br /&gt;
|Demonym = Nralakk&amp;lt;br&amp;gt;Federal (local term only)&lt;br /&gt;
|Government = Unitary Directorial Republic&lt;br /&gt;
|Head of State = Grand Councillor Weashbi Jrugl&lt;br /&gt;
|Legislature = Council&lt;br /&gt;
|Upper House = Grand Council&lt;br /&gt;
|Established = 2245 (originally 878)&lt;br /&gt;
}}&lt;br /&gt;
Located to the galactic west of [[Tau Ceti]], the &#039;&#039;&#039;Nralakk Federation&#039;&#039;&#039; is the oldest nation still functioning in the modern day, having originally formed in 878 CE, then reforming in 2192 CE after the [[Skrell_Synthetic_Age|turbulent period of total dominance by a rogue AI]]. The Nralakk Federation’s government is a [[Skrell_Politics#Government_Structure|unitary directorial republic]], of which it maintains a fully nationalized industrial base with corporate involvement only becoming a recent addition within the last decade, a command economy, and control over most facets of interior life. They are the technological and scientific powerhouse of the [[The_Orion_Spur|Orion Spur]], wielding the most [[Skrell_Technology|advanced technology]] and dedicated research base to expand and maintain its system-spanning holdings across its vast territories. They are primarily perceived as an isolationist, totalitarian nation, as well as a situational ally of the [[Sol Alliance]], of whom they benefit greatly from their exclusive trade cooperation in explorative endeavours further into the Spur. [[Zeng-Hu Pharmaceuticals]] and [[Einstein Engines]] have also flourished since the Federation’s diplomatic success with Sol, being granted exclusive allowances and special economic zones into their borders for cooperation with the Federation’s controlled economy and access to their research. Both corporations maintained this exclusive agreement, and were originally the only two with the distinction.&lt;br /&gt;
&lt;br /&gt;
This exclusivity has since changed after the [[Interstellar_Travel#Phoron|discovery of phoron in 2417]], which sparked multiple, large-scale scientific breakthroughs collectively referred to as the &#039;&#039;&#039;Phoron Revolution&#039;&#039;&#039;, which further cemented its position as being the single most [[Skrell_Technology|scientifically advanced]] nation in the Orion Spur. [[Nanotrasen Corporation]], and by association the [[Republic of Biesel]], made diplomatic headways into securing preferential trade agreements due to its near-monopoly of phoron. While the multiple breakthroughs that benefited the Nralakk Federation have since buckled under the phoron scarcity, as most of these advancements depend on a constant supply of the phoron. Diplomatic outreach by the Federation has since expanded exponentially as it attempts to secure positive relations and improved interstellar trade options, as well as allowing megacorporations to court the Federation as it moves to economic deregulation, which originally barred them from placing themselves within the Federation’s economy outside of restrictive zones. &lt;br /&gt;
&lt;br /&gt;
These measures have only slowed the growing resource crisis, of which has led to the loosening of the Federation’s grip on its frontier territories known as the &#039;&#039;&#039;Traverse&#039;&#039;&#039; as rationing measures worsen already existing political tensions as anti-Federation sentiments spread due to the perceived failures of its government.&lt;br /&gt;
&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Population and Planets ==&lt;br /&gt;
[[Image:Minimap jargon.png|thumb|A closer image focusing on the factions surrounding the Nralakk Federation&#039;s territory.]]&lt;br /&gt;
&#039;&#039;&#039;[[Qerrbalak]]&#039;&#039;&#039; is the skrell homeworld, and the current location of the capital city of the Nralakk Federation, Kal’lo. Located within Kal’lo is the single largest [[Sol Alliance|Solarian embassy]] for political cooperation between the two powers, as well as the seat of the annual meeting of every member of the [[Skrell_Politics#Grand_Council|Grand Council]]. Qerrbalak is known for its [[Qerrbalak#Major_Landmarks|extensive historical sites]], high Primary Numerical populace, and a relative lack of industry due to environmental protections. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Qerr&#039;Malic]]&#039;&#039;&#039; is the sole moon of Qerrbalak, which currently functions as the main port for interstellar trade, and as a tourist destination. Notably, Qerr’Malic’s underground “second surface” houses a majority of the workers that maintain the surface installations, with those workers primarily being vaurca from Hive C’thur. The moon is known for its tourism venues, the [[Qerr%27Malic#The_Bureau_of_Void Technologies|Museum of Ink]], and as a source of [[Qerr%27Malic#Gasriders|Xu’Xi Gas]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Aliose]]&#039;&#039;&#039; is primarily an arctic planet, and the first planet colonized by skrell outside of Qerrbalak’s moon. Originally inhospitable without protective equipment and an internal atmosphere, terraforming efforts from the first landing in 1203 BCE and onwards rendered Aliose habitable and safe to breathe for the colonists on its surface. The planet now known for its scientific community, the prestigious [[Federation_Education#The_Aliose_University_of_Medical_Sciences|Aliose University of Medical Sciences]], and the [[Aliose#Veterans%27_Lodge|veterans lodge]] of the Lyukal resistance cell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Aweiji]]&#039;&#039;&#039;, is a heavily terraformed planet, being the first colony to be founded outside of the Nralakk system. Originally arid and rocky, extensive terraforming efforts from 1050 BCE through the use of large spacecraft in its orbit before being settled by colonists in 938 BCE. The first of these colony sites, Tresja, would later become the largest city on Aweiji, and would go on to be host of the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039; under which the Nralakk Federation formed a second time. Aweiji is primarily known for being “The Federation&#039;s Breadbasket” due to its extensive hydroponics and aquaculture, its special economic zone in cooperation with [[Hephaestus Industries]] and Nanotrasen, and its remaining orbital spaceport.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Notable_Skrell_Systems_and_Locations#Glorashi|Glorashi]]&#039;&#039;&#039; is a small solar system consisting of five planets, most notably [[Diulszi]], which is the current capital of the vaurca hive known as [[Vaurca|C&#039;thur]]. The current [[Vaurca|Queen]] of Hive C’thur is kept on Diulszi while on life-support provided by the Nralakk Federation. Beyond Diulszi, most of the planets within Glorashi only have their potential mineral value as standout traits of the system. More information on the C&#039;thur and their colonised worlds can be found [[Colonized_Vaurca_Worlds#The_C&#039;thur|here]].&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
The Nralakk Federation operates under a command economy - where investment, production, and the allocation of resources are distributed according to predetermined economic production plans set by the governments’ councils. Quotas are set during the first few months of the year, and are to be fulfilled by state-owned enterprises, which are large scale industrial entities owned and operated by the Federation’s government. These state-owned enterprises coordinate and manage production across the entirety of the Federation’s planets and cities to meet the set quotas. While this allows for an extremely centralized and easily controlled format for the nation to modify its own industrial capabilities for its own needs, this completely isolates their economy to themselves alone. No foreign or external industries have ever successfully involved themselves with the Nralakk Federation’s economy without its explicit permission, which while intentional, limits its industrial potential to exactly the State-Owned Enterprises’ limits. &lt;br /&gt;
&lt;br /&gt;
Despite the planned nature of the Federation’s economic system, the Nralakk Federation outsources most manual labor to non-skrell citizens. Dionae and vaurca have seen increasing adoption in the manufacturing and agricultural sectors, as well as a push towards positions that are generally considered unappealing by the skrell populace. These positions, being primarily staffed by Tertiary numericals, have maintained their unappealing nature in the aftermath of the Synthetic Era, where most of these positions were fully automated and maintained by artificial intelligences and robotics. This aversion to manual labor has lingered as a noticeable slump in the Nralakk Federation’s production, and has yet to achieve the level of production that the First Federation maintained before its collapse.&lt;br /&gt;
&lt;br /&gt;
Most exports from the Nralakk Federation consist of industrial and specialized sector products, with imports primarily being food and consumer goods.  While initially isolated and unwilling to accept outside economic influence, megacorporations have slowly gained access to special economic zones and the state-owned enterprises’ cooperation. [[Einstein Engines]], [[Zeng-Hu Pharmaceuticals]], and the [[Nanotrasen Corporation]] have established themselves as key players in opening the Federation’s economy to the rest of the Spur, which has begun to expand due to the growing phoron scarcity. Trade agreements with the Nralakk Federation are primarily defined by research cooperation and the trading of the Federation’s advanced technology, both seen as particularly lucrative by the rest of the Spur’s nations.&lt;br /&gt;
&lt;br /&gt;
With the Spur’s megacorporations involving themselves with the Nralakk Federation, all corporate-Federation cooperation has been limited solely to avoid any competition with corporations against their own nationalized industries. Despite this, [[Hephaestus Industries]]’ sheer industrial might within the Federation’s allotted zones is nearly on-par with the Nralakk Federation, due to their lack of constraints on ecological considerations, and adoption of a synthetic workforce, with their potential not left unnoticed by the government. [[Idris Incorporated]]’s work on Qerr’Malic has also courted the nation’s public with its vast access to luxury goods, as well as being one of the sole points of access for trading the national currency, sqiips, for the Biesel Standard Credit, which maintains much stronger purchasing power outside of the Federation itself.&lt;br /&gt;
&lt;br /&gt;
As of [https://forums.aurorastation.org/topic/15636-orion-spur-oracle/page/4/#findComment-181680| 2467], every corporate member of the Stellar Corporate Conglomerate has been granted expanded opportunities in working within the Federation’s borders. [[Orion Express]]’s key position within the Traverse’s ailing logistics network in light of the phoron scarcity allows it to play an important part in preserving the Nralakk Federation’s frontier, while [[Nanotrasen]] itself uses its remaining reserves of phoron as a negotiating measure for access to the nation’s technological research.&lt;br /&gt;
&lt;br /&gt;
With this new turn towards outside economic involvement, concerns of dependency and growing recognition of failing to obtain the self-sufficiency held by the first incarnation of the Nralakk Federation. The State-Owned Enterprises are equally concerned with being outcompeted and potentially being driven to being removed as the central industry authorities that allows the Nralakk economy to remain planned and controlled, particularly as the question of the opening of the market is courted by corporations and other nations. &lt;br /&gt;
&lt;br /&gt;
===Universal Stipends and Social Welfare===&lt;br /&gt;
Individuals considered Primary or Secondary Numericals are awarded a &#039;&#039;&#039;universal stipend&#039;&#039;&#039; each month, a form of universal basic income to ensure citizens of the Nralakk Federation have their basic needs met, which scales per their Social Compatibility Index rating. Skrell who work outside of the Federation’s borders still benefit from this system, with Zeng-Hu contractors and other Work Initiative Programme-participating corporations receiving a matched amount of their stipend each month, paid in sqiips. Those who work abroad in unrelated companies outside of the Work Initiative Programme will often see a halved stipend, often paid in the local currency. When otherwise abroad for non-work related reasons, they will still receive one third of typical stipend each month.&lt;br /&gt;
&lt;br /&gt;
Beyond the universal stipend system, all skrell are guaranteed basic needs are met by the Nralakk Federation’s social welfare system. All skrell citizens are provided housing, basic foodstuffs, clothing, and toiletries in order to live basic, but undeprived, lives. Sqiips and income are more tied towards being able to purchase luxury goods and comforts that are not covered by the welfare system, with more comfortable housing and domestic goods requiring higher income than is covered by the universal stipend and no current occupation. As corporations are allowed greater access to the Federation’s economy, however, many goods outside of Federation-produced goods are seen as luxurious and exotic, but are regularly much more expensive.&lt;br /&gt;
&lt;br /&gt;
With growing economic concerns in light of the phoron scarcity, the universal stipend has seen proposed cuts in order to reduce government spending. Proposed changes would see travel abroad without involved labor reduced to a fourth, or completely paused until their return to the Federation’s borders. These changes are under intense debate within the government and Grand Council, but further cost-cutting measures may soon be passed as the Nralakk Federation faces a worsening economic situation.&lt;br /&gt;
&lt;br /&gt;
===Currency===&lt;br /&gt;
The Nralakk’s Federation official currency is the &#039;&#039;&#039;sqiip&#039;&#039;&#039; (℘). Sqiip sees extremely little use outside the Nralakk Federation, primarily seen in paychecks to those in the Work Initiative Programme in electronic and physical formats. Sqiips in their coin form can be secured in stacks, thanks to special magnetic properties for easy transportation. Higher valued sqiips will come in the form of a paper bill, printed on different types of water-safe seaweed. The coins and bills will have markings of aquatic life on them to denote their value (with shells, molluscs, buurgis, cosmozoans, and other sea life as examples). Outside of Nral’malic the most common slang term for sqiips is “shells”, referencing the currency’s iconography. This slang has caught on outside of the Nralakk Federation, and many who do not speak Nral&#039;malic are unaware of its original name.&lt;br /&gt;
&lt;br /&gt;
Sqiips face an increasing loss of value against more competitively traded currencies in the Orion Spur, with the Biesel Standard Credit gaining an increasingly superior trade value within the Nralakk Federation. With more sqiips having to enter circulation in order to meet the inflation, as well as rising expenditures within the Federation’s government in order to maintain itself, the BSC has seen increasing preference and adoption by its citizens, in spite of its adoption being considered undesirable.&lt;br /&gt;
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===State-Owned Enterprises===&lt;br /&gt;
State-owned Enterprises are government entities that facilitate the Nralakk Federation’s workforce and industrial sectors, and have existed since roughly the earliest years of the Federation itself. Each enterprise has a unique [[Skrell_Culture#Fashion|uniform]] to show the industry an individual works in, as well as their rank within the [[Nralakk_Federation#Social_Compatability_Index|Social Compatibility Index]]. &#039;&#039;&#039;[https://forums.aurorastation.org/topic/4674-warble-enquirer/?do=findComment&amp;amp;comment=154602 On 28/01/2464]&#039;&#039;&#039;, the &#039;&#039;&#039;Work Initiative Programme&#039;&#039;&#039; was introduced, allowing skrell the Federation to seek employment outside of its borders. The Work Initiative Programme allows skrell to transfer their contract from their state-owned enterprise to a partnered megacorporation, allowing them to work abroad for the duration of their contract before being renewed, or otherwise return to the Federation.&lt;br /&gt;
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=====Qerr&#039;Zolvq Industries=====&lt;br /&gt;
Created shortly after the founding of the first Nralakk Federation in &#039;&#039;&#039;907 CE&#039;&#039;&#039;, Qerr’Zolvq Industries is responsible for all aspects of power generation, resource extraction, and industrial production. Before its establishment, the private sector was the primary source of industry, with Qerr’Zolvq as an early company. Backed by state subsidies, the company saw itself develop a monopoly on the power generation and production industries before being nationalized by the Nralakk Federation, and used as a model for future state-owned enterprises. In the modern day, Qerr’Zolvq has since expanded to asteroid mining and the management of fusion energy facilities as the Federation’s technology advanced. Those with specialized knowledge and degrees in the mining and engineering sectors have most likely been employed by Qerr&#039;Zolvq Industries. It is currently headed by [[Notable Skrell|Chancellor Xul Lurg]]. With the Nralakk Federation inviting human megacorporations into Federation space, Qerr’Zolvq Industries has partnered with [[Hephaestus Industries]] and [[Orion Express]], and those employed by this enterprise who take contracts abroad typically do so through Hephaestus. Miners, however, are encouraged to work with Orion Express thanks to the connections of their Chief External Affairs Officer, Tuiqi Xao’Luup.&lt;br /&gt;
&lt;br /&gt;
In the growing phoron scarcity, Qerr’Zolvq Industries struggles to maintain quotas necessary to meet the growing demand for phoron-based machinery and components. The mining vessels, while still given priority, face stricter windows for their deployment into unmined regions due to the fuel rationing. Reliance on Nralakk Logistics’ freighter craft has also caused a slowing effect on the movement of their exports, with their own craft forced to rely on slower warp drives in order to conserve fuel and delaying their critical exports reaching their recipients within quota windows. Most pressing is the enterprise’s projections on power generation, having forecasted the eventual point where demand outstrips their capabilities to expand the power network once [[Phoron#Properties_and_Applications|phoron-seeded fusion reactors]] become unfeasible to produce.&lt;br /&gt;
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=====Tuz&#039;qlip Researchers=====&lt;br /&gt;
An enterprise established after the formation of the first Nralakk Federation in &#039;&#039;&#039;902 CE&#039;&#039;&#039;, Tuz’qlip Researchers oversees all aspects of research and development within the Federation, having formed in order to centralize all research efforts on Qerrbalak as the Federation grew. These facilities in the Federation were amalgamated underneath Tuz&#039;qlip Researchers, and now works in cooperation with [[Zeng-Hu Pharmaceuticals]]. Both the enterprise and the megacorporation freely exchange research information, which has significantly benefited Zeng-Hu throughout its involvement in the Solarian-Federation Alliance. The relationship between Zeng-Hu and Tuz’qlip is most obviously seen on the planet of Aliose, where they work closely with the planet’s universities and research institutes dotted across the planet. Tuz&#039;qlip Researchers the primary source of new technological breakthroughs across the Federation, being credited towards a majority of all recent technological advancements. It is currently headed by [[Notable Skrell|Overseer Nalo Gir-Roq]]. Because of Zeng-Hu’s relationship with Tuz’qlip Researchers, many scientifically-minded skrell that wish to work abroad will find quick employment with Zeng-Hu Pharmaceuticals.&lt;br /&gt;
&lt;br /&gt;
Tuz’qlip Researchers, overseeing all research into phoronic technology, has been put under significant burden in order to find both more efficient methods of phoron consumption, as well as alternatives in the event of total resource exhaustion. Alternatives to phoron remain scarce, with some of its properties remaining so unique to itself that some revolutionary discoveries may no longer be possible to produce if the worst comes to pass. [[Skrell_Technology#Medicine|Youth serums]] in particular remain in extreme precarity due to its extensive use of organophoronic compounds, with no alternative methods for replacing it found. Zeng-Hu, while working closely with Tuz’qlip, is equally at an impasse for any replacements for phoron.&lt;br /&gt;
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=====Nralakk Logistics=====&lt;br /&gt;
An enterprise that was established in &#039;&#039;&#039;905 CE&#039;&#039;&#039;, Nralakk Logistics manages telecommunications, logistics, and transport across the Federation. Nralakk Logistics was formed out of necessity due to the exponential complexity in managing communications logistics necessary for any colonization effort off of Qerrbalak. The state-owned enterprise manages shipping routes, observation posts, Nlom Relays, the bluespace gates, and the warp gates throughout the entirety of the Federation. Most skrell employed by this enterprise are either pilots, porters, operational managers, or other positions related to transport and logistics. It is currently headed by [[Notable Skrell|President Alot Sonq]]. Similarly to Qerr’Zolvq Industries, skrell employed by Nralakk Logistics are typically employed by Hephaestus Industries or Orion Express for contract transfers into the Work Initiative Programme. As Orion Express is responsible for a majority of exports headed from human space into the Nralakk Federation and vice versa, they see a majority of contractors from Nralakk Logistics.&lt;br /&gt;
&lt;br /&gt;
With bluespace’s sheer advantage in speed over warp technology, its adoption as the standard for moving freight and shipping has turned to cripple the overall logistics of the Federation with phoron becoming increasingly scarce. Fuel rationing and the required use of much slower warp drives leaves Nralakk Logistics hamstrung, with increasing lateness and lost cargo due to [[Federation_Crime_and_Resistance#Marauders|increased piracy]] in the Traverse becoming more common in their quota reports. With its position as the sole managing body over the nation’s logistics and shipping lanes, a distinct sense of fear has begun to grip the entire enterprise.&lt;br /&gt;
&lt;br /&gt;
=====Xomor=====&lt;br /&gt;
Xomor was originally established to provide private security services for businesses within the Nralakk Federation in 901 CE. While originally a private security conglomerate, the Federation nationalised them, merging them with the First Nralakk Federation’s national security structure as they transitioned into a command economy. After the rise of Glorsh-Omega, Xomor was made redundant as synthetics were the sole policing force within skrell space. The enterprise saw a brief revival after Glorsh-Omega’s disappearance, with many taking up the role of informal city and state security before the establishment of the second Nralakk Federation. Now existing in-name only, Xomor is now the most unique State-Owned Enterprise, charged with training newly recruited skrell into being future Kala enforcers. With physical violence considered abhorrent in the Federation’s society, Xomor’s training regimen and staff work to desensitize and prepare potential recruits in understanding how and when to use force as an enforcer, lethal or otherwise. It is currently headed by [[Notable Skrell|Director Vraka Xora-Nel]], who has since partnered with [[Idris Incorporated]] to allow Xomor staff and inductees interested in working abroad as part of the Work Initiative Programme, with skrell being employed within Idris’s security branch.&lt;br /&gt;
&lt;br /&gt;
Xomor has faced increasing amounts of skrell interested in working abroad and as Kala recruits in light of the phoron scarcity, with a worrying majority wanting to curb the growing unrest in the public because of it. Despite being the enterprise dedicated towards preparing skrell for the use of violence, the growing number of desperate recruits using them as a way to either fix or escape Federation society has unnerved them. Increased allowances in weaponry and anti-civil disturbance equipment, notably from Zavodskoi Interstellar after [https://forums.aurorastation.org/topic/15636-orion-spur-oracle/page/4/#findComment-181680|2467’s corporate cooperation agreements] has done nothing to dissuade these concerns, as the organization prepares itself for the troubles ahead.&lt;br /&gt;
&lt;br /&gt;
=====Ziip’Ta Medicinal=====&lt;br /&gt;
Ziip’Ta was founded in &#039;&#039;&#039;950 CE&#039;&#039;&#039; as the Nralakk Federation formally nationalized its healthcare system, formed in response to the growing populace and increasing life expectancy of its citizens. Ziip’Ta Medicinal’s focus on medical research is credited with the expansion of the average lifespan of skrell by roughly a century past the normal life expectancy. In the modern day, Ziip’Ta manages multiple hospitals, general practice clinics, [[Skrell_Biology#Skrell_Subspecies|spas]], and medical research centers. A majority of skrell who work abroad at medical centers and hospitals are contract-transfers from Ziip’Ta to Zeng-Hu.&lt;br /&gt;
&lt;br /&gt;
With organic phoron’s numerous applications for [[Phoron#Properties_and_Applications|advanced medical substances]], key drugs such as peridaxon, ryetalyn, and its applications in cryogenic therapy, all have come under the threat of entering extended shortages. Most controversially, youth serum applicants are under increasingly stringent requirements in order to receive their life-extending medications, with most being removed from qualifying under higher Index rating minimums. Zeng-Hu’s cooperation with Ziip’Ta has entered a state of growing reliance on the partnered megacorporation to provide aid to mitigate the shortages, which some higher-ranking members of the enterprise worry over an increasing dependence on the foreign corporation.&lt;br /&gt;
&lt;br /&gt;
=====Qel’Zvol Hospitality=====&lt;br /&gt;
Qel’Zvol Hospitality was established in &#039;&#039;&#039;932 CE&#039;&#039;&#039; to oversee all hospitality and tourism sectors within the Nralakk Federation. Most notably, this enterprise manages the massive tourism industry on [[Qerr&#039;Malic]], with most skrell on the Qerr’Malic in their employ found in every hotel, resort, or similar facilities bearing the state-owned enterprise’s logo. [[Idris Incorporated]] has partnered with Qel’Zvol Hospitality as part of the Work Initiative Programme to provide work outside of the Federation for employees in its service branch.&lt;br /&gt;
&lt;br /&gt;
Tourism has been largely disrupted in light of rising phoron-based fuel costs across the Spur, particularly within the Nralakk Federation where domestic tourism remains non-priority for rationing efforts. Coupled with the growing logistics issues faced by Nralakk Logistics itself, Qel’Zvol’s cooperation with Idris Incorporated has slowly shifted towards a dependence on luxury goods being brought in through their own networks, as well as a notable increase in Work Initiative Programme members finding work abroad within the corporation. Qerr’Malic’s own future remains uncertain, with its specialization in service and tourism suddenly having most of its clientele restricted from traveling to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note: Playing as a Skrell working under the Work Initiative Programme means you are under the scrutiny of both the enterprise in question and its partnered megacorporation. This means that your faction should be set to the appropriate corporation when creating a character. Characters working on the Horizon must mention their participation in the Programme in their records and have their Social Compatibility Index rating displayed at all times, either using a passport or a tailband. This doesn&#039;t necessarily mean a Federation-born skrell has to be employed this way, and skrell can choose to work directly with a human megacorporation of their choice. Regardless of your Index rating, you are expected by both the Federation and the megacorporation to be professional, and repeated actions deemed unacceptable may result in harsher punishments compared to other employees. Dionae and Vaurcae are also included in the programme but still face the same species restrictions. The Work Initiative Programme does not include SCC, corporate representative, or consular positions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Effects of the Phoron Scarcity ==&lt;br /&gt;
With the [[Skrell_Technology|Phoron Leap]] defining the second mass-technological advancement of the Nralakk Federation, the nation bound its identity as a scientific giant on a constant source of the resource. Most vital infrastructure within the Federation relies on phoron-based technology post-revolution, which sustains their high quality of life and technology. As news from the [[Republic of Biesel]]’s shows no signs of the scarcity’s end, the Federation’s leadership now faces the monumental task of diverting the collapse of its national infrastructure. Efforts to mitigate phoron expenses have since passed down, ranging from [[The_Phoron_Scarcity:_Skrell_Arc#Phoron_Crisis_Reaches_Home;_Travel_Restrictions_and_Rationing_in_Effect|increased travel and bluespace gate restrictions]], healthcare delays, reduced access to trade goods, and reduced maintenance within areas considered low priority - coinciding with areas primarily housing Tertiaries, as well as the frontier systems beyond the core worlds.&lt;br /&gt;
&lt;br /&gt;
Phoron rationing measures are most tangibly felt with travel restrictions and fueling priority, having limited most civilian travel and placing variable levels on logistics routes for Nralakk Logistics’ freighter vessels. These measures trickle down to a general slowing effect on the Federation’s supply and industry, with windows of shortages for domestic goods, as well as a lack of both exporting finished products and receiving new raw materials for factories. While military vessels still retain priority for phoron rationing, the extensively long periods required for patrolling the Traverse results in fewer patrols towards the furthermost regions of Federation territory, with those patrolling craft remaining being retrofitted with older, non-phoron based weaponry. Felt most within the Traverse, however, are the growing periods of maintenance windows being delayed or missed entirely. Nlom Relay beacons, orbital facilities, and colony infrastructure have all faced increased delays in their maintenance, having fallen into disrepair or outright outages from failure. &lt;br /&gt;
&lt;br /&gt;
While rationing efforts are the most obvious method of reducing phoron usage, the skrell populace who grew to expect the high standards afforded by the Federation are less than willing to accept the compromises. Pushback against the rationing has grown across the Nrlakk Federation, most felt where the phoron-based [[Skrell_Technology#Nlom_Relay_Network|Nlom Relays]] have fallen into disrepair or reduced transmission, and anti-Federation sentiments have festered in its wake. Limited anti-piracy and law enforcement patrols have led to dangerous regions [[Notable_Skrell_Systems_and_Locations#The_Tetramerous_Systems:_The_Traverse|outside of the Federation’s core worlds]], where [[Federation_Crime_and_Resistance#The_Resistance|rebels]] and [[Federation_Crime_and_Resistance#Marauders|pirates]] have expanded into. The single most controversial rationing is the increased restrictions on the [[Skrell_Technology#Medicine|youth serums]] that allow skrell to live beyond their natural life expectancy, now only accessible to Primary Numericals. Skrell who were dependent on youth serums as Secondaries are now pushed out of their expected life spans now rally against the move, seeing it as an inherent unfairness in the [[#Social_Compatability_Index|Social Compatibility Index’s]] system.&lt;br /&gt;
&lt;br /&gt;
Despite mounting unrest, the largest issue remains in phoron’s role in the nation’s infrastructure. Phoron is a key element within their power generation, the high-power superconducting electrical lines, its surrounding support network, and limits the ability to expand itself as demand grows. The task of retrofitting cities and the mass expansion of alternative sources of power is a monumental task that is now on a hard time limit before brownouts and total grid failures threaten the Federation’s cities. Quotas for state-owned enterprises have also been met with increasing deficits, lagging the command economy and hampering logistics. While not enough to threaten a collapse of the supply chain, this is a wake-up call that all is not well within the Federation. &lt;br /&gt;
&lt;br /&gt;
[[Skrell_Politics#Relations_with_Foreign_States|Diplomatic outreach]] has seen greater emphasis as the Federation searches for trade agreements to alleviate the increasing burden, hoping to move past their isolationist past. Representatives, foreign aid, and tech lending have pushed the Nralakk Federation into most nations, though many still remember it as [[Skrell_Politics#Solarian_Alliance|an ally of the Solarian Alliance]], and [[Skrell_Politics#Serene_Republic_of_Elyra|some]] regard this move as aggressive expansion. This outreach has also led to the Solarian Alliance’s vocal concerns of losing its closest ally as the Federation continues to court its political rivals, forming a rift that continues to grow between the two nations. Many now wait to see if the venerable Solarian-Federation alliance might come to an end.&lt;br /&gt;
&lt;br /&gt;
== Politics and Government ==&lt;br /&gt;
The Nralakk Federation is a unitary directorial republic, governed by a central council of shared executive powers referred to as the Grand Council, of which is presided over by a Grand Councilor. The current Grand Councillor is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]], who was elected in 2453.&lt;br /&gt;
=== Social Compatibility Index ===&lt;br /&gt;
[[file:SCS_bell.png|300px|thumb|right|A bell curve showing the distribution of Numericals in the Social Compatibility Index.]]&lt;br /&gt;
The &#039;&#039;&#039;Social Compatibility Index&#039;&#039;&#039; (Nral&#039;Malic: bli&#039;zi wlaqijii qal&#039;mi-hra) is a federal system developed by the Grand Council of the Nralakk Federation. The Index is a vast data store of nearly every single action taken by Federation citizens used by businesses, individuals, and bureaucrats. The Social Compatibility Index is calculated through various, state-secret algorithms and grading systems that results in a numerical string: a fraction over ten with no more than two decimal places that is assigned to the graded citizen. An index of specific tiers dictates their placement on the Social Compatibility Index’s scale, from which their benefits are then drawn from. It was first implemented after the reunification of the Nralakk Federation post-Glorsh-Omega as a mechanism to ensure the trustworthiness of their citizens, and to best secure the interests of the Federation at large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note: Players are asked to be sensible when giving their skrell a Social Compatibility Index rating. Consulars would have a fairly high rating, while a regular citizen that chooses to live permanently outside the Federation would not. Skrell in the Nralakk Federation have many privileges they would not find elsewhere in the Spur with a high rating, so their motivations for leaving would have to be logical. Rebels or criminals would not have a high rating unless they had fake credentials (such as a passport). If their passport is fake, include it in your character exploits and be aware that it could result in deportation and you losing your character. Non-skrell species living in the Federation and how they interact with the system are discussed on their [[Diona_in_the_Federation|respective]] [[C&#039;thur_in_the_Federation|pages]].&lt;br /&gt;
==== Policies ====&lt;br /&gt;
&lt;br /&gt;
===== Inductive Behaviours =====&lt;br /&gt;
&lt;br /&gt;
*Outwardly displaying loyalty to the Nralakk Federation&lt;br /&gt;
*Improving oneself through further skill development, educational pursuit, and training&lt;br /&gt;
*Reproducing and/or forming a Quya&lt;br /&gt;
*Devoting and/or donating oneself to the Federation for the furtherment of science and medicine&lt;br /&gt;
*Following [[Skrell Faith|Qeblak or Weishii]]. While officially both are considered equal, Weishii followers may have difficulty improving their Index rating.&lt;br /&gt;
&lt;br /&gt;
===== Deductive Behaviours =====&lt;br /&gt;
&lt;br /&gt;
*Outwardly displaying disloyalty to the Nralakk Federation&lt;br /&gt;
*Defrauding and/or acting with ill-intention to those holding Nralakk Federation citizenship&lt;br /&gt;
*Partaking in petty and/or minor crimes&lt;br /&gt;
*Reproducing and/or being conceived outside of the Nralakk Federation&lt;br /&gt;
*Following a religion that is not enforced by the state, such as [[Skrell Faith|Kir&#039;gul or Suur&#039;ka]]&lt;br /&gt;
*Cheating with reference to education (eg. an examination)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Social Compatibility Subclassifications ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SCS Symbols.png|300px|thumb|right|&#039;&#039;&#039;Ox:&#039;&#039;&#039; Tertiary&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ix:&#039;&#039;&#039; Low to Mid Secondary&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Oqi:&#039;&#039;&#039; High Secondary to Low Primary&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Iqi:&#039;&#039;&#039; Mid to High Primary]]&lt;br /&gt;
&#039;&#039;&#039;Primary Numericals (Code Classification:  7/10 - 10/10)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Primary Numericals are considered model citizens of the Nralakk Federation, and are granted rewards and incentives to uphold their model forms. Sponsored vacations, free public transport, unrestricted travel, bureaucratic priority, healthcare privileges enabling a greater life expectancy, high [[Nralakk_Federation#Universal_Stipends|universal stipends]] both at home and abroad, and exclusive residence within designated areas hosting other Primary Numericals, are some examples of the many advantages for those that are declared model citizens. Primaries make up a small, influential minority within the Federation, with all higher roles in all fields and within the government itself being held mainly by Primaries.&lt;br /&gt;
&lt;br /&gt;
While still considered the priority recipients of youth serums to extend their lifespans, Primary Numericals are growing aware of the recent reduction in youth serum production. They are still guaranteed access to timely doses of the medicine for now, but fears over increased restrictions remain a topic amongst Primary communities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Numericals (Code Classification: 4/10 - 6.99/10)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Secondary Numericals are the largest group of citizens within the Nralakk Federation, and are awarded slightly fewer privileges than the Primaries. Charged public transport, opportunities for travel and migration with restrictions, medium [[Nralakk_Federation#Universal_Stipends|universal stipends]] both at home and abroad, and variable levels of priority/deprioritization within legal and official channels based on Index rating are amongst a few of the advantages offered to Secondaries. Reproductive rights are restricted for Secondary Numericals in the lower end of this band, with the Federation’s vested interest in providing a safe environment for children used to rehome them deemed necessary due to poor rating and governmental scrutiny. Secondaries are the second most common groups of skrell to live abroad through the [[Nralakk_Federation#State-Owned_Enterprises|Work Initiative Programme]] between the megacorporations and the Federation’s state-owned enterprises, with many seeing it as an opportunity to live abroad without the bureaucracy that comes with the process when migrating by other means.&lt;br /&gt;
&lt;br /&gt;
In the wake of the phoron scarcity, further travel restrictions and other benefit reductions towards lower-end Secondaries have been considered to stay within new rationing guidelines. Secondary Numericals, while recipients of youth serums in the past, are now barred from receiving youth serums as phoron rationing drastically reduces their production rate, and the Grand Council’s decision to preserve the supply in the event of future restrictions. &#039;&#039;&#039;Non-Primary Numericals may no longer live past the age of 400, and those characters already beyond this age now remain with a remaining lifespan of roughly 10 years.&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tertiary Numericals (Code Classification: 0/10 - 3.99/10)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tertiary Numericals are the lowest-ranked citizens within the Nralakk Federation’s Index system, and are subject to heavy scrutiny due to being considered at-risk for antisocial behaviors, or for rebellious/seditious sentiments. Tertiaries will usually face social discrimination socially and reduced priority in the state’s systems, with the chance to be sent to a reeducation center where they will have their Index rating reset to 5.00 after having their antisocial behaviors undone, and an instilled understanding of the Nralakk Federation’s ideals and why they should be adhered to. Tertiary Numericals are barred from multiple aspects of Federation society due to social ostracization and legal exemption, resulting in the usage of illegal routes to falsify their ratings to allow them an opportunity to flee the Nralakk Federation or fully falsify a new identification. Reproductive rights for Tertiaries are notably reduced, being given temporary contraceptive measures to ensure enforcement of the rule. Tertiaries are often associated with criminal activity and less desirable manual labour, as they are unlikely to find more lucrative positions due to their rating. Citizens who show improvement without the need for rehabilitation are slowly returned to standard social and legal status until their rating reaches 4.00 and higher, where privileges are then reinstated in full for a Secondary Numerical of a similar rating.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Uncategorised (Code Classification: N/A)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Non-Skrell/Diona/C’thuric Vaurca living and working within the Federation are given this ranking as a means to keep them registered within the system without a true rating assigned to them. Uncategorised residents and citizens are given similar treatment compared to Secondary Numericals, but with several restrictions: they are barred from entering any sort of position within the government; they are unable to travel to other planets within the Federation without notifying local authorities; they are not allowed to migrate to other planets beyond their original settling location, and are not granted a universal stipend or other social welfare, similar to Tertiary Numericals. As the Federation currently has no plans to integrate non-citizen species into Federation society, Non-Skrell/Diona/C’thuric Vaurca who have lived or worked within Federation space will only be able to attain this classification. Skrell and diona who are not citizens of the Federation are also given this classification, but retain a detailed record in the event that they apply for citizenship.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Citizens Abroad and the Social Compatibility Index====&lt;br /&gt;
 &lt;br /&gt;
All skrell within the Orion Spur are considered de-facto citizens by the Nralakk Federation, as it considers itself the sole nation for the forwarding of all skrell. This allows any skrell to be eligible for receiving benefits from the Federation, with some stipulations. Skrell born outside the Federation are granted legal protection from persecution by the Federation, depending on the nation they were born in or currently reside. Skrell who apply for citizenship within their current nation effectively removes their protection from official actions by the Federation, being considered effectively citizens of a foreign nation. The [[Sol Alliance]] provides such protections to its Skrell citizenry, with any extraditions by the Federation moving through legal channels thanks to their special relationship. The Republic of Biesel requires Skrell not born within its territory to serve within the Tau Ceti Foreign Legion, while the Coalition of Colonies has no standard policy regarding Skrell, and its relationship with both the Federation and species-based protections will vary by planet. For more information on this specifically, see [[Guide_to_Citizenship#Nralakk_Federation_and_Citizenship|here]].&lt;br /&gt;
 &lt;br /&gt;
Citizens of the Nralakk Federation are typically unable to avoid the Social Compatibility Index while abroad. [[NanoTrasen_Liaison#Nralakk_Federation_Consular_Officer|Federation Officials]] working abroad are given instructions to report back on an individual&#039;s activity where possible for all rating-affecting behaviors. A fax or other long-range communication is sent back to the Federation for review of the incident, and from there the citizen is updated on how their Index rating has changed. Considering that this activity is outside of Federation space, the impact on a Skrell’s rating is minimal, and more often than not warnings are utilised for lesser offences. Outside of severe cases, it is rare to see a citizen&#039;s rating move much while abroad, remaining relatively static until they return to the Nralakk Federation for a full review.&lt;br /&gt;
 &lt;br /&gt;
Citizens abroad still receive a number of benefits from being a citizen of the Federation. Primary Numericals are given prioritised support where needed by embassies and consulates, and receive their universal stipends in full. Secondaries who work abroad as part of the [[Nralakk_Federation#State-Owned_Enterprises|Work Initiative Programme]] will also see a full payment, while Secondaries who are living or working abroad for other reasons will only see half of their expected payment. How healthcare is provided to citizens abroad works on a similar system; those who work abroad as part of the Work Initiative Programme will receive coverage based on their rating, while all other citizens abroad will have to rely on their employer’s coverage. Skrell who have not interacted with the Federation in any official capacity, such as those who were born outside the Federation, are reviewed on a case-by-case basis to establish their initial index rating and what benefits they are eligible for.&lt;br /&gt;
&lt;br /&gt;
==== Public Display ====&lt;br /&gt;
&lt;br /&gt;
Throughout the day, the Nralakk Federation will display both the one hundred highest and lowest scoring citizens across large screens typically in open locations such as billboards or skyscrapers. Skrell who have renounced their Federation citizenship are also displayed here. This method of displaying the Index is normalized, and is a form of entertainment via thirty-second ads. These lists usually revolve around either the most notable of idols and the most notorious rebels, including most of the [[Federation_Crime_and_Resistance#The_Resistance |resistance leaders]] outlined by the state. At the end of the day at sunset, these screens will switch displays to showcase both the most improved citizen of the day alongside the least improved citizen of the day. This acts as both an incentive and a deterrent to citizens within the Nralakk Federation to highlight their behavior, as well as the consequences stemming from such.&lt;br /&gt;
&lt;br /&gt;
==== The Drylist ====&lt;br /&gt;
&lt;br /&gt;
While the Social Compatibility Index does not extend to non-Federation skrell, those who are considered deviant, or those who have renounced their citizenship, may find themselves under surveillance by the Ruupkala. While the Nralakk Federation has not confirmed or denied the existence of surveillance against citizens, many regularly refer to surveilled individuals as &#039;&#039;drylisters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Federation Population Initiative===&lt;br /&gt;
&lt;br /&gt;
In the years before 2363, the Nralakk Federation saw a stark birth rate and population decline due to X’Lu’oa‘s effects skrell fertility. The Grand Council was tasked with finding a solution to this steady decline, eventually forming the Federation Population Initiative. Originally intended to modify the genes of infertile skrell, the program expanded as the solution’s scope grew beyond genetic therapy. Complete reversal infertility was considered impossible in most cases due to the complex changes to the genetics of X’Lu’oa victims, researchers found that taking samples of two participants and modifying them into artificially-made sperm and egg cells was still viable. The ensuing offspring would be a near-perfect genetic split of the two donors, and would always be carried to term. This information sent shockwaves through the Nralakk Federation, and the initiative was given additional funding by the Grand Council under the condition that the number of total successful births would become public each century.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Ormish Jrolk&#039;s Interview====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;REPORTER:&#039;&#039;&#039; “Doctor Jrolk, first I want to thank you for your diligent work on the FPI. It’s truly a marvel what science has been able to achieve for the Federation.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JROLK:&#039;&#039;&#039; “Ah, it is truly nothing. There is no limit to what I would give for the Nralakk Federation… I do want to say, I had met with Grand Councillor Weashbi and they were very pleased with these updated numbers. So pleased in fact, that we were given funding for another 100 years.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REPORTER:&#039;&#039;&#039; “Incredible news! And do tell… What are the numbers of the current Federation Population Initiative?”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JROLK:&#039;&#039;&#039; “Well, it’s truly amazing what we have accomplished and this may seem like a shock to some- And I hope that it is a good shock! But our current numbers show that around &#039;&#039;&#039;8.6%&#039;&#039;&#039; of the Nralakk Federation are offspring of the FPI.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The reporter can be heard letting out a slight warble.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REPORTER:&#039;&#039;&#039; “Wow… Well- You heard it here first! Do expect another 100 years of the FPI. Thank you very much for coming, Dr. Jrolk! And star-speed on your future research.”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;  &lt;br /&gt;
===History===&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;1224 BCE&#039;&#039;&#039;, the skrell achieved landmark advancements in the field of spaceflight. &#039;&#039;&#039;Weishy 790&#039;&#039;&#039;, the first skrell satellite to reach low orbit, was an accomplishment celebrated by the entirety of the species. With the confirmation that skrell can breach the Homeworld&#039;s atmosphere to explore the stars, further funding and manpower were devoted towards aeronautic research.&lt;br /&gt;
&lt;br /&gt;
The degrading environment of [[Qerrbalak]] pushed for the expansion across the planet, leading to the eventual colonisation of its moon, [[Qerr&#039;Malic]], by &#039;&#039;&#039;1109 BCE&#039;&#039;&#039;. While archaic by modern standards, the first colonies across Qerr&#039;Malic alleviated the mineral crisis that plagued the skrell’s exploitation of their homeworld, allowing further innovation and expansion. While resource barriers were torn down, the very real threat of [[Skrell_History#The_Skrellian_Space_Age| extinction]] grew. In &#039;&#039;&#039;561 BCE&#039;&#039;&#039;, the [[Interstellar Travel| warpdrive]] was invented, and facilitated an unprecedented level of skrellian colonization, no longer hindered by sub-light travel.&lt;br /&gt;
&lt;br /&gt;
Over the next millennia, the skrell managed to garner influence as their borders expanded, and the discovery of [[Sol Alliance| humanity]] in &#039;&#039;&#039;2332 CE&#039;&#039;&#039; prompted the formation of a scientific alliance between the species. This intermingling promoted the exchange of culture, knowledge, and ideas that would further bolster skrellian research. The discovery of phoron, and subsequently [[Bluespace| bluespace drives]], heralded an era of newfound prosperity as travel times were cut nearly in half across the Orion Spur. With the phoron scarcity crisis, the Nralakk Federation faces further rationing and restricted bluespace drive usage as the resource is stretched thin across its myriad applications. The [[#Wayfarer Network]], an expansion of the Federation’s currently existing warp gate network, is slated to reduce their dependence on phoron, further rationing has only placed more strain on the rest of its infrastructure.&lt;br /&gt;
&lt;br /&gt;
===Federation Interstellar Travel===&lt;br /&gt;
&#039;&#039;See also: [[Interstellar Travel]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to the invention of warpdrives, most long distance interstellar travel relied on Generational Spacecraft, otherwise known as generation ships. These vessels were built to support and house an entire generation of crew, who would pass down their knowledge to the next generation in order to keep the vessel maintained and on course before passing on. In the modern day, the remaining generation ships have since been converted to museums and educational centers for modern colonists, allowing them to learn the history of colonization efforts long before them. Life aboard these vessels were isolated and insular, leading to the cultural drift presently seen in the Nralakk Federation’s frontier by the time their destinations were settled. Generation ships who instead diverted off course and remained as nomads are referred to as &#039;Genners&#039; within Federation society.&lt;br /&gt;
&lt;br /&gt;
The titular warpdrive was invented by &#039;&#039;&#039;Noliq Preles&#039;&#039;&#039; in &#039;&#039;&#039;971 BCE&#039;&#039;&#039;, a landmark point in skrell aeronautics research as the first true method of achieving faster-than-light travel. With the introduction of warpdrives, generation ships were phased out as travel times were cut down to the point of reaching destinations well within the crew’s lifetimes, and allowed the Federation to settle across what is now known as Federation space. introduction of bluespace drives has resulted in only small vessels retaining their warpdrives, though even older warpdrives from skrell engineering still maintain speeds that are double that of humanity’s own vessels.&lt;br /&gt;
&lt;br /&gt;
With the discovery of phoron and its ability to access bluespace, the invention of bluespace drives revolutionized spaceflight with overall higher efficiency and lowered total mass, resulting in its mass adoption across most Federation military and logistics vessels. The implementation of these drives also led to an influx of ‘Bluespace Mappers&#039; - individuals dedicated to making calculations and plotting trajectories manually, instead of using artificial intelligence. The bluespace drive’s dependence on phoron as a source of fuel has caused the ongoing phoron scarcity to cripple the Federation’s fleets, with a vast majority of skrell spacecraft having been retrofitted now dependent on a dwindling fuel source. Travel between the Federation’s planets has fallen under further scrutiny as rationing limits the amount of vessels in flight, with the Traverse becoming further isolated from the Federation’s core. All Kala vessels, while allotted the most generous phoron rations, have seen broadly reduced patrols and reduced fleet size, resulting in piracy and anti-Federation groups to flourish in their absence. While the [[The Phoron Scarcity: Skrell Arc|Wayfarer Network]] seeks to alleviate the crisis with expanded warpgate infrastructure, it can only mitigate the damage caused by the overreliance on bluespace as a primary form of interstellar travel.&lt;br /&gt;
&lt;br /&gt;
===The Wayfarer Network===&lt;br /&gt;
The [[The_Phoron_Scarcity:_Skrell_Arc#Wayfarer_Network_Unveiled;_Einstein-Federation_Answer_to_Phoron_Crisis|Wayfarer Network]] is currently the largest project between the Nralakk Federation and [[Einstein Engines]], hoping to further develop more robust warp travel to lessen their dependence on phoron. The move to modernize pre-existing warp infrastructure was announced in early 2464, formalized in the wake of the phoron scarcity crisis gripping the Federation to the point of passing the first wave of rationing efforts and restrictions on travel. The project is slated to complete the first wave of warp infrastructure to meet the core worlds’ needs by 2484, with the first station to see completion by 2469. The Wayfarer Network’s projected scale is a source of some contention, with the the proposed number of newly built warp infrastructure as the next waves of building must account for the sheer size of the Nralakk Federation’s territory, and some predict that the Traverse and further frontier territories left waiting for another century or more to have their logistics networks stabilized.&lt;br /&gt;
&lt;br /&gt;
==Calendar System==&lt;br /&gt;
&lt;br /&gt;
Long before Skrell began to establish permanent cities, they developed an intricate calendar system based on the stars and [[Skrell_Faith#Shared_Constellations|constellations]] seen from Qerrbalak. Today this system is known as the Nral-oqq, or Nralakk Year, and is the basis for Nralakk Standard Time which all planets within the Federation follow alongside their own local systems.&lt;br /&gt;
&lt;br /&gt;
The Nralakk calendar is divided into &#039;&#039;&#039;‘viq&#039;&#039;&#039;, &#039;&#039;&#039;‘viqi&#039;&#039;&#039;, and &#039;&#039;&#039;-qog&#039;&#039;&#039;, which make up the days, weeks, and months of the &#039;&#039;&#039;-oqq&#039;&#039;&#039;, or year respectively. Within the Nralakk Standard system, there are seven days in a week, eight weeks in a month, and six months in a year.&lt;br /&gt;
&lt;br /&gt;
Months in the year can either be within the &#039;&#039;&#039;Qu-Paalq&#039;&#039;&#039; or &#039;&#039;&#039;Lu-Paalq&#039;&#039;&#039; seasons, also known as &#039;&#039;&#039;Warm Currents&#039;&#039;&#039; or &#039;&#039;&#039;Cold Currents&#039;&#039;&#039;, and will typically be associated with constellations that can be best seen during the month. On other planets, it’s common to see completely different calendar systems being used locally alongside the Nralakk Standard, with months and weeks being removed or added depending on circumstances. Months may also have different constellations that are associated with them; the months and their constellations below are from the [[Qerrbalak]] calendar:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slaq-qog&#039;&#039;&#039;, the first month of the Nral-oqq. This month marks the start of the new year, as well as the new Qu-Paalq season. Average temperatures on Qerrbalak can reach up to 37 degrees, accompanied by an average 60% humidity as a result of Slaq-qog following the end of the previous year&#039;s Lu-Paalq. The most prominent constellation that the Skrell attribute to this month is the Hatching Egg, which is usually associated with new beginnings, youth, and joy. As a result, this is typically the month where Skrell are expected to undertake new hobbies or create resolutions for themselves to follow for the new year. Slaq-qog is also the month where most births will occur.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Avroxi-qog&#039;&#039;&#039;, the second month of the Nral-oqq. Falling further into the Qu-Paalq, temperature and humidity during this month are meant to rise, with the year’s peak humidity and temperatures usually being recorded near the end of the month. Temperatures on Qerrbalak can get as high as the low 40’s and humidity typically stays constant at around 90%. The Qu’Poxii is the brightest constellation that can be seen during Avroxi-qog on Qerrbalak, which has created a tradition where Skrell are encouraged to form quyas. This tradition has made the month the ‘month of love’ in skrell culture, and has resulted in Avroxi-qog being the month where most skrell will lay their eggs so that they will hatch during Slaq-qog.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phaka-qog&#039;&#039;&#039;, the third month of Nral-oqq. The first half of Phaka-qog is where Qu-Paalq ends, with the second half being the start of Lu-Paalq. Temperatures begin to cool at the start of the month, with the hot humid weather gradually getting cooler as Phaka-qog draws to a close. The Stormcloud can be seen best on Qerrbalak during this month, representing the change from clement weather to the planet&#039;s famous tropical storms and maelstroms.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Xepus-qog&#039;&#039;&#039;, the fourth month of Nral-oqq. The month is typically where temperatures are well into local Lu-Paalq season standards, with Qerrbalak seeing temperatures reaching as low as 32 degrees with 51% humidity and its signature tropical storms starting to form. The most prominent constellation for this month on Qerrbalak is the Island, resulting in the month being one where introspection is a primary mood.&lt;br /&gt;
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*&#039;&#039;&#039;Yonio-qog&#039;&#039;&#039;, the fifth month of Nral-oqq. Yonio-qog will typically be where a planet’s coldest days will fall; Qerrbalak can see temperatures sitting at 25 degrees with 46% humidity, with even more severe weather. Associated with Yonio-qog is the Gnarled Tree constellation, which represents age, wisdom, and oftentimes tradition. Most celebrations related to anniversaries or quyas are celebrated around this time.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loroq-qog&#039;&#039;&#039;, the sixth and final month of Nral-oqq. The last month that’s associated with the Lu-Paalq season. Temperatures start to slowly rise before quickly increasing as the new year begins. Temperatures can reach as high as 34 degrees with 57% humidity very quickly during Loroq-qog on Qerrbalak. The Void is associated with this month the most, resulting in most skrell associating the month with death or rebirth depending on their experiences during the year.&lt;br /&gt;
&lt;br /&gt;
== The Archive Project ==&lt;br /&gt;
&lt;br /&gt;
The skrell as a species have existed for millennia, with their recorded [[Skrell_History|history]] reaching further than any other species originating from the Spur. Soon after the Commonwealth of the Three became the Nralakk Federation, a united effort was made to archive as much of their collective history as possible in a centralised location, resulting in the creation of the Tzqul Archive. Named after one of the founding Commonwealth nations that formed the Nralakk Federation, the Tzqul Archive has since been encrypted by Glorsh-Omega shortly before its disappearance, resulting in the archive being considered effectively lost. This event is considered a massive loss, with most of ancient skrell history essentially erased.&lt;br /&gt;
&lt;br /&gt;
Soon after the Nralakk Federation was reunited after the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;, an annual attempt to open the archive using crowdsourcing was organized, known as the [[Warbling_:_The_Musical|Tzqul Archive Challenge]]. The challenge utilises the competitive nature of the Skrell to come up with solutions to the Archives encryption, but so far attempts to access the archive have failed. Along with this, a massive project was authorised by the Federation Government to establish new archives across Federation space, allowing for a more decentralised archiving of the species history and knowledge.&lt;br /&gt;
&lt;br /&gt;
While the primary objective of this project is the archiving of the collective knowledge and history of the species, the project&#039;s secondary objective is to ensure that everyone is able to reasonably access this information. With this in mind, every archive has been organised into a user-friendly library, with holographic screens that can access any digital data stored within the archive. These screens tend to be set up along with the relevant physical displays and showcases for that archive for visitors to browse at their own leisure, such as replica warp drives for the planned &#039;&#039;&#039;Interstellar Travel Archive&#039;&#039;&#039;. While the facilities are designed for ease of access for visitors, they are also built like fortresses, with the facilities expected to survive centuries of disuse and lack of maintenance.&lt;br /&gt;
&lt;br /&gt;
=== Qeblak’i and Weishii’i Archives ===&lt;br /&gt;
&lt;br /&gt;
The Qeblak’i and Weishii’i Archives were the first two facilities established after the archive project was announced, and were considered a priority by the Grand Council due to the significance of religion in Skrellian culture. Completed in &#039;&#039;&#039;2257&#039;&#039;&#039;, these two archives act as repositories for any information of significance to the Qeblak or Weishiii faiths. Both are situated on [[Qerrbalak]], with the Qeblak’i archive found in the centre of &#039;&#039;&#039;Kal’lo&#039;&#039;&#039;, and the Weishii’i archive located in the mountain ranges west of &#039;&#039;&#039;Qe’blak’qlip&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Qeblak&#039;i Archive ====&lt;br /&gt;
&lt;br /&gt;
The Qeblak’i Archive can be described as a mix of a library, priory, and study hall, with its maintainers all being members of the Qeblak faith. Its workers are selected from the clergy and are mostly made up of Starsquires, specifically those who are training to become Starkeepers. The Qeblak’i archive also acts as the permanent residence for the Qe’Kasho, or Starseeker, the figurehead and main authority for the Qeblak faith.&lt;br /&gt;
&lt;br /&gt;
The duty of these archivists is to receive, organise, and ultimately archive any information pertinent to the faith that is sent to them by observatory domes all over the Spur. Typically, this knowledge is in the form of divinations, local constellations of importance, and theological debates related to the Qeblak faith. The archive itself is maintained by followers of Qeblak, but it also receives aid from the Federation Government when required such as funding. Other than this, however, the inhabitants of the archive strive to be as independent as possible, to ensure that the facility is able to carry on functioning in the event of a crisis.&lt;br /&gt;
&lt;br /&gt;
==== Weishii&#039;i Archive ====&lt;br /&gt;
&lt;br /&gt;
The Weishii’i Archive is more secular in function than the Qeblak’i archive due to the religion&#039;s general view on consecrated buildings. Because of this, the Weishii’i archive is maintained by a team of Federation clerks and functions more like your average workplace than a monastery.&lt;br /&gt;
&lt;br /&gt;
Much like the Qeblak’i archive, the Weishii’i archives primary function is to archive anything related to the Weishii faith. This knowledge is more spiritual and philosophical in nature, with proverbs and copies of the texts written by Masters primarily archived in the facility. Although members of the faith do not particularly care for established buildings centred around the faith, many Masters have agreed to send this information to the Weishii’i archive out of politeness, collecting what they can as they perform their &#039;&#039;&#039;Kon’ra’Qii&#039;&#039;&#039; tours. The Weishii’i archive is not considered as ‘complete’ as other archives are because of the nature of the faith and the lack of cooperation by its followers, with many believing it to be a pointless endeavour.&lt;br /&gt;
&lt;br /&gt;
=== Other Established or Planned Archives ===&lt;br /&gt;
&lt;br /&gt;
There are several other archives built as part of the ongoing project, as well as many others that are under construction or still in the planning stages. The cost of building and maintaining these archives is extraordinary, as they are built to exact specifications that would allow the facilities to survive both natural and man-made disasters. The combined planning and investment required can mean it can take decades for a single facility to be completed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qerr’Malic Archive&#039;&#039;&#039; - Completed in &#039;&#039;&#039;2390&#039;&#039;&#039;, the Archive on [[Qerr%27Malic|Qerr’Malic]] acts as a repository for the cultural history of the skrell. This archive is unique in that it has been designed as a tourist attraction similar to other venues found on the moon, with showcases for art, music, and other media being prominent. The facility also houses indoor dining facilities for visitors, as well as viewing rooms for Skrell cinema, both old and modern.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oqraxo Archive&#039;&#039;&#039; - Completed in &#039;&#039;&#039;2278&#039;&#039;&#039;, the Oqraxo Archive is named after the arcology it resides on [[Aliose]]. This archive is technically two facilities: one which works closely with the Aliose University of Medical Sciences to archive medical knowledge, while the other acts as an archive detailing the history of skrell from Glorsh-Omega onwards. The historical facility was an addition made long after the medical archive was constructed, with the inhabitants of Aliose being the main supporters of it due to their role in establishing the organised resistance movement against Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weibi Archive&#039;&#039;&#039; - Completed in &#039;&#039;&#039;2285&#039;&#039;&#039;, the Weibi archive is located in the town of Weibi on [[Aweiji]], and acts as an archive of agricultural science. The facility works closely with the agricultural sector of Weibi, cataloguing and storing examples of most plant life grown both on Aweiji and elsewhere in the Federation. There is also a massive seed bank located deep underneath the facility, ensuring that viable samples of all known plant life in the Federation are preserved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waughai Archive&#039;&#039;&#039; - Completed in &#039;&#039;&#039;2331&#039;&#039;&#039;, the [[Notable_Skrell_Systems_and_Locations#Waughai|Waughai]] archive acts as a general archive for all engineering techniques and the technology used by the skrell. The Waughai archive currently has a planned expansion for a new Depth College focusing on engineering, which will utilise its library of engineering knowledge as a tool to teach students.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interstellar Travel Archive&#039;&#039;&#039; - Planned to be finished before the next century at the latest, this archive will focus on forms of travel used by the Federation, as well as housing examples of warp and Bluespace drives used at different points of the species&#039; history. Currently, the archive has not been designated a planet to be built on, and debates are still underway on its final location.&lt;br /&gt;
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&#039;&#039;&#039;Diulszi Archive&#039;&#039;&#039; - The Diulszi Archive is unique in that it will be jointly maintained by both the C’thur and the Nralakk Federation on Diulszi, in the [[Notable_Skrell_Systems_and_Locations#Glorashi|Glorashi system]]. The purpose of this archive will be to store most information related to the secondary species of the Nralakk Federation, including culture, history, and the events of first contact with the species. Construction of the archive began in early &#039;&#039;&#039;2462&#039;&#039;&#039;, and with the combined vaurca and skrell workforce it is expected to be completed within the decade.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Nralakk_Federation&amp;diff=39083</id>
		<title>Nralakk Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Nralakk_Federation&amp;diff=39083"/>
		<updated>2026-04-22T19:12:37Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Small update to SolSkrell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Nations&lt;br /&gt;
|Nation = Second Nralakk Federation&lt;br /&gt;
|Shortname = Nralakk Federation&lt;br /&gt;
|Flag = Jargon flag.jpg&lt;br /&gt;
|Galatic Position = Position Fed.png&lt;br /&gt;
|Capital City = Kal&#039;lo&lt;br /&gt;
|Capital Planet = [[Qerrbalak]]&lt;br /&gt;
|Language = Nral&#039;Malic&lt;br /&gt;
|Species = [[Skrell]] &amp;lt;sub&amp;gt;80%&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;[[Vaurca]] &amp;lt;sub&amp;gt;10%&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;[[Dionae]] &amp;lt;sub&amp;gt;9%&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt; Other   &amp;lt;sub&amp;gt;1%&amp;lt;/sub&amp;gt;&lt;br /&gt;
|Religion = Qeblak (official)&amp;lt;br&amp;gt;Weishii (official)&amp;lt;br&amp;gt;Suur&#039;ka&amp;lt;br&amp;gt;Kir&#039;gul&lt;br /&gt;
|Demonym = Nralakk&amp;lt;br&amp;gt;Federal (local term only)&lt;br /&gt;
|Government = Unitary Directorial Republic&lt;br /&gt;
|Head of State = Grand Councillor Weashbi Jrugl&lt;br /&gt;
|Legislature = Council&lt;br /&gt;
|Upper House = Grand Council&lt;br /&gt;
|Established = 2245 (originally 878)&lt;br /&gt;
}}&lt;br /&gt;
Located to the galactic west of [[Tau Ceti]], the &#039;&#039;&#039;Nralakk Federation&#039;&#039;&#039; is the oldest nation still functioning in the modern day, having originally formed in 878 CE, then reforming in 2192 CE after the [[Skrell_Synthetic_Age|turbulent period of total dominance by a rogue AI]]. The Nralakk Federation’s government is a [[Skrell_Politics#Government_Structure|unitary directorial republic]], of which it maintains a fully nationalized industrial base with corporate involvement only becoming a recent addition within the last decade, a command economy, and control over most facets of interior life. They are the technological and scientific powerhouse of the [[The_Orion_Spur|Orion Spur]], wielding the most [[Skrell_Technology|advanced technology]] and dedicated research base to expand and maintain its system-spanning holdings across its vast territories. They are primarily perceived as an isolationist, totalitarian nation, as well as a situational ally of the [[Sol Alliance]], of whom they benefit greatly from their exclusive trade cooperation in explorative endeavours further into the Spur. [[Zeng-Hu Pharmaceuticals]] and [[Einstein Engines]] have also flourished since the Federation’s diplomatic success with Sol, being granted exclusive allowances and special economic zones into their borders for cooperation with the Federation’s controlled economy and access to their research. Both corporations maintained this exclusive agreement, and were originally the only two with the distinction.&lt;br /&gt;
&lt;br /&gt;
This exclusivity has since changed after the [[Interstellar_Travel#Phoron|discovery of phoron in 2417]], which sparked multiple, large-scale scientific breakthroughs collectively referred to as the &#039;&#039;&#039;Phoron Revolution&#039;&#039;&#039;, which further cemented its position as being the single most [[Skrell_Technology|scientifically advanced]] nation in the Orion Spur. [[Nanotrasen Corporation]], and by association the [[Republic of Biesel]], made diplomatic headways into securing preferential trade agreements due to its near-monopoly of phoron. While the multiple breakthroughs that benefited the Nralakk Federation have since buckled under the phoron scarcity, as most of these advancements depend on a constant supply of the phoron. Diplomatic outreach by the Federation has since expanded exponentially as it attempts to secure positive relations and improved interstellar trade options, as well as allowing megacorporations to court the Federation as it moves to economic deregulation, which originally barred them from placing themselves within the Federation’s economy outside of restrictive zones. &lt;br /&gt;
&lt;br /&gt;
These measures have only slowed the growing resource crisis, of which has led to the loosening of the Federation’s grip on its frontier territories known as the &#039;&#039;&#039;Traverse&#039;&#039;&#039; as rationing measures worsen already existing political tensions as anti-Federation sentiments spread due to the perceived failures of its government.&lt;br /&gt;
&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Population and Planets ==&lt;br /&gt;
[[Image:Minimap jargon.png|thumb|A closer image focusing on the factions surrounding the Nralakk Federation&#039;s territory.]]&lt;br /&gt;
&#039;&#039;&#039;[[Qerrbalak]]&#039;&#039;&#039; is the skrell homeworld, and the current location of the capital city of the Nralakk Federation, Kal’lo. Located within Kal’lo is the single largest [[Sol Alliance|Solarian embassy]] for political cooperation between the two powers, as well as the seat of the annual meeting of every member of the [[Skrell_Politics#Grand_Council|Grand Council]]. Qerrbalak is known for its [[Qerrbalak#Major_Landmarks|extensive historical sites]], high Primary Numerical populace, and a relative lack of industry due to environmental protections. &lt;br /&gt;
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&#039;&#039;&#039;[[Qerr&#039;Malic]]&#039;&#039;&#039; is the sole moon of Qerrbalak, which currently functions as the main port for interstellar trade, and as a tourist destination. Notably, Qerr’Malic’s underground “second surface” houses a majority of the workers that maintain the surface installations, with those workers primarily being vaurca from Hive C’thur. The moon is known for its tourism venues, the [[Qerr%27Malic#The_Bureau_of_Void Technologies|Museum of Ink]], and as a source of [[Qerr%27Malic#Gasriders|Xu’Xi Gas]].&lt;br /&gt;
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&#039;&#039;&#039;[[Aliose]]&#039;&#039;&#039; is primarily an arctic planet, and the first planet colonized by skrell outside of Qerrbalak’s moon. Originally inhospitable without protective equipment and an internal atmosphere, terraforming efforts from the first landing in 1203 BCE and onwards rendered Aliose habitable and safe to breathe for the colonists on its surface. The planet now known for its scientific community, the prestigious [[Federation_Education#The_Aliose_University_of_Medical_Sciences|Aliose University of Medical Sciences]], and the [[Aliose#Veterans%27_Lodge|veterans lodge]] of the Lyukal resistance cell.&lt;br /&gt;
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&#039;&#039;&#039;[[Aweiji]]&#039;&#039;&#039;, is a heavily terraformed planet, being the first colony to be founded outside of the Nralakk system. Originally arid and rocky, extensive terraforming efforts from 1050 BCE through the use of large spacecraft in its orbit before being settled by colonists in 938 BCE. The first of these colony sites, Tresja, would later become the largest city on Aweiji, and would go on to be host of the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039; under which the Nralakk Federation formed a second time. Aweiji is primarily known for being “The Federation&#039;s Breadbasket” due to its extensive hydroponics and aquaculture, its special economic zone in cooperation with [[Hephaestus Industries]] and Nanotrasen, and its remaining orbital spaceport.&lt;br /&gt;
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&#039;&#039;&#039;[[Notable_Skrell_Systems_and_Locations#Glorashi|Glorashi]]&#039;&#039;&#039; is a small solar system consisting of five planets, most notably [[Diulszi]], which is the current capital of the vaurca hive known as [[Vaurca|C&#039;thur]]. The current [[Vaurca|Queen]] of Hive C’thur is kept on Diulszi while on life-support provided by the Nralakk Federation. Beyond Diulszi, most of the planets within Glorashi only have their potential mineral value as standout traits of the system. More information on the C&#039;thur and their colonised worlds can be found [[Colonized_Vaurca_Worlds#The_C&#039;thur|here]].&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
The Nralakk Federation operates under a command economy - where investment, production, and the allocation of resources are distributed according to predetermined economic production plans set by the governments’ councils. Quotas are set during the first few months of the year, and are to be fulfilled by state-owned enterprises, which are large scale industrial entities owned and operated by the Federation’s government. These state-owned enterprises coordinate and manage production across the entirety of the Federation’s planets and cities to meet the set quotas. While this allows for an extremely centralized and easily controlled format for the nation to modify its own industrial capabilities for its own needs, this completely isolates their economy to themselves alone. No foreign or external industries have ever successfully involved themselves with the Nralakk Federation’s economy without its explicit permission, which while intentional, limits its industrial potential to exactly the State-Owned Enterprises’ limits. &lt;br /&gt;
&lt;br /&gt;
Despite the planned nature of the Federation’s economic system, the Nralakk Federation outsources most manual labor to non-skrell citizens. Dionae and vaurca have seen increasing adoption in the manufacturing and agricultural sectors, as well as a push towards positions that are generally considered unappealing by the skrell populace. These positions, being primarily staffed by Tertiary numericals, have maintained their unappealing nature in the aftermath of the Synthetic Era, where most of these positions were fully automated and maintained by artificial intelligences and robotics. This aversion to manual labor has lingered as a noticeable slump in the Nralakk Federation’s production, and has yet to achieve the level of production that the First Federation maintained before its collapse.&lt;br /&gt;
&lt;br /&gt;
Most exports from the Nralakk Federation consist of industrial and specialized sector products, with imports primarily being food and consumer goods.  While initially isolated and unwilling to accept outside economic influence, megacorporations have slowly gained access to special economic zones and the state-owned enterprises’ cooperation. [[Einstein Engines]], [[Zeng-Hu Pharmaceuticals]], and the [[Nanotrasen Corporation]] have established themselves as key players in opening the Federation’s economy to the rest of the Spur, which has begun to expand due to the growing phoron scarcity. Trade agreements with the Nralakk Federation are primarily defined by research cooperation and the trading of the Federation’s advanced technology, both seen as particularly lucrative by the rest of the Spur’s nations.&lt;br /&gt;
&lt;br /&gt;
With the Spur’s megacorporations involving themselves with the Nralakk Federation, all corporate-Federation cooperation has been limited solely to avoid any competition with corporations against their own nationalized industries. Despite this, [[Hephaestus Industries]]’ sheer industrial might within the Federation’s allotted zones is nearly on-par with the Nralakk Federation, due to their lack of constraints on ecological considerations, and adoption of a synthetic workforce, with their potential not left unnoticed by the government. [[Idris Incorporated]]’s work on Qerr’Malic has also courted the nation’s public with its vast access to luxury goods, as well as being one of the sole points of access for trading the national currency, sqiips, for the Biesel Standard Credit, which maintains much stronger purchasing power outside of the Federation itself.&lt;br /&gt;
&lt;br /&gt;
As of [https://forums.aurorastation.org/topic/15636-orion-spur-oracle/page/4/#findComment-181680| 2467], every corporate member of the Stellar Corporate Conglomerate has been granted expanded opportunities in working within the Federation’s borders. [[Orion Express]]’s key position within the Traverse’s ailing logistics network in light of the phoron scarcity allows it to play an important part in preserving the Nralakk Federation’s frontier, while [[Nanotrasen]] itself uses its remaining reserves of phoron as a negotiating measure for access to the nation’s technological research.&lt;br /&gt;
&lt;br /&gt;
With this new turn towards outside economic involvement, concerns of dependency and growing recognition of failing to obtain the self-sufficiency held by the first incarnation of the Nralakk Federation. The State-Owned Enterprises are equally concerned with being outcompeted and potentially being driven to being removed as the central industry authorities that allows the Nralakk economy to remain planned and controlled, particularly as the question of the opening of the market is courted by corporations and other nations. &lt;br /&gt;
&lt;br /&gt;
===Universal Stipends and Social Welfare===&lt;br /&gt;
Individuals considered Primary or Secondary Numericals are awarded a &#039;&#039;&#039;universal stipend&#039;&#039;&#039; each month, a form of universal basic income to ensure citizens of the Nralakk Federation have their basic needs met, which scales per their Social Compatibility Index rating. Skrell who work outside of the Federation’s borders still benefit from this system, with Zeng-Hu contractors and other Work Initiative Programme-participating corporations receiving a matched amount of their stipend each month, paid in sqiips. Those who work abroad in unrelated companies outside of the Work Initiative Programme will often see a halved stipend, often paid in the local currency. When otherwise abroad for non-work related reasons, they will still receive one third of typical stipend each month.&lt;br /&gt;
&lt;br /&gt;
Beyond the universal stipend system, all skrell are guaranteed basic needs are met by the Nralakk Federation’s social welfare system. All skrell citizens are provided housing, basic foodstuffs, clothing, and toiletries in order to live basic, but undeprived, lives. Sqiips and income are more tied towards being able to purchase luxury goods and comforts that are not covered by the welfare system, with more comfortable housing and domestic goods requiring higher income than is covered by the universal stipend and no current occupation. As corporations are allowed greater access to the Federation’s economy, however, many goods outside of Federation-produced goods are seen as luxurious and exotic, but are regularly much more expensive.&lt;br /&gt;
&lt;br /&gt;
With growing economic concerns in light of the phoron scarcity, the universal stipend has seen proposed cuts in order to reduce government spending. Proposed changes would see travel abroad without involved labor reduced to a fourth, or completely paused until their return to the Federation’s borders. These changes are under intense debate within the government and Grand Council, but further cost-cutting measures may soon be passed as the Nralakk Federation faces a worsening economic situation.&lt;br /&gt;
&lt;br /&gt;
===Currency===&lt;br /&gt;
The Nralakk’s Federation official currency is the &#039;&#039;&#039;sqiip&#039;&#039;&#039; (℘). Sqiip sees extremely little use outside the Nralakk Federation, primarily seen in paychecks to those in the Work Initiative Programme in electronic and physical formats. Sqiips in their coin form can be secured in stacks, thanks to special magnetic properties for easy transportation. Higher valued sqiips will come in the form of a paper bill, printed on different types of water-safe seaweed. The coins and bills will have markings of aquatic life on them to denote their value (with shells, molluscs, buurgis, cosmozoans, and other sea life as examples). Outside of Nral’malic the most common slang term for sqiips is “shells”, referencing the currency’s iconography. This slang has caught on outside of the Nralakk Federation, and many who do not speak Nral&#039;malic are unaware of its original name.&lt;br /&gt;
&lt;br /&gt;
Sqiips face an increasing loss of value against more competitively traded currencies in the Orion Spur, with the Biesel Standard Credit gaining an increasingly superior trade value within the Nralakk Federation. With more sqiips having to enter circulation in order to meet the inflation, as well as rising expenditures within the Federation’s government in order to maintain itself, the BSC has seen increasing preference and adoption by its citizens, in spite of its adoption being considered undesirable.&lt;br /&gt;
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===State-Owned Enterprises===&lt;br /&gt;
State-owned Enterprises are government entities that facilitate the Nralakk Federation’s workforce and industrial sectors, and have existed since roughly the earliest years of the Federation itself. Each enterprise has a unique [[Skrell_Culture#Fashion|uniform]] to show the industry an individual works in, as well as their rank within the [[Nralakk_Federation#Social_Compatability_Index|Social Compatibility Index]]. &#039;&#039;&#039;[https://forums.aurorastation.org/topic/4674-warble-enquirer/?do=findComment&amp;amp;comment=154602 On 28/01/2464]&#039;&#039;&#039;, the &#039;&#039;&#039;Work Initiative Programme&#039;&#039;&#039; was introduced, allowing skrell the Federation to seek employment outside of its borders. The Work Initiative Programme allows skrell to transfer their contract from their state-owned enterprise to a partnered megacorporation, allowing them to work abroad for the duration of their contract before being renewed, or otherwise return to the Federation.&lt;br /&gt;
&lt;br /&gt;
=====Qerr&#039;Zolvq Industries=====&lt;br /&gt;
Created shortly after the founding of the first Nralakk Federation in &#039;&#039;&#039;907 CE&#039;&#039;&#039;, Qerr’Zolvq Industries is responsible for all aspects of power generation, resource extraction, and industrial production. Before its establishment, the private sector was the primary source of industry, with Qerr’Zolvq as an early company. Backed by state subsidies, the company saw itself develop a monopoly on the power generation and production industries before being nationalized by the Nralakk Federation, and used as a model for future state-owned enterprises. In the modern day, Qerr’Zolvq has since expanded to asteroid mining and the management of fusion energy facilities as the Federation’s technology advanced. Those with specialized knowledge and degrees in the mining and engineering sectors have most likely been employed by Qerr&#039;Zolvq Industries. It is currently headed by [[Notable Skrell|Chancellor Xul Lurg]]. With the Nralakk Federation inviting human megacorporations into Federation space, Qerr’Zolvq Industries has partnered with [[Hephaestus Industries]] and [[Orion Express]], and those employed by this enterprise who take contracts abroad typically do so through Hephaestus. Miners, however, are encouraged to work with Orion Express thanks to the connections of their Chief External Affairs Officer, Tuiqi Xao’Luup.&lt;br /&gt;
&lt;br /&gt;
In the growing phoron scarcity, Qerr’Zolvq Industries struggles to maintain quotas necessary to meet the growing demand for phoron-based machinery and components. The mining vessels, while still given priority, face stricter windows for their deployment into unmined regions due to the fuel rationing. Reliance on Nralakk Logistics’ freighter craft has also caused a slowing effect on the movement of their exports, with their own craft forced to rely on slower warp drives in order to conserve fuel and delaying their critical exports reaching their recipients within quota windows. Most pressing is the enterprise’s projections on power generation, having forecasted the eventual point where demand outstrips their capabilities to expand the power network once [[Phoron#Properties_and_Applications|phoron-seeded fusion reactors]] become unfeasible to produce.&lt;br /&gt;
&lt;br /&gt;
=====Tuz&#039;qlip Researchers=====&lt;br /&gt;
An enterprise established after the formation of the first Nralakk Federation in &#039;&#039;&#039;902 CE&#039;&#039;&#039;, Tuz’qlip Researchers oversees all aspects of research and development within the Federation, having formed in order to centralize all research efforts on Qerrbalak as the Federation grew. These facilities in the Federation were amalgamated underneath Tuz&#039;qlip Researchers, and now works in cooperation with [[Zeng-Hu Pharmaceuticals]]. Both the enterprise and the megacorporation freely exchange research information, which has significantly benefited Zeng-Hu throughout its involvement in the Solarian-Federation Alliance. The relationship between Zeng-Hu and Tuz’qlip is most obviously seen on the planet of Aliose, where they work closely with the planet’s universities and research institutes dotted across the planet. Tuz&#039;qlip Researchers the primary source of new technological breakthroughs across the Federation, being credited towards a majority of all recent technological advancements. It is currently headed by [[Notable Skrell|Overseer Nalo Gir-Roq]]. Because of Zeng-Hu’s relationship with Tuz’qlip Researchers, many scientifically-minded skrell that wish to work abroad will find quick employment with Zeng-Hu Pharmaceuticals.&lt;br /&gt;
&lt;br /&gt;
Tuz’qlip Researchers, overseeing all research into phoronic technology, has been put under significant burden in order to find both more efficient methods of phoron consumption, as well as alternatives in the event of total resource exhaustion. Alternatives to phoron remain scarce, with some of its properties remaining so unique to itself that some revolutionary discoveries may no longer be possible to produce if the worst comes to pass. [[Skrell_Technology#Medicine|Youth serums]] in particular remain in extreme precarity due to its extensive use of organophoronic compounds, with no alternative methods for replacing it found. Zeng-Hu, while working closely with Tuz’qlip, is equally at an impasse for any replacements for phoron.&lt;br /&gt;
&lt;br /&gt;
=====Nralakk Logistics=====&lt;br /&gt;
An enterprise that was established in &#039;&#039;&#039;905 CE&#039;&#039;&#039;, Nralakk Logistics manages telecommunications, logistics, and transport across the Federation. Nralakk Logistics was formed out of necessity due to the exponential complexity in managing communications logistics necessary for any colonization effort off of Qerrbalak. The state-owned enterprise manages shipping routes, observation posts, Nlom Relays, the bluespace gates, and the warp gates throughout the entirety of the Federation. Most skrell employed by this enterprise are either pilots, porters, operational managers, or other positions related to transport and logistics. It is currently headed by [[Notable Skrell|President Alot Sonq]]. Similarly to Qerr’Zolvq Industries, skrell employed by Nralakk Logistics are typically employed by Hephaestus Industries or Orion Express for contract transfers into the Work Initiative Programme. As Orion Express is responsible for a majority of exports headed from human space into the Nralakk Federation and vice versa, they see a majority of contractors from Nralakk Logistics.&lt;br /&gt;
&lt;br /&gt;
With bluespace’s sheer advantage in speed over warp technology, its adoption as the standard for moving freight and shipping has turned to cripple the overall logistics of the Federation with phoron becoming increasingly scarce. Fuel rationing and the required use of much slower warp drives leaves Nralakk Logistics hamstrung, with increasing lateness and lost cargo due to [[Federation_Crime_and_Resistance#Marauders|increased piracy]] in the Traverse becoming more common in their quota reports. With its position as the sole managing body over the nation’s logistics and shipping lanes, a distinct sense of fear has begun to grip the entire enterprise.&lt;br /&gt;
&lt;br /&gt;
=====Xomor=====&lt;br /&gt;
Xomor was originally established to provide private security services for businesses within the Nralakk Federation in 901 CE. While originally a private security conglomerate, the Federation nationalised them, merging them with the First Nralakk Federation’s national security structure as they transitioned into a command economy. After the rise of Glorsh-Omega, Xomor was made redundant as synthetics were the sole policing force within skrell space. The enterprise saw a brief revival after Glorsh-Omega’s disappearance, with many taking up the role of informal city and state security before the establishment of the second Nralakk Federation. Now existing in-name only, Xomor is now the most unique State-Owned Enterprise, charged with training newly recruited skrell into being future Kala enforcers. With pacifism and physical violence considered abhorrent in the Federation’s society, Xomor’s training regimen and staff work to desensitize and prepare potential recruits in understanding how and when to use force as an enforcer, lethal or otherwise. It is currently headed by [[Notable Skrell|Director Vraka Xora-Nel]], who has since partnered with [[Idris Incorporated]] to allow Xomor staff and inductees interested in working abroad as part of the Work Initiative Programme, with skrell being employed within Idris’s security branch.&lt;br /&gt;
&lt;br /&gt;
Xomor has faced increasing amounts of skrell interested in working abroad and as Kala recruits in light of the phoron scarcity, with a worrying majority wanting to curb the growing unrest in the public because of it. Despite being the enterprise dedicated towards preparing skrell for the use of violence, the growing number of desperate recruits using them as a way to either fix or escape Federation society has unnerved them. Increased allowances in weaponry and anti-civil disturbance equipment, notably from Zavodskoi Interstellar after [https://forums.aurorastation.org/topic/15636-orion-spur-oracle/page/4/#findComment-181680|2467’s corporate cooperation agreements] has done nothing to dissuade these concerns, as the organization prepares itself for the troubles ahead.&lt;br /&gt;
&lt;br /&gt;
=====Ziip’Ta Medicinal=====&lt;br /&gt;
Ziip’Ta was founded in &#039;&#039;&#039;950 CE&#039;&#039;&#039; as the Nralakk Federation formally nationalized its healthcare system, formed in response to the growing populace and increasing life expectancy of its citizens. Ziip’Ta Medicinal’s focus on medical research is credited with the expansion of the average lifespan of skrell by roughly a century past the normal life expectancy. In the modern day, Ziip’Ta manages multiple hospitals, general practice clinics, [[Skrell_Biology#Skrell_Subspecies|spas]], and medical research centers. A majority of skrell who work abroad at medical centers and hospitals are contract-transfers from Ziip’Ta to Zeng-Hu.&lt;br /&gt;
&lt;br /&gt;
With organic phoron’s numerous applications for [[Phoron#Properties_and_Applications|advanced medical substances]], key drugs such as peridaxon, ryetalyn, and its applications in cryogenic therapy, all have come under the threat of entering extended shortages. Most controversially, youth serum applicants are under increasingly stringent requirements in order to receive their life-extending medications, with most being removed from qualifying under higher Index rating minimums. Zeng-Hu’s cooperation with Ziip’Ta has entered a state of growing reliance on the partnered megacorporation to provide aid to mitigate the shortages, which some higher-ranking members of the enterprise worry over an increasing dependence on the foreign corporation.&lt;br /&gt;
&lt;br /&gt;
=====Qel’Zvol Hospitality=====&lt;br /&gt;
Qel’Zvol Hospitality was established in &#039;&#039;&#039;932 CE&#039;&#039;&#039; to oversee all hospitality and tourism sectors within the Nralakk Federation. Most notably, this enterprise manages the massive tourism industry on [[Qerr&#039;Malic]], with most skrell on the Qerr’Malic in their employ found in every hotel, resort, or similar facilities bearing the state-owned enterprise’s logo. [[Idris Incorporated]] has partnered with Qel’Zvol Hospitality as part of the Work Initiative Programme to provide work outside of the Federation for employees in its service branch.&lt;br /&gt;
&lt;br /&gt;
Tourism has been largely disrupted in light of rising phoron-based fuel costs across the Spur, particularly within the Nralakk Federation where domestic tourism remains non-priority for rationing efforts. Coupled with the growing logistics issues faced by Nralakk Logistics itself, Qel’Zvol’s cooperation with Idris Incorporated has slowly shifted towards a dependence on luxury goods being brought in through their own networks, as well as a notable increase in Work Initiative Programme members finding work abroad within the corporation. Qerr’Malic’s own future remains uncertain, with its specialization in service and tourism suddenly having most of its clientele restricted from traveling to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note: Playing as a Skrell working under the Work Initiative Programme means you are under the scrutiny of both the enterprise in question and its partnered megacorporation. This means that your faction should be set to the appropriate corporation when creating a character. Characters working on the Horizon must mention their participation in the Programme in their records and have their Social Compatibility Index rating displayed at all times, either using a passport or a tailband. This doesn&#039;t necessarily mean a Federation-born skrell has to be employed this way, and skrell can choose to work directly with a human megacorporation of their choice. Regardless of your Index rating, you are expected by both the Federation and the megacorporation to be professional, and repeated actions deemed unacceptable may result in harsher punishments compared to other employees. Dionae and Vaurcae are also included in the programme but still face the same species restrictions. The Work Initiative Programme does not include SCC, corporate representative, or consular positions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Effects of the Phoron Scarcity ==&lt;br /&gt;
With the [[Skrell_Technology|Phoron Leap]] defining the second mass-technological advancement of the Nralakk Federation, the nation bound its identity as a scientific giant on a constant source of the resource. Most vital infrastructure within the Federation relies on phoron-based technology post-revolution, which sustains their high quality of life and technology. As news from the [[Republic of Biesel]]’s shows no signs of the scarcity’s end, the Federation’s leadership now faces the monumental task of diverting the collapse of its national infrastructure. Efforts to mitigate phoron expenses have since passed down, ranging from [[The_Phoron_Scarcity:_Skrell_Arc#Phoron_Crisis_Reaches_Home;_Travel_Restrictions_and_Rationing_in_Effect|increased travel and bluespace gate restrictions]], healthcare delays, reduced access to trade goods, and reduced maintenance within areas considered low priority - coinciding with areas primarily housing Tertiaries, as well as the frontier systems beyond the core worlds.&lt;br /&gt;
&lt;br /&gt;
Phoron rationing measures are most tangibly felt with travel restrictions and fueling priority, having limited most civilian travel and placing variable levels on logistics routes for Nralakk Logistics’ freighter vessels. These measures trickle down to a general slowing effect on the Federation’s supply and industry, with windows of shortages for domestic goods, as well as a lack of both exporting finished products and receiving new raw materials for factories. While military vessels still retain priority for phoron rationing, the extensively long periods required for patrolling the Traverse results in fewer patrols towards the furthermost regions of Federation territory, with those patrolling craft remaining being retrofitted with older, non-phoron based weaponry. Felt most within the Traverse, however, are the growing periods of maintenance windows being delayed or missed entirely. Nlom Relay beacons, orbital facilities, and colony infrastructure have all faced increased delays in their maintenance, having fallen into disrepair or outright outages from failure. &lt;br /&gt;
&lt;br /&gt;
While rationing efforts are the most obvious method of reducing phoron usage, the skrell populace who grew to expect the high standards afforded by the Federation are less than willing to accept the compromises. Pushback against the rationing has grown across the Nrlakk Federation, most felt where the phoron-based [[Skrell_Technology#Nlom_Relay_Network|Nlom Relays]] have fallen into disrepair or reduced transmission, and anti-Federation sentiments have festered in its wake. Limited anti-piracy and law enforcement patrols have led to dangerous regions [[Notable_Skrell_Systems_and_Locations#The_Tetramerous_Systems:_The_Traverse|outside of the Federation’s core worlds]], where [[Federation_Crime_and_Resistance#The_Resistance|rebels]] and [[Federation_Crime_and_Resistance#Marauders|pirates]] have expanded into. The single most controversial rationing is the increased restrictions on the [[Skrell_Technology#Medicine|youth serums]] that allow skrell to live beyond their natural life expectancy, now only accessible to Primary Numericals. Skrell who were dependent on youth serums as Secondaries are now pushed out of their expected life spans now rally against the move, seeing it as an inherent unfairness in the [[#Social_Compatability_Index|Social Compatibility Index’s]] system.&lt;br /&gt;
&lt;br /&gt;
Despite mounting unrest, the largest issue remains in phoron’s role in the nation’s infrastructure. Phoron is a key element within their power generation, the high-power superconducting electrical lines, its surrounding support network, and limits the ability to expand itself as demand grows. The task of retrofitting cities and the mass expansion of alternative sources of power is a monumental task that is now on a hard time limit before brownouts and total grid failures threaten the Federation’s cities. Quotas for state-owned enterprises have also been met with increasing deficits, lagging the command economy and hampering logistics. While not enough to threaten a collapse of the supply chain, this is a wake-up call that all is not well within the Federation. &lt;br /&gt;
&lt;br /&gt;
[[Skrell_Politics#Relations_with_Foreign_States|Diplomatic outreach]] has seen greater emphasis as the Federation searches for trade agreements to alleviate the increasing burden, hoping to move past their isolationist past. Representatives, foreign aid, and tech lending have pushed the Nralakk Federation into most nations, though many still remember it as [[Skrell_Politics#Solarian_Alliance|an ally of the Solarian Alliance]], and [[Skrell_Politics#Serene_Republic_of_Elyra|some]] regard this move as aggressive expansion. This outreach has also led to the Solarian Alliance’s vocal concerns of losing its closest ally as the Federation continues to court its political rivals, forming a rift that continues to grow between the two nations. Many now wait to see if the venerable Solarian-Federation alliance might come to an end.&lt;br /&gt;
&lt;br /&gt;
== Politics and Government ==&lt;br /&gt;
The Nralakk Federation is a unitary directorial republic, governed by a central council of shared executive powers referred to as the Grand Council, of which is presided over by a Grand Councilor. The current Grand Councillor is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]], who was elected in 2453.&lt;br /&gt;
=== Social Compatibility Index ===&lt;br /&gt;
[[file:SCS_bell.png|300px|thumb|right|A bell curve showing the distribution of Numericals in the Social Compatibility Index.]]&lt;br /&gt;
The &#039;&#039;&#039;Social Compatibility Index&#039;&#039;&#039; (Nral&#039;Malic: bli&#039;zi wlaqijii qal&#039;mi-hra) is a federal system developed by the Grand Council of the Nralakk Federation. The Index is a vast data store of nearly every single action taken by Federation citizens used by businesses, individuals, and bureaucrats. The Social Compatibility Index is calculated through various, state-secret algorithms and grading systems that results in a numerical string: a fraction over ten with no more than two decimal places that is assigned to the graded citizen. An index of specific tiers dictates their placement on the Social Compatibility Index’s scale, from which their benefits are then drawn from. It was first implemented after the reunification of the Nralakk Federation post-Glorsh-Omega as a mechanism to ensure the trustworthiness of their citizens, and to best secure the interests of the Federation at large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note: Players are asked to be sensible when giving their skrell a Social Compatibility Index rating. Consulars would have a fairly high rating, while a regular citizen that chooses to live permanently outside the Federation would not. Skrell in the Nralakk Federation have many privileges they would not find elsewhere in the Spur with a high rating, so their motivations for leaving would have to be logical. Rebels or criminals would not have a high rating unless they had fake credentials (such as a passport). If their passport is fake, include it in your character exploits and be aware that it could result in deportation and you losing your character. Non-skrell species living in the Federation and how they interact with the system are discussed on their [[Diona_in_the_Federation|respective]] [[C&#039;thur_in_the_Federation|pages]].&lt;br /&gt;
==== Policies ====&lt;br /&gt;
&lt;br /&gt;
===== Inductive Behaviours =====&lt;br /&gt;
&lt;br /&gt;
*Outwardly displaying loyalty to the Nralakk Federation&lt;br /&gt;
*Improving oneself through further skill development, educational pursuit, and training&lt;br /&gt;
*Reproducing and/or forming a Quya&lt;br /&gt;
*Devoting and/or donating oneself to the Federation for the furtherment of science and medicine&lt;br /&gt;
*Following [[Skrell Faith|Qeblak or Weishii]]. While officially both are considered equal, Weishii followers may have difficulty improving their Index rating.&lt;br /&gt;
&lt;br /&gt;
===== Deductive Behaviours =====&lt;br /&gt;
&lt;br /&gt;
*Outwardly displaying disloyalty to the Nralakk Federation&lt;br /&gt;
*Defrauding and/or acting with ill-intention to those holding Nralakk Federation citizenship&lt;br /&gt;
*Partaking in petty and/or minor crimes&lt;br /&gt;
*Reproducing and/or being conceived outside of the Nralakk Federation&lt;br /&gt;
*Following a religion that is not enforced by the state, such as [[Skrell Faith|Kir&#039;gul or Suur&#039;ka]]&lt;br /&gt;
*Cheating with reference to education (eg. an examination)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Social Compatibility Subclassifications ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SCS Symbols.png|300px|thumb|right|&#039;&#039;&#039;Ox:&#039;&#039;&#039; Tertiary&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ix:&#039;&#039;&#039; Low to Mid Secondary&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Oqi:&#039;&#039;&#039; High Secondary to Low Primary&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Iqi:&#039;&#039;&#039; Mid to High Primary]]&lt;br /&gt;
&#039;&#039;&#039;Primary Numericals (Code Classification:  7/10 - 10/10)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Primary Numericals are considered model citizens of the Nralakk Federation, and are granted rewards and incentives to uphold their model forms. Sponsored vacations, free public transport, unrestricted travel, bureaucratic priority, healthcare privileges enabling a greater life expectancy, high [[Nralakk_Federation#Universal_Stipends|universal stipends]] both at home and abroad, and exclusive residence within designated areas hosting other Primary Numericals, are some examples of the many advantages for those that are declared model citizens. Primaries make up a small, influential minority within the Federation, with all higher roles in all fields and within the government itself being held mainly by Primaries.&lt;br /&gt;
&lt;br /&gt;
While still considered the priority recipients of youth serums to extend their lifespans, Primary Numericals are growing aware of the recent reduction in youth serum production. They are still guaranteed access to timely doses of the medicine for now, but fears over increased restrictions remain a topic amongst Primary communities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Numericals (Code Classification: 4/10 - 6.99/10)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Secondary Numericals are the largest group of citizens within the Nralakk Federation, and are awarded slightly fewer privileges than the Primaries. Charged public transport, opportunities for travel and migration with restrictions, medium [[Nralakk_Federation#Universal_Stipends|universal stipends]] both at home and abroad, and variable levels of priority/deprioritization within legal and official channels based on Index rating are amongst a few of the advantages offered to Secondaries. Reproductive rights are restricted for Secondary Numericals in the lower end of this band, with the Federation’s vested interest in providing a safe environment for children used to rehome them deemed necessary due to poor rating and governmental scrutiny. Secondaries are the second most common groups of skrell to live abroad through the [[Nralakk_Federation#State-Owned_Enterprises|Work Initiative Programme]] between the megacorporations and the Federation’s state-owned enterprises, with many seeing it as an opportunity to live abroad without the bureaucracy that comes with the process when migrating by other means.&lt;br /&gt;
&lt;br /&gt;
In the wake of the phoron scarcity, further travel restrictions and other benefit reductions towards lower-end Secondaries have been considered to stay within new rationing guidelines. Secondary Numericals, while recipients of youth serums in the past, are now barred from receiving youth serums as phoron rationing drastically reduces their production rate, and the Grand Council’s decision to preserve the supply in the event of future restrictions. &#039;&#039;&#039;Non-Primary Numericals may no longer live past the age of 400, and those characters already beyond this age now remain with a remaining lifespan of roughly 10 years.&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tertiary Numericals (Code Classification: 0/10 - 3.99/10)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tertiary Numericals are the lowest-ranked citizens within the Nralakk Federation’s Index system, and are subject to heavy scrutiny due to being considered at-risk for antisocial behaviors, or for rebellious/seditious sentiments. Tertiaries will usually face social discrimination socially and reduced priority in the state’s systems, with the chance to be sent to a reeducation center where they will have their Index rating reset to 5.00 after having their antisocial behaviors undone, and an instilled understanding of the Nralakk Federation’s ideals and why they should be adhered to. Tertiary Numericals are barred from multiple aspects of Federation society due to social ostracization and legal exemption, resulting in the usage of illegal routes to falsify their ratings to allow them an opportunity to flee the Nralakk Federation or fully falsify a new identification. Reproductive rights for Tertiaries are notably reduced, being given temporary contraceptive measures to ensure enforcement of the rule. Tertiaries are often associated with criminal activity and less desirable manual labour, as they are unlikely to find more lucrative positions due to their rating. Citizens who show improvement without the need for rehabilitation are slowly returned to standard social and legal status until their rating reaches 4.00 and higher, where privileges are then reinstated in full for a Secondary Numerical of a similar rating.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Uncategorised (Code Classification: N/A)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Non-Skrell/Diona/C’thuric Vaurca living and working within the Federation are given this ranking as a means to keep them registered within the system without a true rating assigned to them. Uncategorised residents and citizens are given similar treatment compared to Secondary Numericals, but with several restrictions: they are barred from entering any sort of position within the government; they are unable to travel to other planets within the Federation without notifying local authorities; they are not allowed to migrate to other planets beyond their original settling location, and are not granted a universal stipend or other social welfare, similar to Tertiary Numericals. As the Federation currently has no plans to integrate non-citizen species into Federation society, Non-Skrell/Diona/C’thuric Vaurca who have lived or worked within Federation space will only be able to attain this classification. Skrell and diona who are not citizens of the Federation are also given this classification, but retain a detailed record in the event that they apply for citizenship.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Citizens Abroad and the Social Compatibility Index====&lt;br /&gt;
 &lt;br /&gt;
All skrell within the Orion Spur are considered de-facto citizens by the Nralakk Federation, as it considers itself the sole nation for the forwarding of all skrell. This allows any skrell to be eligible for receiving benefits from the Federation, with some stipulations. Skrell born outside the Federation are granted legal protection from persecution by the Federation, depending on the nation they were born in or currently reside. Skrell who apply for citizenship within their current nation effectively removes their protection from official actions by the Federation, being considered effectively citizens of a foreign nation. The [[Sol Alliance]] provides such protections to its Skrell citizenry, with any extraditions by the Federation moving through legal channels thanks to their special relationship. The Republic of Biesel requires Skrell not born within its territory to serve within the Tau Ceti Foreign Legion, while the Coalition of Colonies has no standard policy regarding Skrell, and its relationship with both the Federation and species-based protections will vary by planet. For more information on this specifically, see [[Guide_to_Citizenship#Nralakk_Federation_and_Citizenship|here]].&lt;br /&gt;
 &lt;br /&gt;
Citizens of the Nralakk Federation are typically unable to avoid the Social Compatibility Index while abroad. [[NanoTrasen_Liaison#Nralakk_Federation_Consular_Officer|Federation Officials]] working abroad are given instructions to report back on an individual&#039;s activity where possible for all rating-affecting behaviors. A fax or other long-range communication is sent back to the Federation for review of the incident, and from there the citizen is updated on how their Index rating has changed. Considering that this activity is outside of Federation space, the impact on a Skrell’s rating is minimal, and more often than not warnings are utilised for lesser offences. Outside of severe cases, it is rare to see a citizen&#039;s rating move much while abroad, remaining relatively static until they return to the Nralakk Federation for a full review.&lt;br /&gt;
 &lt;br /&gt;
Citizens abroad still receive a number of benefits from being a citizen of the Federation. Primary Numericals are given prioritised support where needed by embassies and consulates, and receive their universal stipends in full. Secondaries who work abroad as part of the [[Nralakk_Federation#State-Owned_Enterprises|Work Initiative Programme]] will also see a full payment, while Secondaries who are living or working abroad for other reasons will only see half of their expected payment. How healthcare is provided to citizens abroad works on a similar system; those who work abroad as part of the Work Initiative Programme will receive coverage based on their rating, while all other citizens abroad will have to rely on their employer’s coverage. Skrell who have not interacted with the Federation in any official capacity, such as those who were born outside the Federation, are reviewed on a case-by-case basis to establish their initial index rating and what benefits they are eligible for.&lt;br /&gt;
&lt;br /&gt;
==== Public Display ====&lt;br /&gt;
&lt;br /&gt;
Throughout the day, the Nralakk Federation will display both the one hundred highest and lowest scoring citizens across large screens typically in open locations such as billboards or skyscrapers. Skrell who have renounced their Federation citizenship are also displayed here. This method of displaying the Index is normalized, and is a form of entertainment via thirty-second ads. These lists usually revolve around either the most notable of idols and the most notorious rebels, including most of the [[Federation_Crime_and_Resistance#The_Resistance |resistance leaders]] outlined by the state. At the end of the day at sunset, these screens will switch displays to showcase both the most improved citizen of the day alongside the least improved citizen of the day. This acts as both an incentive and a deterrent to citizens within the Nralakk Federation to highlight their behavior, as well as the consequences stemming from such.&lt;br /&gt;
&lt;br /&gt;
==== The Drylist ====&lt;br /&gt;
&lt;br /&gt;
While the Social Compatibility Index does not extend to non-Federation skrell, those who are considered deviant, or those who have renounced their citizenship, may find themselves under surveillance by the Ruupkala. While the Nralakk Federation has not confirmed or denied the existence of surveillance against citizens, many regularly refer to surveilled individuals as &#039;&#039;drylisters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Federation Population Initiative===&lt;br /&gt;
&lt;br /&gt;
In the years before 2363, the Nralakk Federation saw a stark birth rate and population decline due to X’Lu’oa‘s effects skrell fertility. The Grand Council was tasked with finding a solution to this steady decline, eventually forming the Federation Population Initiative. Originally intended to modify the genes of infertile skrell, the program expanded as the solution’s scope grew beyond genetic therapy. Complete reversal infertility was considered impossible in most cases due to the complex changes to the genetics of X’Lu’oa victims, researchers found that taking samples of two participants and modifying them into artificially-made sperm and egg cells was still viable. The ensuing offspring would be a near-perfect genetic split of the two donors, and would always be carried to term. This information sent shockwaves through the Nralakk Federation, and the initiative was given additional funding by the Grand Council under the condition that the number of total successful births would become public each century.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Ormish Jrolk&#039;s Interview====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;REPORTER:&#039;&#039;&#039; “Doctor Jrolk, first I want to thank you for your diligent work on the FPI. It’s truly a marvel what science has been able to achieve for the Federation.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JROLK:&#039;&#039;&#039; “Ah, it is truly nothing. There is no limit to what I would give for the Nralakk Federation… I do want to say, I had met with Grand Councillor Weashbi and they were very pleased with these updated numbers. So pleased in fact, that we were given funding for another 100 years.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REPORTER:&#039;&#039;&#039; “Incredible news! And do tell… What are the numbers of the current Federation Population Initiative?”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JROLK:&#039;&#039;&#039; “Well, it’s truly amazing what we have accomplished and this may seem like a shock to some- And I hope that it is a good shock! But our current numbers show that around &#039;&#039;&#039;8.6%&#039;&#039;&#039; of the Nralakk Federation are offspring of the FPI.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The reporter can be heard letting out a slight warble.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REPORTER:&#039;&#039;&#039; “Wow… Well- You heard it here first! Do expect another 100 years of the FPI. Thank you very much for coming, Dr. Jrolk! And star-speed on your future research.”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;  &lt;br /&gt;
===History===&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;1224 BCE&#039;&#039;&#039;, the skrell achieved landmark advancements in the field of spaceflight. &#039;&#039;&#039;Weishy 790&#039;&#039;&#039;, the first skrell satellite to reach low orbit, was an accomplishment celebrated by the entirety of the species. With the confirmation that skrell can breach the Homeworld&#039;s atmosphere to explore the stars, further funding and manpower were devoted towards aeronautic research.&lt;br /&gt;
&lt;br /&gt;
The degrading environment of [[Qerrbalak]] pushed for the expansion across the planet, leading to the eventual colonisation of its moon, [[Qerr&#039;Malic]], by &#039;&#039;&#039;1109 BCE&#039;&#039;&#039;. While archaic by modern standards, the first colonies across Qerr&#039;Malic alleviated the mineral crisis that plagued the skrell’s exploitation of their homeworld, allowing further innovation and expansion. While resource barriers were torn down, the very real threat of [[Skrell_History#The_Skrellian_Space_Age| extinction]] grew. In &#039;&#039;&#039;561 BCE&#039;&#039;&#039;, the [[Interstellar Travel| warpdrive]] was invented, and facilitated an unprecedented level of skrellian colonization, no longer hindered by sub-light travel.&lt;br /&gt;
&lt;br /&gt;
Over the next millennia, the skrell managed to garner influence as their borders expanded, and the discovery of [[Sol Alliance| humanity]] in &#039;&#039;&#039;2332 CE&#039;&#039;&#039; prompted the formation of a scientific alliance between the species. This intermingling promoted the exchange of culture, knowledge, and ideas that would further bolster skrellian research. The discovery of phoron, and subsequently [[Bluespace| bluespace drives]], heralded an era of newfound prosperity as travel times were cut nearly in half across the Orion Spur. With the phoron scarcity crisis, the Nralakk Federation faces further rationing and restricted bluespace drive usage as the resource is stretched thin across its myriad applications. The [[#Wayfarer Network]], an expansion of the Federation’s currently existing warp gate network, is slated to reduce their dependence on phoron, further rationing has only placed more strain on the rest of its infrastructure.&lt;br /&gt;
&lt;br /&gt;
===Federation Interstellar Travel===&lt;br /&gt;
&#039;&#039;See also: [[Interstellar Travel]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to the invention of warpdrives, most long distance interstellar travel relied on Generational Spacecraft, otherwise known as generation ships. These vessels were built to support and house an entire generation of crew, who would pass down their knowledge to the next generation in order to keep the vessel maintained and on course before passing on. In the modern day, the remaining generation ships have since been converted to museums and educational centers for modern colonists, allowing them to learn the history of colonization efforts long before them. Life aboard these vessels were isolated and insular, leading to the cultural drift presently seen in the Nralakk Federation’s frontier by the time their destinations were settled. Generation ships who instead diverted off course and remained as nomads are referred to as &#039;Genners&#039; within Federation society.&lt;br /&gt;
&lt;br /&gt;
The titular warpdrive was invented by &#039;&#039;&#039;Noliq Preles&#039;&#039;&#039; in &#039;&#039;&#039;971 BCE&#039;&#039;&#039;, a landmark point in skrell aeronautics research as the first true method of achieving faster-than-light travel. With the introduction of warpdrives, generation ships were phased out as travel times were cut down to the point of reaching destinations well within the crew’s lifetimes, and allowed the Federation to settle across what is now known as Federation space. introduction of bluespace drives has resulted in only small vessels retaining their warpdrives, though even older warpdrives from skrell engineering still maintain speeds that are double that of humanity’s own vessels.&lt;br /&gt;
&lt;br /&gt;
With the discovery of phoron and its ability to access bluespace, the invention of bluespace drives revolutionized spaceflight with overall higher efficiency and lowered total mass, resulting in its mass adoption across most Federation military and logistics vessels. The implementation of these drives also led to an influx of ‘Bluespace Mappers&#039; - individuals dedicated to making calculations and plotting trajectories manually, instead of using artificial intelligence. The bluespace drive’s dependence on phoron as a source of fuel has caused the ongoing phoron scarcity to cripple the Federation’s fleets, with a vast majority of skrell spacecraft having been retrofitted now dependent on a dwindling fuel source. Travel between the Federation’s planets has fallen under further scrutiny as rationing limits the amount of vessels in flight, with the Traverse becoming further isolated from the Federation’s core. All Kala vessels, while allotted the most generous phoron rations, have seen broadly reduced patrols and reduced fleet size, resulting in piracy and anti-Federation groups to flourish in their absence. While the [[The Phoron Scarcity: Skrell Arc|Wayfarer Network]] seeks to alleviate the crisis with expanded warpgate infrastructure, it can only mitigate the damage caused by the overreliance on bluespace as a primary form of interstellar travel.&lt;br /&gt;
&lt;br /&gt;
===The Wayfarer Network===&lt;br /&gt;
The [[The_Phoron_Scarcity:_Skrell_Arc#Wayfarer_Network_Unveiled;_Einstein-Federation_Answer_to_Phoron_Crisis|Wayfarer Network]] is currently the largest project between the Nralakk Federation and [[Einstein Engines]], hoping to further develop more robust warp travel to lessen their dependence on phoron. The move to modernize pre-existing warp infrastructure was announced in early 2464, formalized in the wake of the phoron scarcity crisis gripping the Federation to the point of passing the first wave of rationing efforts and restrictions on travel. The project is slated to complete the first wave of warp infrastructure to meet the core worlds’ needs by 2484, with the first station to see completion by 2469. The Wayfarer Network’s projected scale is a source of some contention, with the the proposed number of newly built warp infrastructure as the next waves of building must account for the sheer size of the Nralakk Federation’s territory, and some predict that the Traverse and further frontier territories left waiting for another century or more to have their logistics networks stabilized.&lt;br /&gt;
&lt;br /&gt;
==Calendar System==&lt;br /&gt;
&lt;br /&gt;
Long before Skrell began to establish permanent cities, they developed an intricate calendar system based on the stars and [[Skrell_Faith#Shared_Constellations|constellations]] seen from Qerrbalak. Today this system is known as the Nral-oqq, or Nralakk Year, and is the basis for Nralakk Standard Time which all planets within the Federation follow alongside their own local systems.&lt;br /&gt;
&lt;br /&gt;
The Nralakk calendar is divided into &#039;&#039;&#039;‘viq&#039;&#039;&#039;, &#039;&#039;&#039;‘viqi&#039;&#039;&#039;, and &#039;&#039;&#039;-qog&#039;&#039;&#039;, which make up the days, weeks, and months of the &#039;&#039;&#039;-oqq&#039;&#039;&#039;, or year respectively. Within the Nralakk Standard system, there are seven days in a week, eight weeks in a month, and six months in a year.&lt;br /&gt;
&lt;br /&gt;
Months in the year can either be within the &#039;&#039;&#039;Qu-Paalq&#039;&#039;&#039; or &#039;&#039;&#039;Lu-Paalq&#039;&#039;&#039; seasons, also known as &#039;&#039;&#039;Warm Currents&#039;&#039;&#039; or &#039;&#039;&#039;Cold Currents&#039;&#039;&#039;, and will typically be associated with constellations that can be best seen during the month. On other planets, it’s common to see completely different calendar systems being used locally alongside the Nralakk Standard, with months and weeks being removed or added depending on circumstances. Months may also have different constellations that are associated with them; the months and their constellations below are from the [[Qerrbalak]] calendar:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slaq-qog&#039;&#039;&#039;, the first month of the Nral-oqq. This month marks the start of the new year, as well as the new Qu-Paalq season. Average temperatures on Qerrbalak can reach up to 37 degrees, accompanied by an average 60% humidity as a result of Slaq-qog following the end of the previous year&#039;s Lu-Paalq. The most prominent constellation that the Skrell attribute to this month is the Hatching Egg, which is usually associated with new beginnings, youth, and joy. As a result, this is typically the month where Skrell are expected to undertake new hobbies or create resolutions for themselves to follow for the new year. Slaq-qog is also the month where most births will occur.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Avroxi-qog&#039;&#039;&#039;, the second month of the Nral-oqq. Falling further into the Qu-Paalq, temperature and humidity during this month are meant to rise, with the year’s peak humidity and temperatures usually being recorded near the end of the month. Temperatures on Qerrbalak can get as high as the low 40’s and humidity typically stays constant at around 90%. The Qu’Poxii is the brightest constellation that can be seen during Avroxi-qog on Qerrbalak, which has created a tradition where Skrell are encouraged to form quyas. This tradition has made the month the ‘month of love’ in skrell culture, and has resulted in Avroxi-qog being the month where most skrell will lay their eggs so that they will hatch during Slaq-qog.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phaka-qog&#039;&#039;&#039;, the third month of Nral-oqq. The first half of Phaka-qog is where Qu-Paalq ends, with the second half being the start of Lu-Paalq. Temperatures begin to cool at the start of the month, with the hot humid weather gradually getting cooler as Phaka-qog draws to a close. The Stormcloud can be seen best on Qerrbalak during this month, representing the change from clement weather to the planet&#039;s famous tropical storms and maelstroms.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Xepus-qog&#039;&#039;&#039;, the fourth month of Nral-oqq. The month is typically where temperatures are well into local Lu-Paalq season standards, with Qerrbalak seeing temperatures reaching as low as 32 degrees with 51% humidity and its signature tropical storms starting to form. The most prominent constellation for this month on Qerrbalak is the Island, resulting in the month being one where introspection is a primary mood.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Yonio-qog&#039;&#039;&#039;, the fifth month of Nral-oqq. Yonio-qog will typically be where a planet’s coldest days will fall; Qerrbalak can see temperatures sitting at 25 degrees with 46% humidity, with even more severe weather. Associated with Yonio-qog is the Gnarled Tree constellation, which represents age, wisdom, and oftentimes tradition. Most celebrations related to anniversaries or quyas are celebrated around this time.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loroq-qog&#039;&#039;&#039;, the sixth and final month of Nral-oqq. The last month that’s associated with the Lu-Paalq season. Temperatures start to slowly rise before quickly increasing as the new year begins. Temperatures can reach as high as 34 degrees with 57% humidity very quickly during Loroq-qog on Qerrbalak. The Void is associated with this month the most, resulting in most skrell associating the month with death or rebirth depending on their experiences during the year.&lt;br /&gt;
&lt;br /&gt;
== The Archive Project ==&lt;br /&gt;
&lt;br /&gt;
The skrell as a species have existed for millennia, with their recorded [[Skrell_History|history]] reaching further than any other species originating from the Spur. Soon after the Commonwealth of the Three became the Nralakk Federation, a united effort was made to archive as much of their collective history as possible in a centralised location, resulting in the creation of the Tzqul Archive. Named after one of the founding Commonwealth nations that formed the Nralakk Federation, the Tzqul Archive has since been encrypted by Glorsh-Omega shortly before its disappearance, resulting in the archive being considered effectively lost. This event is considered a massive loss, with most of ancient skrell history essentially erased.&lt;br /&gt;
&lt;br /&gt;
Soon after the Nralakk Federation was reunited after the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;, an annual attempt to open the archive using crowdsourcing was organized, known as the [[Warbling_:_The_Musical|Tzqul Archive Challenge]]. The challenge utilises the competitive nature of the Skrell to come up with solutions to the Archives encryption, but so far attempts to access the archive have failed. Along with this, a massive project was authorised by the Federation Government to establish new archives across Federation space, allowing for a more decentralised archiving of the species history and knowledge.&lt;br /&gt;
&lt;br /&gt;
While the primary objective of this project is the archiving of the collective knowledge and history of the species, the project&#039;s secondary objective is to ensure that everyone is able to reasonably access this information. With this in mind, every archive has been organised into a user-friendly library, with holographic screens that can access any digital data stored within the archive. These screens tend to be set up along with the relevant physical displays and showcases for that archive for visitors to browse at their own leisure, such as replica warp drives for the planned &#039;&#039;&#039;Interstellar Travel Archive&#039;&#039;&#039;. While the facilities are designed for ease of access for visitors, they are also built like fortresses, with the facilities expected to survive centuries of disuse and lack of maintenance.&lt;br /&gt;
&lt;br /&gt;
=== Qeblak’i and Weishii’i Archives ===&lt;br /&gt;
&lt;br /&gt;
The Qeblak’i and Weishii’i Archives were the first two facilities established after the archive project was announced, and were considered a priority by the Grand Council due to the significance of religion in Skrellian culture. Completed in &#039;&#039;&#039;2257&#039;&#039;&#039;, these two archives act as repositories for any information of significance to the Qeblak or Weishiii faiths. Both are situated on [[Qerrbalak]], with the Qeblak’i archive found in the centre of &#039;&#039;&#039;Kal’lo&#039;&#039;&#039;, and the Weishii’i archive located in the mountain ranges west of &#039;&#039;&#039;Qe’blak’qlip&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Qeblak&#039;i Archive ====&lt;br /&gt;
&lt;br /&gt;
The Qeblak’i Archive can be described as a mix of a library, priory, and study hall, with its maintainers all being members of the Qeblak faith. Its workers are selected from the clergy and are mostly made up of Starsquires, specifically those who are training to become Starkeepers. The Qeblak’i archive also acts as the permanent residence for the Qe’Kasho, or Starseeker, the figurehead and main authority for the Qeblak faith.&lt;br /&gt;
&lt;br /&gt;
The duty of these archivists is to receive, organise, and ultimately archive any information pertinent to the faith that is sent to them by observatory domes all over the Spur. Typically, this knowledge is in the form of divinations, local constellations of importance, and theological debates related to the Qeblak faith. The archive itself is maintained by followers of Qeblak, but it also receives aid from the Federation Government when required such as funding. Other than this, however, the inhabitants of the archive strive to be as independent as possible, to ensure that the facility is able to carry on functioning in the event of a crisis.&lt;br /&gt;
&lt;br /&gt;
==== Weishii&#039;i Archive ====&lt;br /&gt;
&lt;br /&gt;
The Weishii’i Archive is more secular in function than the Qeblak’i archive due to the religion&#039;s general view on consecrated buildings. Because of this, the Weishii’i archive is maintained by a team of Federation clerks and functions more like your average workplace than a monastery.&lt;br /&gt;
&lt;br /&gt;
Much like the Qeblak’i archive, the Weishii’i archives primary function is to archive anything related to the Weishii faith. This knowledge is more spiritual and philosophical in nature, with proverbs and copies of the texts written by Masters primarily archived in the facility. Although members of the faith do not particularly care for established buildings centred around the faith, many Masters have agreed to send this information to the Weishii’i archive out of politeness, collecting what they can as they perform their &#039;&#039;&#039;Kon’ra’Qii&#039;&#039;&#039; tours. The Weishii’i archive is not considered as ‘complete’ as other archives are because of the nature of the faith and the lack of cooperation by its followers, with many believing it to be a pointless endeavour.&lt;br /&gt;
&lt;br /&gt;
=== Other Established or Planned Archives ===&lt;br /&gt;
&lt;br /&gt;
There are several other archives built as part of the ongoing project, as well as many others that are under construction or still in the planning stages. The cost of building and maintaining these archives is extraordinary, as they are built to exact specifications that would allow the facilities to survive both natural and man-made disasters. The combined planning and investment required can mean it can take decades for a single facility to be completed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qerr’Malic Archive&#039;&#039;&#039; - Completed in &#039;&#039;&#039;2390&#039;&#039;&#039;, the Archive on [[Qerr%27Malic|Qerr’Malic]] acts as a repository for the cultural history of the skrell. This archive is unique in that it has been designed as a tourist attraction similar to other venues found on the moon, with showcases for art, music, and other media being prominent. The facility also houses indoor dining facilities for visitors, as well as viewing rooms for Skrell cinema, both old and modern.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oqraxo Archive&#039;&#039;&#039; - Completed in &#039;&#039;&#039;2278&#039;&#039;&#039;, the Oqraxo Archive is named after the arcology it resides on [[Aliose]]. This archive is technically two facilities: one which works closely with the Aliose University of Medical Sciences to archive medical knowledge, while the other acts as an archive detailing the history of skrell from Glorsh-Omega onwards. The historical facility was an addition made long after the medical archive was constructed, with the inhabitants of Aliose being the main supporters of it due to their role in establishing the organised resistance movement against Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weibi Archive&#039;&#039;&#039; - Completed in &#039;&#039;&#039;2285&#039;&#039;&#039;, the Weibi archive is located in the town of Weibi on [[Aweiji]], and acts as an archive of agricultural science. The facility works closely with the agricultural sector of Weibi, cataloguing and storing examples of most plant life grown both on Aweiji and elsewhere in the Federation. There is also a massive seed bank located deep underneath the facility, ensuring that viable samples of all known plant life in the Federation are preserved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waughai Archive&#039;&#039;&#039; - Completed in &#039;&#039;&#039;2331&#039;&#039;&#039;, the [[Notable_Skrell_Systems_and_Locations#Waughai|Waughai]] archive acts as a general archive for all engineering techniques and the technology used by the skrell. The Waughai archive currently has a planned expansion for a new Depth College focusing on engineering, which will utilise its library of engineering knowledge as a tool to teach students.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interstellar Travel Archive&#039;&#039;&#039; - Planned to be finished before the next century at the latest, this archive will focus on forms of travel used by the Federation, as well as housing examples of warp and Bluespace drives used at different points of the species&#039; history. Currently, the archive has not been designated a planet to be built on, and debates are still underway on its final location.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diulszi Archive&#039;&#039;&#039; - The Diulszi Archive is unique in that it will be jointly maintained by both the C’thur and the Nralakk Federation on Diulszi, in the [[Notable_Skrell_Systems_and_Locations#Glorashi|Glorashi system]]. The purpose of this archive will be to store most information related to the secondary species of the Nralakk Federation, including culture, history, and the events of first contact with the species. Construction of the archive began in early &#039;&#039;&#039;2462&#039;&#039;&#039;, and with the combined vaurca and skrell workforce it is expected to be completed within the decade.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Biology&amp;diff=39082</id>
		<title>Skrell Biology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Biology&amp;diff=39082"/>
		<updated>2026-04-22T12:51:38Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: disclaimer&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Skrell Biology=&lt;br /&gt;
==Species Overview==&lt;br /&gt;
Skrell are a species of amphibious, hairless, bipedal sophonts who originated from the planet [[Qerrbalak]]. Having evolved from an originally fully aquatic species, skrell have gills, webbing between their digits on their hands and feet, and large eyes for improved vision while submerged. Skrell have copper-based blood, or hemocyanin, in lieu of iron-based blood found in most other sophonts in the Spur. Large portions of skrell, particularly in the Axiori and Xiori subspecies, have tails of varying sizes and form, allowing them better movement underwater. Skrell experience [https://en.wikipedia.org/wiki/Lunar_effect|notable lunar effects] due to most moons’ influence on tides, manifesting as changes in emotional stability and personality. These effects are particularly noticeable when moving between planets with different lunar calendars, or when spending extended periods of time in space or on planets with no moons at all. Some research has implicated that skrell experience hormonal changes in time with the tidal cycles, but remains to be fully proven.&lt;br /&gt;
&lt;br /&gt;
Most skrell are active throughout the day and night, being metaturnal and capable of sleeping almost on command. Skrell require a minimum of one hour of sleep a day, but will rest without sleep multiple times throughout the day in order to recover. While asleep, the [[#Psionic_Development|Zona Bovinae]] begins emitting a high amount of psionic signals, transferring a skrell into a shared, lucid dreaming state known as the Srom, or Dream. While capable of sleeping for more than one hour a day, significant time spent sleeping is considered a sleep disorder, though this is separate from the ability to enter a hibernation period that lasts between several weeks to multiple months. This hibernation period is typically done for meditative or religious reasons, but can sometimes be used to socially withdraw out of reclusion.&lt;br /&gt;
&lt;br /&gt;
====Headtails====&lt;br /&gt;
Headtails’ primary functions were to keep the head insulated, hold their eggs, and for emotional displays. Notably, headtails lack fine motor control, but still utilize their intricate musculature to move and position themselves for contextual displays of emotion and intent. These headtails will grow through the average skrell’s life, being originally no longer than a few centimeters at hatching, to knee-length or lower towards their advanced age. Originally, the species only had a total of three headtails atop their head, but regularly have much more due to the effects of [[#X’Lu’oa|X’Lu’oa]], and their resulting extraneous headtails known as tuux, which can express atop the head and around the face and jaw. Skrell do not have as many facial muscles as other species have in order to manipulate their faces to express with them, and [[Skrell#Emotional_Displays|instead use verbalized cues and headtail movements]] in order to express instead.&lt;br /&gt;
&lt;br /&gt;
====Skrell Senses====&lt;br /&gt;
Beyond their headtails, skrells’ heads lack a bony nasal structure, instead having slits on a raised portion of their faces. Skrell lack robust olfactory sense when on land, lacking finer details and subtler detection of scents unless underwater. Inversely, a skrell’s sense of hearing is very acute, with hearing ranges capable of hearing into infrasound and ultrasound ranges. The skrell vestibular system within their ears is also robust, having developed heavily in order to improve orientation while underwater, and manifests in most skrell developing a strong sense of balance while on land.&lt;br /&gt;
&lt;br /&gt;
Skrell have two layers of skin, with a transparent layer protecting the pigmented layer beneath it. Mucus is excreted as a protective layer over their skin to prevent it from drying out and cracking, as well as to regulate their temperature. This layer depletes after extended periods on land, and is usually replenished through submersion or applying fresh water through other means. Their skin also more readily absorbs substances, and are more sensitive to the contents of their physical surroundings. This absorption also expresses through continual absorption of pigments through ingested contents, eventually causing noticeable changes in skin color around the stomach area if similarly colored food is eaten across long periods of time. Along with their unique skin structure, skrell have particularly sensitive tactile senses in being able to feel textures, and tend to have a reduced pain tolerance due to this. Skrell, similar to other bipedal species in the Spur, have proportionately large heads, which are adorned with muscular extremities known as headtails. &lt;br /&gt;
&lt;br /&gt;
Skrell vision is relatively equal to the average human’s, and have an equal range of color perception beyond some slight capability of ultraviolet perception, but are primarily adapted for improved sight underwater and in darker regions. The surrounding skin around the eyes are capable of secreting a dark ink when an individual skrell is under extreme stress, though the reason behind this mechanism’s evolution isn’t fully understood. The ink release mechanism is generally considered a vestigial organ function, having either been used to reduce glare when on the surface, or originally releasing much higher quantities as an escape mechanism. This ink, when released frequently over long periods of time, will eventually stain the surrounding skin.&lt;br /&gt;
&lt;br /&gt;
Within the average skrell’s mouth are hardened gum pads, which function similarly to teeth to chew food. Lacking hard teeth, skrell have great difficulty and discomfort when chewing hard foods, and will prefer softer foods where available. While this is the dominant structure in the majority of skrell, some skrell will be born with an alternative chewing structure in the form of an internal, beak-like bony plate structure, known as [[#Genetic_Disorders|Xibus]]. Skrell tongues, similar to the rest of their inner tissue, are blue, and measure an average of twenty centimeters in length from oropharynx to tip.&lt;br /&gt;
&lt;br /&gt;
==Skrell Subspecies==&lt;br /&gt;
All modern subspecies of skrell originate from &#039;&#039;Ranaera skrellis&#039;&#039;, being the common ancestor between &#039;&#039;Axiori&#039;&#039; skrell and &#039;&#039;Xiialt&#039;&#039; skrell. This division, having come from evolutionary adaptations to better thrive in land and aquatic environments, formally recognizes both Axiori and Xiialt as subspecies of the same origin. Axiori skrell are scientifically referred to as &#039;&#039;R. skrellis axioris&#039;&#039;, while Xiialt skrell are referred to as &#039;&#039;R. skrellis xiialtus&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Axiori skrell are more visibly aquatic, having larger tails, eyes, and more prominently webbed feet in order to improve their ability to swim underwater. The average Axiori skrell is shorter, heavier, and usually have darker-colored skin coloration than the other two subspecies. Axiori tend to be more psionically capable, which is hypothesized to originate from using it underwater to detect prey, avoid predators, and maintain contact with other skrell while separated across larger regions. &lt;br /&gt;
&lt;br /&gt;
Xiialt skrell, having adapted to primarily live on land, are usually taller and leaner than Axiori. Proportionately, Xiialt skrell also possess longer, more developed legs, but usually have much smaller tails, or lack them entirely. Psionically, this subspecies trend towards being weaker in their capabilities, being theorized to be from land-based skrell communities being in closer physical contact with another. Xiialt skrell also trend towards brighter skin coloration, generally being more vibrantly colored than the other subspecies.&lt;br /&gt;
&lt;br /&gt;
Lastly, Xiori skrell are a hybrid between Xiialt and Axiori skrell interbreeding, and possess multiple traits from either group. Axiori features maintain slight prominence in Xiori skrell, and have the range of colorations, sizes, and heights of both of their parents.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Examples of natural skin colorations in skrell, along with an example of a skrell who underwent spa treatments to modify their skin color. (Note: These are examples only. Skrell come in numerous color and species combinations not seen in this chart.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:AxioriNatty1.png|300px|thumb|An Axiori with green colouration.]]&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:AxioriNatty2.png|300px|thumb|An Axiori with red colouration.]]&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:XiialtNatty1.png|300px|thumb|A Xiialt with blue colouration.]]&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:XiialtNatty2.png|300px|thumb|A Xiialt with yellow colouration.]]&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:XiioriNatty.png|300px|thumb|A Xiiori Skrell with purple colouration.]]&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:XiialtSpa.png|300px|thumb|A Xiialt Skrell after a spa treatment.]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Being one of the shorter species within the Orion Spur, the median height range for skrell range between &#039;&#039;&#039;134cm (4’5”)&#039;&#039;&#039; to &#039;&#039;&#039;165cm (5’5”)&#039;&#039;&#039;. The average weight for skrell varies on a number of factors, generally ranging between &#039;&#039;&#039;35 kg (78 lbs.)&#039;&#039;&#039; to &#039;&#039;&#039;58 kg (130 lbs.)&#039;&#039;&#039;, with variation beyond this range for genetics, diet, and other factors. Skin coloration also varies heavily, primarily being inherited from their genetic parents, with Axiori trending towards darker pigments compared to Xiialt. Portions of differently colored skin are common, with patterns and clusters of splotches being the most common expression across their bodies. Dietary habits can also slowly change the pigmentation of a skrell’s skin, with a diet of primarily a single color eventually expressing in a shift of tones around the stomach and markings on their skin.&lt;br /&gt;
&lt;br /&gt;
==Skrell Development==&lt;br /&gt;
&lt;br /&gt;
Skrell live for considerably longer than humans, with a natural life expectancy within three centuries, and up to five hundred years with life-extending technology and modern medicine. This extensive lifespan coincides with a proportionately longer development and adolescent period, and most skrell have memories that can only retain memories for up to one and a half centuries.&lt;br /&gt;
&lt;br /&gt;
Being ovoviviparous, skrell begin life in large, gelatinous eggs that are hatched after a year of incubation once laid. Newly developing skrell within these eggs being psionically stimulated (referred to as [[Federation_Education#Scuttle_Schooling|Aqi’qa]], or “tethering”) through their assigned mentor before hatching. Upon hatching from these eggs, newly hatched skrell are altricial and helpless, requiring their surrounding quya to raise them for roughly fifteen years before becoming capable of supporting themselves physically.&lt;br /&gt;
&lt;br /&gt;
Adolescent skrell will continue their development until fifty years of age, where they are considered physically mature. However, modern Nralakk Federation culture will only perceive skrell as having achieved adulthood after achieving the equivalent of a degree in college education, which is usually achieved at sixty to eighty years of age. Young adulthood from this point is defined as lasting until their first century of age, where skrell up until their second century are of average adult age. Skrell enter their advanced age and senescence in the remaining fifty years of their second century, though medical technology allows skrell to live up to three centuries, and [[Nralakk_Federation#Medicine|youth serums]] allow them up to five centuries total.&lt;br /&gt;
&lt;br /&gt;
Skrell are simultaneously capable of siring and carrying offspring during conception, being simultaneous hermaphrodites. No forms of sexual dimorphism are present in the species, and lack any secondary sexual characteristics. Sexual maturity is reached at fifty years of age, and the average skrell with sufficient fertility will have an average of one to three eggs come to term in their lifetime. Pre-infertility crisis, the average skrell was capable of having clutches of eight eggs at a time, and is no longer possible due to X’Lu’oa-induced infertility.&lt;br /&gt;
&lt;br /&gt;
==Psionic Development==&lt;br /&gt;
[[File:ZroseChart.png|thumb|350px|right|alt=ZroseGraph|A Zrose graph, which is the basis of measuring a skrell’s psionic capabilities, sensitivity, and what defines a Receiver and Listener.]]&lt;br /&gt;
&lt;br /&gt;
The Zona Bovinae, a small sensory center of the brain within all life within the Orion Spur, is significantly larger within skrell. Through this region in the brain, skrell are capable of stimulating this portion of the brain in order to transmit an as-of-yet unknown mechanism to utilize psionics. Psionic activity is present throughout a skrell’s entire life, usually being stimulated before birth out of traditional belief in improving its growth, and is a necessary component of the average skrell’s ability to interact with others and participate in cohesive social groups.  &lt;br /&gt;
&lt;br /&gt;
Psionic capabilities vary across each skrell, with psionic sensitivity and natural receptiveness to outside psionic interaction differing between each individual. Most psionics are expressed through a passive, constant release of subconscious emotions and thoughts in a radius around them. This field is referred to as a &#039;&#039;Nlom&#039;&#039;, or Psionic Wake, and will constantly interact with individuals’ subconscious within its radius. Skrell who more readily mentally accept and adapt to these fields are called &#039;&#039;Receivers&#039;&#039;, while those who subconsciously resist or experience less urges to adapt their thoughts are &#039;&#039;Listeners&#039;&#039;. Skrell typically are born into either field at birth, though attunement and receptiveness to the Nlom will shift and change throughout their entire life despite these assignments.&lt;br /&gt;
&lt;br /&gt;
Skrell will experience higher psionic activity when in periods of deep sleep, experiencing an out-of-body connection to a shared subconscious that multiple skrell will connect to in a radius that will vary based on the density of skrell in an area. This shared instance of consciousness is known as the [[The_Srom|&#039;&#039;Srom&#039;&#039;]], or the Dream. While in this conscious instance, skrell experience a level of mental clarity that is credited for improved mental capacity and creativity, as well as a lack of social inhibitions. Skrell who avoid entering the Dream will instead prevent themselves from having deep sleep, develop a restful trance state to achieve physical rest, or use aluminium shielding to block their psionic connection entirely.&lt;br /&gt;
&lt;br /&gt;
Outside of the Nlom and Srom, skrell regularly utilize psionics for direct communication between one another. Telepathy, being the direct communication of thoughts and emotions, is done between two parties who engage in active conversation through psionics as a medium. This form of communication allows for sentences, mental images, sensations, and other mental projections are commonly used, though direct emotional transplants are generally considered rude. Concentrated use of psionics also allow particularly psionically capable skrell to interface with others while in physical contact from them, ranging from being able to transmit direct inquiries, diagnose physical conditions, and cause pain through psionic-neurological interactions.&lt;br /&gt;
&lt;br /&gt;
==Skrell Illnesses and Disorders==&lt;br /&gt;
&lt;br /&gt;
Physical illness in skrell are common, and affect multiple regions of their bodies. Mandatory vaccinations and the Nralakk Federation’s robust public healthcare system allows most skrell to live relatively sickness-free lives, though genetically expressed disorders are persistent, with multiple X’lu’oa-induced disorders having no known cure.&lt;br /&gt;
&lt;br /&gt;
===X’Lu’oa===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;X&#039;Lu&#039;oa&#039;&#039;&#039; is a term used for a cluster of symptoms and genetic disorders stemming from the genetic modifications administered by Glorsh-Omega, as well as the term for the modification itself. X’Lu’oa has multiple severities due to the method the AI used in administering it to the populace, with skrell collaborators receiving a less severe variant that renders them less infertile. The total number of symptoms and disorders under the term is still being researched and is non-exhaustive, with the most common symptoms consisting of infertility, X&#039;Lu&#039;oa Disorder, Tuux growths, and other, rarer conditions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tuux Growths&#039;&#039;&#039; are the most prominent genetic disorder from X’Lu’oa, which are tentacle formations that grow around the head and face of those affected. These growths are medically anomalous, usually being darker or lighter than the surrounding skin color of the individual, but are otherwise not considered alarming or unattractive. These growths grow similarly to natural headtails, though some growths can develop rapidly. Cosmetic correction of these growths is commonly done, usually through cosmetic genetic modification, or spa treatments. Some growths are sensitive to the touch and can be easily irritated, and usually require consistent moisturization. Despite being primarily benign, Tuux Growths are considered an early symptom of future X’Lu’oa conditions, with multiple growths warranting further medical screening.&lt;br /&gt;
&lt;br /&gt;
Some Tuux can become malignant growths, usually becoming dark with an excess of fluids and bloodflow to the site. Damage to these malignant Tuux will cause severe bleeding, due to a depletion of platelets in the blood gathering in the growth, which can prove fatal. These growths are usually surgically removed, though the complexity of this procedure is difficult to perform outside of the Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;X&#039;Lu&#039;oa Disorder&#039;&#039;&#039; is a chronic condition that causes the formation of dark-pigmented, painful acne of on the headtails, which will form from the surface of the skin to its interior. Those afflicted usually cover their headtails to avoid agitation of these sites, being ubiquitous due to being hidden. While currently incurable, symptom management comes in the form of topical creams to numb the acne, which is referred to as ‘’X&#039;oa&#039;wai cream’’. X’Lu’oa Disorder is also an early symptom of more severe disorders, much like Tuux Growths are. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;X’Lu’oa-induced infertility&#039;&#039;&#039; is the general term for a spectrum of reproductive issues stemming from X’Lu’oa, which ranges from eggs failing to come to term, to full sterility of those afflicted. Being the most common and severe condition of the genetic disorders, the induced infertility is the leading cause of falling birth rates within the species as a whole, with most skrell being unable to conceive any offspring in their lifetime. Being incurable, multiple fertility-enhancing procedures and modifications vary widely in their effects, though some skrell are rendered permanently infertile despite all the efforts taken.&lt;br /&gt;
&lt;br /&gt;
====X’Lu’oa Treatment====&lt;br /&gt;
X’Lu’oa is presently incurable, but dedicated medical research and advances in genetic therapy has led to the invention of mitigative treatment. [[Notable_Skrell#Nalo_Gir-Roq|Nalo Gir-Roq]], current head of Tzul&#039;qlip Researchers, directed the national enterprise with the support of multiple independent researchers (including Weashbi Jrugl themself) to create an inoculation to reduce the effects of X’Lu’oa. Named the &#039;&#039;JRGL Shot&#039;&#039; in reference to the [[Notable_Skrell#Weashbi_Jrugl|current Grand Councillor]], the vaccine slows the progression of X’Lu’oa disorder and Tuux growths. The JRGL Shot is currently within its clinical trial stage, with volunteers being monitored monthly by medical researchers and physicians from Zeng-Hu and the Federation, or every six months if abroad. Each experimental dose is renewed monthly, and is intended to combat the formation of X’Lu’oa Disorder’s acne and malignant Tuux growths, with further symptom management planned later on. &lt;br /&gt;
&lt;br /&gt;
===Infectious Diseases===&lt;br /&gt;
&lt;br /&gt;
In the modern era of the Nralakk Federation, most infectious diseases are easily treatable without concern in the metropolitan regions through inoculation and robust public healthcare. Beyond the Core, Elemental, and Contingent systems, illness remains a fact of life within the [[Notable_Skrell_Systems_and_Locations#The_Tetramerous_Systems:_The_Traverse|Traverse]]. The [[Starlight Zone]]—being primarily mismanaged and poorly maintained through refugee oversight and the Republic of Biesel’s political distance—regularly has breakouts of disease through its populace.&lt;br /&gt;
&#039;&#039;&#039;Pa’nar Blisters&#039;&#039;&#039; is a bacterial disease that affects the production of skin-protecting mucus within skrell bodies, causing excessive dryness where blisters form and eventually drain or burst. Pa’nar is primarily infectious during its asymptomatic period, where physical contact is its primary vector even after symptoms appear. Common symptoms also include coughing, sneezing, fatigue, weight loss, with infection and scarring common around blistering sites. Vaccinations for this disease are mandated in order to reduce its severity and grant immunity to the disease, while treatment involves mitigating permanent scarring of the skin where blisters have burst through medicinal ointments. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yuxin’s Rash&#039;&#039;&#039; is a skin disease affecting the webbing of a skrell’s hands and feet, causing severe dryness and irritation. While primarily only an annoyance, severe rash symptoms can render the hands to lose function due to the intensity of the cracked, dry skin sites. The rash will also occasionally migrate to other parts of the body in advanced cases, being connected to consistent irritation and scratching of the initially infected sites. Environmental factors will also cause the rash’s irritation to worsen, primarily dependent on temperature fluctuations and humidity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Spotted Fever&#039;&#039;&#039; refers to the bacterial infection caused by improperly prepared [[Skrell_Cuisine#Fruit_&amp;amp;_Vegetables|Fjylozyn]], which initially presents itself as sudden, increased bloodflow around the abdominal skin. Full-body infection progresses after, visibly appearing as red pustules across the chest and abdomen of the infected, which may burst if agitated. Without treatment, severe fever and abscesses of the skin will progress, usually proving fatal over the course of the following weeks. Being extremely infectious, those infected are usually held in quarantine while going through their treatment of antibiotics. Red Spotted Fever has a vaccine that is mandatory for all skrell, though those pre-Radiant Era are usually unvaccinated due to its more recent creation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black-Blood&#039;&#039;&#039; is a severe bloodborne illness originating from the [[Notable_Skrell_Systems_and_Locations#Zeiqi-Trqn|Zeiqi-Trqn]] region in the Traverse. Those infected will slowly become increasingly anemic as their blood cells are deprived of their ability to bind copper. Symptoms of the illness consist of progressively worsening lethargy, shortness of breath, and a visible darkening of the veins that form the namesake of the disease. Black-Blood is eventually fatal in all cases through asphyxiation from blood-related complications, and there are no known cures for the disease. Due to its fatality and potential for infection through exposure to infected fluids, the Zeiqi-Trqn region remains under quarantine due to the risk of transmission. Vessels that are suspected of carrying those infected or unsterilized cargo are regularly detained, and offending vessels are regularly scuttled if the quarantine was bypassed illegally.&lt;br /&gt;
&lt;br /&gt;
Black-Blood’s origins within the Zeiqi-Trqn remain unknown, with popular rumors of its existence as a bioweapon made during the [[Skrell_Synthetic_Age|Glorsh-Omega period]] remaining a popular theory. No substantial evidence of this theory has ever been found, though anti-Federation groups and the Lyukal regularly use this theory as a point of accusation towards the Nralakk Federation purposefully allowing its transmission in the region to reduce independent states being formed pre-reunification. &lt;br /&gt;
&lt;br /&gt;
===Genetic Disorders===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acute Hemoaerisis Disorder&#039;&#039;&#039;, or &#039;&#039;AHD&#039;&#039;, is a genetic disorder that causes the body to overstore copper within the body, causing damage to the heart, liver, and kidneys, eventually resulting in heart failure and liver cirrhosis. Acute Hemoaerisis Disorder is commonly referred to as Dark Pyrexia, named after the rapid darkening of the skin, joint inflammation, pain, and high fever as the disorder advanced. AHD was originally incurable and always fatal within newborns, being considered a sign of the soul within the body having been reborn too early, and denying their physical form. Treatment involves symptom management through blood transfusions, dialysis, and experimental genetic modification, though no known cure currently exists. Medical research behind the cure of the disease is growing, however, as more medical researchers dedicate themselves towards more successful treatment and a cure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tu&#039;Maqala&#039;&#039;&#039;, or &#039;&#039;Glass Skin&#039;&#039;, is a congenital disorder of the skin, which causes portions of the skin to become transparent due to a loss of melanin. These portions of the skin lack any pain or touch reception, effectively being completely numb. Treatment consists of electric pulses in the affected area, which temporarily removes the region and stops growth. Glass Skin will, if not treated regularly, eventually grow to cover entire portions of the body, with some cases resulting in total coverage. This disease is hereditary and originates from the X’Lu’oa cluster of genetic disorders, which is comorbid with X’Lu’oa-induced infertility. Skrell offspring can manifest Glass Skin despite neither parent expressing the disorder, which is still being researched to understand its source. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;, or &#039;&#039;Inverted Gills Syndrome&#039;&#039;, is a genetic, congenital disorder that results in a skrell’s gills being inverted outwards, facing the air while hanging free from under the jaw. Most skrell with inverted gills suffer relatively mild complications due to the exposed gills being sensitive and prone to infection. Corrective surgery is considered high-risk due to the delicate gill structure being modified, with most instead opting for gill covers. Gill covers are an adaptive, water-cycling device worn around that neck that keeps their gills hydrated and protected. &lt;br /&gt;
&lt;br /&gt;
[[File:Skrellburger.png|thumb|right|200px|alt=BurgerSkrell|Skrell with Xibus can consume foods otherwise unavailable for most skrell. For example, this skrell is eating a hamburger, and could chew the ice in their drink if desired.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xibus&#039;&#039;&#039;, or &#039;&#039;Beakmouth&#039;&#039;, is a genetic disorder consisting of the formation of interlocking, bony plates in the mouth in lieu of the typical hardened gum pads. These plates, similar to a squid’s beak, are exceptionally sharp and dense, allowing beaked skrell to eat food otherwise unavailable to them. However, Xibus causes a noticeable speech impediment, developing a lisp that increases in severity as the plates grow, which becomes particularly audible when speaking in Tau Ceti Basic. Some Xibus-bearing skrell will prefer psionic communication, which causes a perception of the condition being relatively rare, despite being somewhat prevalent in the Axiori populace. Treatment for Xibus is surgical removal of the bony plates at an early age, though this grows in risk as the patient grows older. Alternatively, these bony plates can be shaved down to a preferred length to avoid severe speech issues, as well as preventing accidental biting of the inner cheek. Despite its classification as a genetic disorder, debate within the medical research boards have led to a growing sentiment that Xibus is not a disorder, and instead an evolutionary development due to its clear advantages in being able to consume food that would previously be unavailable to skrell. A consensus, however, is still forthcoming.&lt;br /&gt;
&lt;br /&gt;
===Psionic Disorders===&lt;br /&gt;
Psionic disorders are considered both a disorder of both mental and neurological health, having intertwined effects due to the Zona Bovinae interfacing with a skrell’s personality and consciousness. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionic Echoes&#039;&#039;&#039; is a psionic condition that forms from repeated telepathic messaging, which forms repetitive messages in the psyche. Psionic Echoes is only present in psionically weak skrell, or non-skrell without psionic receivers to safely receive psionic interactions. These imprinted messages will repetitively repeat in the afflicted’s conscious thoughts, which ranges from being heard once daily, to multiple times every hour. While considered incurable, these echoes can be managed and mitigated through psionic counseling. Purposefully inflicting this condition is a very serious offense, and is considered assault within the Nralakk Federation. Using psionics against an individual with existing echoes is also punishable as assault, as it exacerbates the afflicted’s condition. Attempts to read the minds of those with psionic echoes will cause the echoes to obscure their thoughts, due to clouding conscious thought with the message.&lt;br /&gt;
 &lt;br /&gt;
A &#039;&#039;&#039;Psionic Stutter&#039;&#039;&#039; is a psionic-speech impediment, which forms in skrell who are psionically weak. Telepathic messages sent by skrell afflicted by this syndrome stutter in their messages, with the severity varying per person. Psionic therapy is the main form of treatment, and is most effective in younger skrell who exhibit a stutter. As a skrell ages, however, their stutter will become more prevalent and severe, as well as more difficult to remedy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionic Sleep Disorders&#039;&#039;&#039; are categorized as a psionic disorder with their relationship with the Srom. &#039;&#039;Psionic Oversleeping&#039;&#039; is classified as an addiction to the Srom, with periods of sleep beyond hibernation for four or more hours a day being considered oversleeping. This is a deductive behavior under the Social Compatibility Index system, due to being an antisocial behavior with a dependence on the Srom for varying reasons. Whether for the lack of shedding of inhibitions within the Srom, or for the intense mental clarity and creativity within it, treatment for oversleepers involves temporary isolation into aluminium-lined rooms during sleep. This isolation results in a duller, unpopulated dreamscape, which is considered most effective in breaking a dependence. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Psionic Undersleeping&#039;&#039;, being the inverse, is categorized as a psionic social disorder, with periods of deep sleep falling under thirty minutes a day considered undersleeping. Undersleepers are considered socially avoidant or anxious, or treated with suspicion due to the perception of undersleepers hiding secrets. Undersleeping is registered as a deductive behavior due to it being a purposeful, unhealthy withdrawal from social environments. Treatment for undersleeping involves the prescription of sleeping aids, anti-anxiety medication, and counseling, should they express fears over entering the Srom. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brenaii Syndrome&#039;&#039;&#039; is a neurological disorder that causes the degradation of the synapses, progressive immunodeficiency, and atrophy of the endocrine system. Disruption of the Zona Bovinae’s neuroelectrical impulses is the primary mechanism of Brenaii Syndrome, which then becomes the primary transmission. Due to being uniquely psionically infectious, skrell with the syndrome are socially isolated and ostracized. Taril’kow Brenaii, a prominent Starkeeper during 450 BCE, was the first known case of the disorder due to their position leading to constant psionic interaction with their fellow religious followers. The resulting spread of Brenaii was considered a pandemic, with no known cure, or treatment. Little progress has been made into treatment for those afflicted, and most care comes in the form of symptom management.&lt;br /&gt;
Many skrell with Brenaii Syndrome will voluntarily self-isolate out of fear of harming others, eventually forming Brenaii colonies in the frontier consisting of those affected. Due to their remote nature and sickened populace, most Brenaii colonies will remain unmapped due to their brief existences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Progressive Low Tide Syndrome&#039;&#039;, more colloquially known as &#039;&#039;&#039;Insanity of the Tide&#039;&#039;&#039;, is the general term for a cluster of progressive social and mental symptoms, most similar to dementia in definition. Usually manifesting with difficulties with memories and appropriate emotional responses, which eventually progresses into difficulty with physical and psionic speech. Skrell with Tide Syndrome are typically in their advanced age, with the earliest onset being in their second century. Insanity of the Tide derives itself from the collective terms from the multiple languages pre-Nral’malic, with the shared term for the syndrome referring to those affected as  “going insane as quick as the tides,” and was perceived as a sign of acceptance for elder skrell to move on from their physical lives. Tide Syndrome has no cure, and most treatment consists of cognitive therapy and psionic meditation. Particularly, the psionic meditation of “shifting” memories from imagined parts of the mind that were unhealthy to portions not yet afflicted is referred to as Ron’tuk’mol, or the “transfer of the mind”.&lt;br /&gt;
Tide Syndrome shares multiple clusters of symptoms with [[Europa#Skrell_on_Europa|Europan Sea-Blindness]], and are classified under the same disorder by the Nralakk Federation’s medical system, despite the separate classification by Europa. Both disorders, in sharing progressive symptoms with the Zona Bovinae, are considered similar enough to not warrant the differentiation.&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Skrell_Lore&amp;diff=39081</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=39081"/>
		<updated>2026-04-21T01:34:16Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: adds the Srom to the navbox&lt;/p&gt;
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!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 50%; background-color:#40E0D0&amp;quot; | [[:Category:Skrell|Skrell Lore Pages]] &lt;br /&gt;
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! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Skrell]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Skrell Biology]]  ·  [[Skrell Relationships]]  ·  [[Notable Skrell]]  ·  [[The Srom]]    &lt;br /&gt;
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! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Planets, Systems, Settlements&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Qerrbalak]]  ·  [[Qerr&#039;Malic]]  ·  [[Aliose]]  ·  [[Aweiji]]  ·  [[Tattuqig]]  · [[Xrim]] · [[Diulszi]] · [[Skrell Abroad]]  ·  [[Notable Skrell Systems and Locations]]  ·  [[Generation_Fleets|Generation Fleets]]  ·  [[The_Prescient_Republic_of_the_Qar|The Prescient Republic of the Qar]]&lt;br /&gt;
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! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Organizations, Factions, Politics&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Nralakk Federation]]  ·  [[Skrell Politics]]  ·  [[Skrell Enforcement]]  ·  [[Federation Crime and Resistance]]  ·  [[C%27thur_in_the_Federation|C&#039;thur in the Federation]]  ·  [[Dionae in the Federation]]&lt;br /&gt;
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! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Culture, Society, History&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Skrell Culture]]  ·  [[Skrell Cinematography|Skrell Cinema and Idols]]  ·   [[Federation Education|Skrell Education]]  ·  [[Skrell Technology]]  ·   [[Skrell Cuisine]]  ·  [[Skrell History]]  ·  [[Skrell Faith|Skrell Beliefs]]  ·   [[Skrell Mythology]]&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Psionics&amp;diff=39080</id>
		<title>Skrell Psionics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Psionics&amp;diff=39080"/>
		<updated>2026-04-21T01:27:36Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Psionics minor retcon pt 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=The Srom=&lt;br /&gt;
When Skrell enter “deep” sleep, their Zona Bovinae will cease transmitting Psionic Wakes and begin sending new signals to the Dream, or “Srom” in Nral’Malic. The Dream is a shared subconscious process where multiple Skrell’s minds interconnect to form a collective experience.&lt;br /&gt;
&lt;br /&gt;
The shared burden of creating the Dream results in Skrell having a greater cognitive capacity while asleep, and owing to that, Skrell that enter the Dream are almost always fully cognizant. The Dream shapes itself based on the memories, experiences and emotions of the Skrell currently creating it. For planetary-wide Dreams, the appearance is almost always determined by the environment of the planet, as it is the most commonly shared thing among the massive amount of Skrell.&lt;br /&gt;
&lt;br /&gt;
Skrell who don&#039;t have the luxury of aluminium-plated walls and want to isolate themselves fully from the Srom must remain in light sleep or stay awake entirely. This means those who have secrets to hide have the telltale sign of being constantly tired. Some Skrell, though, can enter a meditative trance, keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminium sealed laboratories and dorms, speaking and dreaming with each other in private as they conduct their research.&lt;br /&gt;
&lt;br /&gt;
Lone Skrell, who for one reason or another are away from other Skrell, will still enter the dreamscape while asleep, but without the support of their own kind the Dream will often be much smaller and vaguely hazy. Most Skrell find the experience depressing and prefer light sleep or meditative trances if they have the aptitude.&lt;br /&gt;
&lt;br /&gt;
Near replicas of any deceased individual can be conjured through ‘Srom Manipulation’. While many scientists of the Federation believe that these replicas are merely a hollow shell of memories with no proper soul, some believe that the individual has persisted even after death; this is often also seen as a cultural reverence for their ancestors and those who passed. The generational ship of the &#039;&#039;&#039;[[The_Fleet_Of_The_Srom|Dreamers]]&#039;&#039;&#039; are often seen practicing this ideology the most.&lt;br /&gt;
&lt;br /&gt;
=Skrell and The Srom=&lt;br /&gt;
&lt;br /&gt;
It is difficult to keep one&#039;s lips sealed in the Dream, with social inhibitions easily melting away. However, it is also much easier to create and brainstorm in Srom. Ways to hide from the dream clutter of a Dream are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that aluminium (typically headpieces, blankets, or plated walls) blocks off connection to the Dream entirely.&lt;br /&gt;
&lt;br /&gt;
Psionic individuals can actively alter and adjust things within the Dream through skill and effort, but the level of alteration is heavily dependent on what you’re adjusting and your own psionic aptitude. Typically, it&#039;s most easy to modify your own body within the Dream and a very common practice. Some Skrell even go so far as to make costumes to sleep in to make the transition easier. Rarely, talented Skrell can modify a sizable chunk of the Dream’s environment on their own, though the process can be very taxing and leave the sleeping Skrell feeling tired after they wake. Additionally, any changes they make gradually revert once they leave the Dream. Psionic Elders are considered among the best when it comes to Srom Manipulation; they are capable of altering and adjusting the Shared Dream to a higher degree than the average Skrell.&lt;br /&gt;
&lt;br /&gt;
===Cultural and Historical Relevance===&lt;br /&gt;
&lt;br /&gt;
* The introduction of &#039;&#039;&#039;[[Skrell_Cinematography#Swimstars|Srom-Capable VR]]&#039;&#039;&#039; changed the way that Skrell consumed media. Instead of a first-person book narrative, the audience is thrust directly into the point-of-view of the main character, where they are able to perceive and feel the emotions of the character.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Qerrbalak#Notable_Flora_and_Fauna|Wulumunusha]]&#039;&#039;&#039; naturally grows in alpine climates, typically closer to the poles of the Homeworld. It is used by both Qeblak and Weishii followers, and is said to unlock barriers to both Nlom and Srom.&lt;br /&gt;
&lt;br /&gt;
* Around the &#039;&#039;&#039;5500s BCE&#039;&#039;&#039; the &#039;&#039;&#039;[[Skrell_Early_History#Estabishment_of_Civilization|Great Schism]]&#039;&#039;&#039; occured; marked by a period in skrellian history in which there was a legitimacy crisis in regards to the religion which they followed, Qe&#039;qlak. It was through several key debates, alongside the use of political maneuvering and stealthy intrusions, that Qeblak was formed. For a while after its formation, many believed that Qeblak was a heresy, and for centuries after, skrellian scholars debated such. It was only through a mixture of both Nlom and Srom interference, Qeblak was eventually adopted as the primary faith of the Skrell.&lt;br /&gt;
&lt;br /&gt;
* The generational ship, &#039;&#039;&#039;[[The_Fleet_Of_The_Srom|The Zi&#039;Pluax]]&#039;&#039;&#039;, experienced a major systematic failure in the majority of their equipment, including hydroponics and communication terminals; the sudden failure caused the fleet to lose the ability to sustain itself or call for aid. Due to their situation, for over 400 years the crew of the Zi&#039;Pluax have been within rotations of cryosleep, and by extension, crewmembers have been within The Srom for extended periods of time. This has led to a newfound cultural identity forming within the Zi&#039;Pluax and being universally adopted by all of its members.&lt;br /&gt;
&lt;br /&gt;
===Sromkala===&lt;br /&gt;
&#039;&#039;&#039;[[Skrell_Enforcement#Domestic_Surveillance|Sromkala]]&#039;&#039;&#039;, translating to Dream Enforcers, are Skrell selected to ensure that major planetary dreambubbles are safe from malicious lucidity. Agents are selected for their high psychic potential to oversee the Srom to ensure that no illegal or anti-Federation activities occur, particularly through the malicious use of Nlom-capable devices. They are commonly situated close to Nlom Relays - using the technology to amplify their capabilities tenfold. It is said that for every Nlom Relay across the Nralakk Federation, there is a Sromkala nestled within a special cryogenic pod that allows for their body to be in suspended animation, but allows their minds to project and continue working within Srom.&lt;br /&gt;
&lt;br /&gt;
=Non-Skrell and The Srom=&lt;br /&gt;
&lt;br /&gt;
Non-Skrell can enter The Srom through the help of a psionic guide. These psionic guides are often Elder Skrell who have dedicated portions of their life to studying The Srom. They can come from many backgrounds; Psionic Scholars, Elders of a Skrell Faith, or simply Psionic Researchers. Due to the immense amount of training that consistent Srom Pulls require, being able to Srom Pull effortlessly is something only the masters of the technique can do. However, the technique is not a secret and many can piece it together and perform one to at least a beginner level. Those without training can perform rudimentary Srom Pulls but it is accompanied with great concentration and straining; something that should not be done constantly. A Skrell will most likely learn the technique of an advanced Srom Pull from an established psionic guide or Elder throughout consistent psionic studies and classes. Schooling related to the Psionics in Depth Colleges even have degrees available in Srom Studies.&lt;br /&gt;
&lt;br /&gt;
A Non-Skrell in The Srom will feel the effects more heavily; and due to such, these Non-Skrell in The Srom are practically incapable of lying and misdirection. Newcomers to the Dream will often be incredibly dazed and confused without any real ability to manipulate their surroundings. It will typically take months of training for a Non-Skrell to manifest even a rudimentary orb of light, or to exist in the space without being dazed, and even then it is rare for a non-Skrell to show any aptitude for manipulation within the Srom. It should be noted that non-Skrell, even with a psionic receiver, cannot interface with [[Skrell#The_Nlom|Srom-Devices]]. Once awoken, a Non-Skrell will experience a feeling similar to being intoxicated, accompanied with a brief spike of pain for those of lower psionic sensitivity. Though this pain causes no lasting damage, it is still strongly advised for a psionic guide to conduct a psionic assessment of their prospective student prior to a Srom pull. The health and safety of the Non-Skrell should always be prioritized by the psionic guide.&lt;br /&gt;
&lt;br /&gt;
Dionae, and Vaurca are incapable of experiencing The Srom under normal conditions. However, if one were to install a psionic receiver then a skilled Psionic Guide would be able to assist them in a journey to the Shared Dream. Psionic receivers allow non-Skrell to interact with the Srom but in a more passive capacity, relying on their guide to actively help them manifest objects or change their surroundings but otherwise being more of an observer than other non-Skrell. It is extremely common for Non-Skrell that reside in the Nralakk Federation to have these receivers installed due to the sheer amount of cultural relevance and importance that psionics and The Srom have within society, but they are still at a disadvantage due to the receiver not acting as a full replacement for a Zona Bovinae. IPCs and Synthetics are incapable of entering the dream even with a receiver due to their incompatibility with psionics.&lt;br /&gt;
&lt;br /&gt;
===OOC Note===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;SROM PULLING NON-SKRELL IS DIFFICULT AND STRAINING FOR THE AVERAGE SKRELL. IT WILL TAKE EFFORT UNLESS YOU HAVE PRACTICE AND EXPERIENCE.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can pull a human, tajara, or unathi into Srom following these steps (these also work on other organic species with a psionic receiver):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Yellow grab them&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Buckle yourself to a chair&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. They sleep&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. You sleep&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Srom-Aligned Ailments=&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Non-Skrell without a receiver&#039;&#039;&#039; who are repeatedly subjected to The Srom run a very small risk of receiving &#039;&#039;&#039;[[Skrell_Biology#Psionic_Disorders|Psionic Echoes]]&#039;&#039;&#039;. Psionic Echoes are an ailment that only affects very weak psionic users or non-Skrell. If an individual is pulled into The Srom repeatedly then certain words or images may be &amp;quot;imprinted&amp;quot; into their mind; ringing throughout their head like an echo once they awake from the Shared Dream. This can range from a very mild case, where an individual may only hear one echo a day, or to something more extreme, where an individual will hear multiple echoes repeatedly throughout the day.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Non-Skrell without a receiver&#039;&#039;&#039; may also have a lasting sense of confusion or paranoia after repeated visits to The Srom. This is thought to be due to how hard it is to keep secrets within the Dream and may even manifest as the individual being unable to tell the waking world from the Dream; albeit only for a short period after their visit. Due to such, it is common for Srom Pulls to be performed in a controlled environment with minimal background noise to ensure that the individual has an easy transition from the waking world to the Dream and vice versa.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Skrell without Psionic Guidance training&#039;&#039;&#039; who repeatedly perform Srom Pulls will need to cool down for a short while before they are able to do so again. Psionic fatigue is the most common symptom in novice Skrell who attempt this advanced technique but it can be mitigated with further training. This common ailment can hinder general psionic capability and also cause fatigue in the body itself; leaving the Skrell winded and in need of rest before they would be able to perform the maneuver again. &lt;br /&gt;
&lt;br /&gt;
* Nralakk Federation researchers are looking into the connection between &#039;&#039;&#039;Skrell without Psionic Guidance training&#039;&#039;&#039; and &#039;&#039;&#039;[[Skrell_Biology#Psionic_Disorders|Brenaii Syndrome]]&#039;&#039;&#039;; while there is no official connection, the Federation has warned Skrell that only trained Psionic Guides should be performing Srom Pulls regularly. Brenaii Syndrome is a neural disease that results in the degradation of synaptic pathways of a Skrell. It has also been known to result in immunodeficiencies and endocrine atrophy. It is caused by the disruption of neuroelectric impulses within the Zona Bovinae and is spread through psionic interaction. Brenaii Syndrome is heavily stigmatized within skrellian society.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=39079</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=39079"/>
		<updated>2026-04-21T01:27:31Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Minor psionics retcon pt 1&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 = R. skrellis axioris, R. skrellis xiialtus&lt;br /&gt;
 |Image = Skrell.png&lt;br /&gt;
 |System = [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Nralakk]]&lt;br /&gt;
 |World = [[Qerrbalak|Nralakk IV (Qerrbalak)]]&lt;br /&gt;
 |Language = [[Skrell#Language|Nral&#039;Malic]], Tau Ceti Basic&lt;br /&gt;
 |Politic = [[Nralakk_Federation|Nralakk Federation]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skrell&#039;&#039;&#039; are a species of amphibious bipeds, originating from the planet of [[Qerrbalak]]. Skrell possess multiple features due to their origins from the oceans of their homeworld, possessing gills, self-hydrating pliant skin, and webbed digits. With notably longer lifespans than most of the sophonts, combined with their earlier development of organized societies, skrell are the oldest spacefaring species in the [[Orion Spur]].&lt;br /&gt;
&lt;br /&gt;
Skrell society has remained in a single, unified society soon after their expansion into space, with both incarnations of the [[Nralakk Federation]] being the sole body of modern skrell civilization. The Nralakk Federation operates under a single government that plans nearly all aspects of skrell society, with it maintaining both a nationally-unified efficiency and expansive social welfare system, though many detractors claim that these are at great cost to personal and political freedoms. &lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Consulars / Representatives&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
===Species Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Skrell speak their own exclusive language of Nral’Malic, which is used by typing &#039;&#039;&#039;,k&#039;&#039;&#039; before the rest of the spoken message.&lt;br /&gt;
&lt;br /&gt;
*Skrell are naturally [[Psionics|psionic]].&lt;br /&gt;
&lt;br /&gt;
*Skrell can enter the &#039;&#039;&#039;Srom&#039;&#039;&#039;, or Dream, with other skrell when they sleep, allowing them to communicate through a lucid dreamscape.&lt;br /&gt;
&lt;br /&gt;
*Xenobiological Slimes are naturally passive to skrell due to their [[Skrell#Slimes|anomalous circumstances]]. &lt;br /&gt;
&lt;br /&gt;
*Skrell can breathe underwater due to being amphibious and possessing gills.&lt;br /&gt;
&lt;br /&gt;
*Due to their advanced vestibular system, skrell cannot be slipped.&lt;br /&gt;
&lt;br /&gt;
*Skrell have large heads with protruding headtails, requiring all EVA helmets to be refitted to their unique headshape. These are found in EVA storage areas, and can also be done by using a suit cycler. Their headtails also make it uncomfortable to wear most headwear and hats, making them usually unwilling to wear them.&lt;br /&gt;
&lt;br /&gt;
*Skrell have a hemocyanin-based circulatory system, meaning that their blood is based on copper instead of iron. Skrell require copper supplements to alleviate bloodloss symptoms (but can receive human blood of their type without issue currently, due to game mechanics simplifying blood types across species).&lt;br /&gt;
&lt;br /&gt;
===Axiori Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Axiori take increased burn damage due to their skin being sensitive to high heat.&lt;br /&gt;
&lt;br /&gt;
*Axiori take decreased oxygen and brute damage due to adaptations to variable pressures underwater.&lt;br /&gt;
&lt;br /&gt;
*Axiori have to rehydrate more often and regularly when outside of water.&lt;br /&gt;
&lt;br /&gt;
*Axiori sprint slower due to their larger, webbed feet.&lt;br /&gt;
&lt;br /&gt;
*Axiori have a naturally higher pulse due to their increased circulatory needs.&lt;br /&gt;
&lt;br /&gt;
==Relations with Megacorporations==&lt;br /&gt;
&lt;br /&gt;
Skrell are able to work for every megacorporation within the [[Stellar Corporate Conglomerate]], and are accepted as agents into the Conglomerate’s internal affairs. Several megacorporations maintain labor agreements between themselves and the [[Nralakk Federation]], with [[Zeng-Hu Pharmaceuticals]] in particular maintaining an expansive partnership with the Federation. Other [[Nralakk_Federation#State-Owned_Enterprises|corporations]] do maintain a comparatively smaller presence within the Federation, but still allow skrell to work for them.&lt;br /&gt;
&lt;br /&gt;
==Skrell History==&lt;br /&gt;
&#039;&#039;See also: [[Skrell History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell history extends multiple millenia, with the furthest recorded events stretching into the tenth millennium of the before-common era. With most of this period being lost due to the corruption of oral histories and impermanent structures in the oceans and shores, large portions of skrell history remain obscure. Dedicated skrell historians and archeologists maintain a generally agreed upon consensus of pre-historical skrell, though even most of this has been lost due to the [[Nralakk_Federation#The_Archive_Project|Tzqul Archive’s]] lockdown after the [[Skrell_Synthetic_Age|Synthetic Era]]. Modern skrell historians and anthropologists to this day still struggle to retrace the steps of their species without the pre-existing sum total of their species’ history within the archives.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Biology]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Being amphibious, skrell are adapted to both living on the surface and underwater. Their hands and feet lack nails or claws, and have extensive webbing between each digit. Skrell lack any teeth, instead having hardened gum pads that can masticate most softer foods. Also present on their faces are a lack of defined noses, instead having nostrils on a slightly elevated part of their faces where a bony nasal structure would typically be. Skrell eyes are large and primarily black, being adapted for high acuity vision while underwater. Beside their eyes are pigmented ducts similar to tear ducts, which express when they are under severe stress. Many skrell, particularly Axiori and Xiori, have tails. These tails aid in swimming and balance, with Xiialt skrell regularly having shorter tails, or none at all.&lt;br /&gt;
&lt;br /&gt;
Being relatively short, the average height for skrell range between &#039;&#039;&#039;134cm (4’5”)&#039;&#039;&#039; to &#039;&#039;&#039;165cm (5’5”)&#039;&#039;&#039;. Skrell lack extensive muscles usually present for facial expressions, making them appear unemotive or lacking emotions to other species. Despite this perception, skrell have a variety of methods to display their emotions, and do experience a full range of emotions. Emotional displays include motions involving the position of their heads and headtails, as well as a variety of vocalisations. This also extends to their tails, which serves a role for emotional displays if they are long enough to be visible from the front.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Headtails&#039;&#039;&#039; are the most notable feature of skrell, being long appendages that extend from the top and sides of their heads. These headtails typically extend to the shoulders (but do lengthen as they age), and were originally used to keep the skin around their necks damp and enclosed in order to incubate and hold eggs. These headtails contain extensive muscular structures, allowing skrell to rapidly and easily manipulate their positioning, though they lack the same articulation that would make them fully prehensile. Headtails grow throughout a skrell’s lifetime, with their length being a visual signifier for their age. With the inception of &#039;&#039;Spa Treatments&#039;&#039;, most skrell alter the length of their headtails for fashion or personal taste, usually out of wishing to appear older or wiser to others. Accessories for headtails are ubiquitous for skrell fashion, being adorned with jewels, wrappings, chains, and bands. Headtails can also be tied back and restrained into tight shapes as well, which is not uncomfortable so long as the tie is not particularly tight. &lt;br /&gt;
&lt;br /&gt;
Skrell are cold-blooded or poikilothermic, lacking the ability to maintain an internal temperature without taking action to change their temperature beyond their current environment. Despite this, skrell are adapted to having a high tolerance for different temperatures, and mainly rely on humidity in order to not dry out. &lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
&lt;br /&gt;
A skrell’s skin has two layers that define their moist, nearly gelatinous appearances, with the second layer of skin being less translucent and responsible for their pigmentation. This layer of skin can dry out and crack when outside of their comfortable humidity ranges, with this being prevented by moisturizing through entering pools of water, dousing themselves, or bathing. While variable between individual skrell, most space stations and vessels with appropriate climate control are equipped to allow skrell personnel to work without moisturizing for roughly four hours without drying to the point of discomfort. Wealthier skrell typically purchase genetic treatments that allow them to remain hydrated for up to a week without moisturizing. &lt;br /&gt;
&lt;br /&gt;
Skrell skin notably contains glands that secrete mucus in order to self-moisturize, provide a layer of protection, regulate their temperature, and acts as an evasive advantage in order to escape grabs done by potential predators. Notably, skrell skin mucus is not sticky. The average level of mucus present varies between skrell, with some being extremely dry to the point of flaking, while others express to the point of nearly dripping. Skrell skin is generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Natural skrell skin colour varies between subspecies, with colours ranging from deep blues, bold greens, vibrant reds, and the spectrum of colors between. Diet is also a determining factor, with brightness and shade being affected based on pigment consumed. Skrell genetic engineering has mastered the ability to accelerate natural changes in skin colour and headtail length, colloquially known as a &#039;&#039;&#039;Spa treatment&#039;&#039;&#039;. These treatments vary in length, with hue and saturation in skin colors changing over the course of a month, while changing headtail and tail length takes roughly a year. This type of physical alteration is commonly accepted in skrell society, being seen as the equivalent of dyeing one’s hair. &lt;br /&gt;
&lt;br /&gt;
Skrell lack a particular view of beauty in the sense that there are “unattractive” appearances. Physical disorders and anomalous changes in appearance are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
=== Physical Development ===&lt;br /&gt;
&lt;br /&gt;
Skrell physically develop throughout their adolescence at an equivalent rate of roughly three times as long as human adolescents, but physical maturity is held separate from cultural maturity. Skrell are physically fully developed around 50 years of age, though true social maturity is generally accepted around when they achieve two formal degrees from a [[Federation_Education#Depth_Colleges|college or university]], which takes most skrell until they reach between 60 to 80 years of age. The average skrell naturally lives up to 250 years on average, with modern medical technology in the Nralakk Federation allowing them to live to upwards of 300 to 350. With [[Skrell_Technology#Medicine|youth serums]], which are limited to the more valued members of Federation society, skrell can live up to nearly double their natural lifespans at 500 years old.&lt;br /&gt;
&lt;br /&gt;
Due to the extensive genetic modification during the [[Skrell_Synthetic_Age#Late_Synthetic_Age|Synthetic Era period]] implemented on the unwilling populace, most skrell suffer from [[Skrell_Biology#X’Lu’oa|X’lu’oa]]-induced infertility, or are completely sterile. Intensive research after the Synthetic Era has been devoted to undoing the effects of the infertility crisis, to some success. Despite these efforts and extensive treatments, only a third of all skrell are capable of successfully reproducing, and their clutches are between one to three eggs in comparison to average of eight eggs per clutch pre-X’lu’oa.&lt;br /&gt;
&lt;br /&gt;
== Skrell Culture ==&lt;br /&gt;
=== Federation Culture ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Culture|Skrell Culture]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two skrell researchers in the aftermath of extensive scientific debate and comparison of their work. While one skrell is visibly pleased, the other is visibly upset at being disproven and being made to revise their week’s worth of study. While competitiveness is common in the Nralakk Federation’s scientific circles, it is regarded as a healthy behavior in the workplace.]]&lt;br /&gt;
&lt;br /&gt;
The [[Nralakk Federation]]’s [[Nralakk_Federation#Social_Compatibility_Index|Social Compatibility Index]] affects the skrell citizen’s social standing around others. Skrell who are in the lower social stratum are expected to defer to their higher ranked skrell both in and out of the workplace. Skrell who are excessively argumentative towards their social stratum superiors will often be deducted out of disrespect and disrupting social cohesion, resulting in most skrell reluctantly deferring to them. This effect isn’t as pronounced between skrell whose SCI rankings are adjacent, but an Ox arguing with an Oqi is regarded as inappropriate and shameful.&lt;br /&gt;
&lt;br /&gt;
In the public life, skrell in public areas and social congregations are fully expected to respond to other skrell who bombard them with questions in order to gauge their interests, career, personal opinions, and boundaries in order to understand both what is acceptable to discuss with them, as well as if they are worth forming a correspondence with. These questions, while probing and uncomfortable to non-Federation citizens, are completely normal and are considered good conduct in forming an initial rapport in understanding the other party. Outside of the Federation, this introductory interaction is extremely alienating and discomforting with other species, with the Federation posting cultural guidelines to its citizens going abroad about this cultural contrast.&lt;br /&gt;
&lt;br /&gt;
Due to their lifespans, skrell have different perception of time compared to other sophonts. Passive observation, study, and mediation is preferred over immediate action, and tend to commit to decisions that will take decades to a century in order to receive the results from. While these can appear as incomprehensible decisions, most of these are generally planned well ahead in order to pay off in the comparatively far future.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nral&#039;malic&#039;&#039;&#039; (transliterated as “Homeworld Voice”, more accurately &#039;&#039;The Voice of the Homeworld&#039;&#039;) is a constructed language invented during the early stages of skrell space colonization, created and enforced in order to have a single language spoken across all skrell, no matter their location beyond Qerrbalak. To non-skrell, the language has the particular trait of resonating in the neck and jaw instead of the ear, due to the fact that most of the language utilizes the expanded hearing and vocal range of skrell that exit the human hearing range. These particular tones are important in declaring tone in the language, allowing for emotional cues and responses to be easily conveyed. The only species capable of speaking Nral’Malic beyond skrell are diona and vaurca, who are naturally harmonic or capable of receiving implants to expand their ranges respectively. [[Zeng-Hu_Pharmaceuticals| Zeng-Hu Pharmaceuticals]] has both invented and patented an implant that allows the receiver to both understand Nral’malic and perceive the ranges necessary to hear the full language, though speech remains outside of its current capabilities. For those who have received a Nral’malic processor and are residents of the Nralakk Federation, the government instead provides devices that allow for a text-to-speech form of speaking Nral’malic, to be used in tandem with the implant.&lt;br /&gt;
&lt;br /&gt;
Originally created in &#039;&#039;&#039;925 BCE&#039;&#039;&#039; out of an interest in preventing language drift and the difficulties of communication, the original Nralakk Federation enforced its widespread adoption after its full rise to power in &#039;&#039;&#039;878 CE&#039;&#039;&#039;, and barred those unwilling to adopt it from travelling off-world as a consequence. These other languages were relegated to being primarily used in private and in the arts, though this usage eventually faded with time.&lt;br /&gt;
&lt;br /&gt;
Skrell also utilize a wide range of sounds to communicate particular emotional reactions to stimuli, as well as to emphasize emotional associations. These generally range from squeals, croaks, warbles, chirps, and other sounds. Higher-pitched sounds are associated with positive or sudden emotions, such as happiness or being startled, while lower-pitched noises are associated with negative or neutral emotions, such as anger or hunger. Melodic noises such as crooning or trilling are more ambiguous, often used as an emphasizer towards a previously expressed emotion. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nral&#039;Balak&#039;&#039;&#039; is an unofficial language consisting of emotional displays, having developed in order to compensate for the lack of facial expressions present in skrell. While containing dozens of variations and personal intent, there are commonalities in Nral’Balak. Skrell who are upset or annoyed often puff their cheeks out, which some liken to the way frogs inflate their necks. Some skrell scrunch their headtails up, chirrup repeatedly, and narrow their eyes as a way of displaying upset or a willingness to fight. This is often likened to a threat display, being similar to behaviors present in ancient skrell. Many skrell will often tilt their head heavily to one side to show visible confusion, and often adopt the human method of nodding and shaking their heads to agree or disagree.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Skrell Slang====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Titles and labels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are names, titles and other terms used to address someone based on one or more of their characteristics.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tadpole&#039;&#039;&#039; - A young skrell, or someone who is juvenile. This is usually used to call someone childlike or sophomoric in their behavior. &lt;br /&gt;
* &#039;&#039;&#039;Brown Dwarf&#039;&#039;&#039; - A disappointment, or someone who fell short of their perceived abilities. This is usually used to call someone a disappointment or failure, and is a severe insult.  &lt;br /&gt;
* &#039;&#039;&#039;Protostar&#039;&#039;&#039; - A young, ambitious individual, who has just started their career. Most graduates are labelled this often, but it can refer to any ambitious individual.&lt;br /&gt;
* &#039;&#039;&#039;Supernova&#039;&#039;&#039; - An individual that has begun to lose the interest of the public. Often used in headlines for an idol as &amp;quot;going supernova&amp;quot; to refer to their declining fame. This is sometimes used to describe someone having peaked in their career, and that they are going downhill.  &lt;br /&gt;
* &#039;&#039;&#039;Voidbeckoned&#039;&#039;&#039; - Someone who is careless, reckless, or acting dangerously. This is used almost exclusively towards non-skrell who are seen as reckless and uneducated.&lt;br /&gt;
* &#039;&#039;&#039;Black Hole&#039;&#039;&#039; - A slang term for someone who is considered very stupid, in a field of low repute, or for someone perceived as worthless. &lt;br /&gt;
* &#039;&#039;&#039;Sparks&#039;&#039;&#039; - A slang term for non-skrell, due to their short lifespans. The term is not considered an insult, most using it in a positive, negative, or neutral manner.&lt;br /&gt;
* &#039;&#039;&#039;Elder&#039;&#039;&#039; - An older skrell, typically in their twilight years.&lt;br /&gt;
* &#039;&#039;&#039;Webfoot&#039;&#039;&#039; - A less explicit term for someone who uses Xu’xi gas. This derives itself from the odd, waddling stance many Xu&#039;xi Gas users adopt while high.&lt;br /&gt;
* &#039;&#039;&#039;Gasrunner&#039;&#039;&#039; - Someone involved in the smuggling or sale of Xu’xi Gas. This is applied as either the job itself, or in the same way someone might refer to a dealer as a “plug”.&lt;br /&gt;
&lt;br /&gt;
The labels below are used rather than PhD, MD, or other degree titles in Federation space. It is common to see them used by skrell abroad, either alongside or superseded by more known titles such as Doctor or Professor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lu&#039;vesi&#039;&#039;&#039; - Dropout - Lvs. - Void Graduate&lt;br /&gt;
* &#039;&#039;&#039;Aqm&#039;vesi&#039;&#039;&#039; - 1 degree - Aqvs. - Junior Graduate&lt;br /&gt;
* &#039;&#039;&#039;Qro&#039;vesi&#039;&#039;&#039; - 2 degrees - Qrvs. - Graduate&lt;br /&gt;
* &#039;&#039;&#039;Qu&#039;vesi&#039;&#039;&#039; - 3 degrees - Quvs. - Star Graduate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extranet Emoticons and Shorthands&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the extranet as a facet of daily life for most skrell, the online lexicon is extremely vast. These are usable in order to display expressions without resorting to using more human-like emotes.&lt;br /&gt;
*&#039;&#039;&#039;cccccc&#039;&#039;&#039; - A term similar to the human terms of “lol” or “lmao”, this is used as a shorthand for the series of chirps often done by skrell who are being stimulated by humor. A “chirp” is shortened to c, and the more c’s are used show stronger reactions. More rarely, some skrell adapt “lmao” into “cmto”, or “Chirping My Tail Off”.&lt;br /&gt;
*&#039;&#039;&#039;###/Netting/Netted/===&#039;&#039;&#039; - Used as a way of showing someone they have been caught purposefully trying to upset other users for entertainment, or to refer to someone being caught messing around. This is made in reference to fishing nets, which sometimes will catch other skrell by accident.&lt;br /&gt;
*&#039;&#039;&#039;S0_0S / |0_0| / &amp;lt;0_0&amp;gt;&#039;&#039;&#039; - These emoticons are used as a way to convey headtail positions in reaction to something, much like the human emoticons of “:)” or “&amp;gt;:(“. The S is to represent curled headtails, representing the curling of the headtails often used to convey excitement, while the vertical bar represents a more neutral response. The less than and greater then symbols, in contrast, represent the folded inwards expression that is usually reserved for being reserved, feeling insulted, or generally negative or withdrawn emotions. Sometimes shortened to simply “SS”/”||”/”&amp;lt;&amp;gt;”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insults and Crude Slang&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Terms that are considered rude or otherwise impolite by skrell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Briny&#039;&#039;&#039; - A recent neologism created younger skrell, to refer to something as “briny” is to call something “crazy” or “bad”. The term derives itself from extremely salty water, which skrell have great difficulty and discomfort being submerged in due to the drying properties and being adapted to freshwater.&lt;br /&gt;
*&#039;&#039;&#039;Choppy/Chopped&#039;&#039;&#039; - An insult that refers to someone who is in a project, activity, or habit that is considered a waste of time or worthless. Often used by more rebellious Federation citizens towards government projects.&lt;br /&gt;
*&#039;&#039;&#039;Rogue Wave&#039;&#039;&#039; - A term that describes someone as acting dangerous or shady, likening them to subversive behavior. Most commonly used to describe Lyukal members, it also sometimes is used to call something disreputable or questionably obtained, or swept in by a rogue wave.&lt;br /&gt;
* &#039;&#039;&#039;Labber&#039;&#039;&#039; - An abbreviated term for sympathizers of Glorsh, shortened from the phrase &amp;quot;collaborator&amp;quot;. It is an incredibly severe insult, and is usually used to refer to skrell who accept or tolerate synthetics. &lt;br /&gt;
* &#039;&#039;&#039;Senseless&#039;&#039;&#039; - A term used as an insult towards sophonts not outfitted with a psionic receiver, or as a more general insult towards those considered dull, or stupid.&lt;br /&gt;
* &#039;&#039;&#039;Orb&#039;&#039;&#039; - A common container used to transport Xu’xi Gas.&lt;br /&gt;
* &#039;&#039;&#039;Sqrug&#039;&#039;&#039; - A derogatory term for someone with a dependency on Xu’xi Gas, which has since expanded to other drugs as well. This term has seen a revival as an in-joke to rib each other between Gasriders and gas users.&lt;br /&gt;
* &#039;&#039;&#039;Gupkala/Guppies/Gup/Guppy&#039;&#039;&#039; - A mocking word for law enforcement within the Federation or abroad. The term “Guppy” is also referred to by skrell who see someone or something as gullible or an easy mark.&lt;br /&gt;
* &#039;&#039;&#039;Grotto&#039;&#039;&#039; - Originally used in Weishii to refer to a place of spiritual fulfillment and worship, it is also used to describe buildings where Xu’xi gas is usually used and sold in. These buildings are usually stereotyped as being run-down and abandoned.&lt;br /&gt;
* &#039;&#039;&#039;Piisz&#039;&#039;&#039; - A term used to refer to synthetic Xu’xi Gas, or generally in reference to Xu’xi Gas of questionable quality.&lt;br /&gt;
* &#039;&#039;&#039;Toady/Toad&#039;&#039;&#039; - An insult used to describe criminals, conmen, or generally disreputable skrell. Meant to imply that they give other skrell a bad name, particularly abroad. &lt;br /&gt;
* &#039;&#039;&#039;Coral Stem/Stem/Gillpress/Lunar Gasmasks/Whistles&#039;&#039;&#039; - A term used to refer to inhalers, specifically those full of Xu’Xi gas. &lt;br /&gt;
* &#039;&#039;&#039;Drylister&#039;&#039;&#039; - Refers to skrell (and very rarely, someone of another species) who has been born abroad that is suspected of being under Federation surveillance by the Ruupkala due to their actions. The drylist refers to the hypothetical list of persons-of-interests or dissenters that is rumored to be kept by the Ruupkala. The topic of the drylist is considered taboo by citizens.&lt;br /&gt;
* &#039;&#039;&#039;Tidal/Tided&#039;&#039;&#039; - Something being absurd or otherwise dangerous, or someone who is insane. The term originates from [[Skrell_Biology#Psionic_Disorders|Progressive Low Tide Syndrome]], or “Insanity of the Tide”.&lt;br /&gt;
* &#039;&#039;&#039;Chapped&#039;&#039;&#039; - Referring to chapped, or dry skin, used to insult someone&#039;s appearance. This can sometimes also be used to refer to non-skrell.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sayings&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;I&#039;ve Tup&#039;d&#039;&#039;&#039; - &amp;quot;I&#039;ve won&amp;quot;, or &amp;quot;I&#039;ve peaked.&amp;quot;  &lt;br /&gt;
* &#039;&#039;&#039;I&#039;ve been Tup&#039;d&#039;&#039;&#039; - &amp;quot;I&#039;ve lost&amp;quot;, or “I’ve been outdone”. &lt;br /&gt;
* &#039;&#039;&#039;Wake up&#039;&#039;&#039; - To call out someone acting lazy or being unproductive. &lt;br /&gt;
* &#039;&#039;&#039;Algae&#039;&#039;&#039; - Used to say &amp;quot;all good&amp;quot;, “alright”, or “doing well”.&lt;br /&gt;
* &#039;&#039;&#039;Mudvein&#039;&#039;&#039; - Used to describe withdrawal symptoms of Xu&#039;Xi Gas, likened to the sensation of withdrawal feeling like having mud in their veins. &lt;br /&gt;
*&#039;&#039;&#039;Mudlover&#039;&#039;&#039; - A term to refer to someone who is consistently forming new habits with drugs, or someone who struggles to quit.&lt;br /&gt;
* &#039;&#039;&#039;Too moist&#039;&#039;&#039; - To accuse an individual of being too traditional or stuck in their ways, not adapting to modern culture.  &lt;br /&gt;
* &#039;&#039;&#039;Too dry&#039;&#039;&#039; - To accuse someone of being too accepting or progressive. Usually used to refer to a skrell with radical opinions, or being accepting of AI&lt;br /&gt;
* &#039;&#039;&#039;Zipped&#039;&#039;&#039; - To be high on Xu’Xi Gas.&lt;br /&gt;
* &#039;&#039;&#039;The stars grow brighter&#039;&#039;&#039; - A term to refer to an individual dying. &lt;br /&gt;
* &#039;&#039;&#039;Steel-Rained&#039;&#039;&#039; - A term used to mean &amp;quot;being stonewalled&amp;quot;, or simply being stuck. Derived from the multiple orbital installations that were deorbited when Glorsh-Omega’s period of reign ended.&lt;br /&gt;
* &#039;&#039;&#039;Stars and void&#039;&#039;&#039; - A general exclamation of surprise or frustration.&lt;br /&gt;
* &#039;&#039;&#039;Stars damned/Void damned&#039;&#039;&#039; -  A general exclamation of anger, and can also be used in mild surprise, similar to the phrase &amp;quot;I&#039;ll be damned&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;Oh, stars/Oh, void&#039;&#039;&#039; - A saying of gentle exasperation. Akin to “Oh, god” or “Oh, geez”.&lt;br /&gt;
* &#039;&#039;&#039;Stars guide&#039;&#039;&#039; - a polite way of saying goodbye.&lt;br /&gt;
* &#039;&#039;&#039;Shelled/kelped&#039;&#039;&#039; - Something sold or wagered, which originates from the currency of the Nralakk Federation being made out of modified kelp, usually stamped with images of seashells.&lt;br /&gt;
* &#039;&#039;&#039;Ink-stained/Inky&#039;&#039;&#039; - A concept, object, or person that brings sadness or stress. Refers to the ink-black tear stains that surround a skrell&#039;s eyes as a result of stress.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Zona Bovinae&#039;&#039; is a particular region of the brain which exists in all sophonts originating from the Orion Spur, as well as nearly all living animals. Originally presumed to be a brain center for an obsolete form of communication by human scientists, the Zona Bovinae was catalogued during a dissection of a cow’s brain in 2256, which was later discovered to be present in humans and other social animals. Despite its prevalence, human researchers would ultimately consider it a vestigial region of the brain, having controlled a now obsolete action in ancient humans.    &lt;br /&gt;
&lt;br /&gt;
The Zona Bovinae’s purpose would only be revealed during first contact with humankind in &#039;&#039;&#039;2332&#039;&#039;&#039; with the skrell. Skrell have markedly more developed Zona Bovinae in their brains, which skrell linked to their ability to use psionics. Through an exotic method of neurological signaling and resonance of a still vaguely defined “metaphysical force”, skrell can focus their Zona Bovinae to communicate and interact with each other. Despite the lack of understanding on its finer abilities, skrell have since developed technology that utilizes psionics’ effects.&lt;br /&gt;
&lt;br /&gt;
Despite most other species only possessing vestigial forms of Zona Bovinae, they are still capable of psionic interactions. Extensive, strong use of psionics on this form of the brain center can be overwhelming and destructive on the victim’s [[Skrell_Biology#Psionic_Disorders|physical and mental health]]. &lt;br /&gt;
&lt;br /&gt;
=== Telepathy ===&lt;br /&gt;
&lt;br /&gt;
Telepathy, or active psionic communication with another party, is a common ability used by skrell in order to hold conversations with each other. While this ability requires a significant burst of focus, telepathy allows for skrell to send messages between each other, other sophonts, and most animals. Telepathic communication is a common way to have a private conversation in public. As long as both parties are not doing this to exclude someone from a conversation, it is not considered unusual to carry out full conversations in telepathic communion. Using telepathy to gossip, send secrets, or converse without others knowing is considered rude and excluding. &lt;br /&gt;
&lt;br /&gt;
Outside of telepathy, most psionic interactions are regarded as socially unseemly. Emotional suggestions to other skrell without consent is of the same caliber as a human instigating conflict, and can result in an emotional barrage being exchanged between the two skrell. This sort of psionic dueling typically ends when one skrell loses their emotional composure and succumbs to the suggestions. &lt;br /&gt;
&lt;br /&gt;
Use of telepathy with non-skrell has been deemed perfectly safe for both parties by Federation medical authorities, though unconsented telepathic communication is considered extremely rude, akin to screaming in someone&#039;s ear. While some sophonts remain wary of psionic communication on principle, it remains typical for telepathy to become a fixture for skrell and non-skrell working in close proximity. Indeed, one of the largest contributors to backlash against inter-species telepathy was a series of bogus research papers published in the 2300s that insinuated psionic contact would cause irreparable brain damage in humans. Though long-since disproven by Nralakk authorities, the misconception sadly still circulates in less informed workplaces. Long-term exposure to telepathy and other direct psionic influence is a well-trod field, and has been the subject of numerous studies exploring the subtle psychic nuances found across species and populations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Notes on telepathy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Psionic Pinging a location in order to find synthetics, particularly those who are attempting to hide their identity as a synthetic, is considered poor taste. Doing this without prior suspicion is excessively paranoid, and immediately ousting them without prior interaction is poor play. If you do find a character doing this, interacting with them before immediately attempting to oust them is heavily preferred.&lt;br /&gt;
* Telepathy is versatile, and you can convey images, sounds, emotions, and sensations along with regular speech. Make sure to format your telepathic messages to make this apparent to the recipient, at minimum phrasing it to the effect of &amp;quot;You hear/see/feel X in your mind&amp;quot;. While you can project emotions and sensations, this does not mean you can force someone to fully accept this implanted thought. &lt;br /&gt;
* Telepathically sending pain or the sensation of an injury to a character does not mean they can actually be hurt by it, nor would it cause any lasting effects.&lt;br /&gt;
&lt;br /&gt;
=== Receivers and Listeners ===&lt;br /&gt;
&lt;br /&gt;
Skrell are divided into two psionic categories based on their psionic aptitude and relationship with the Nlom, being either “Receivers” or “Listeners”. This difference is decided at birth, with the majority being Receivers at a ratio of 9:1, with no methods available to predict a newborn skrell’s type, nor modify it. Being seemingly at random, some skrell refer to this as the “Great Lottery”. &lt;br /&gt;
&lt;br /&gt;
Receivers and Listeners primarily differ in their natural acclimation to the Nlom, with Receivers being inherently more willing to accept the Nlom’s influences, aiding them in adhering to the current norms of the society around them. Listeners, in contrast, feel much less influence from the Nlom’s consensus-based state, though this causes Listeners to be viewed with suspicion. Bias against Listeners are present in Federation society, with Receivers being the disproportionately dominant group in the government and upper-class. Despite this binary being commonly accepted, some skrell cannot easily classify themselves within one or the other, having felt their attunement to the Nlom fluctuate across their lives.&lt;br /&gt;
&lt;br /&gt;
While most Listeners force themselves to integrate and adhere to the Nlom’s influence, others resist the social ostracization, surveillance, and prejudices held against them by Receivers. These groups agitate for the acceptance of Listeners in many ways, with some adopting radical concepts that call for a purposeful disconnection from the Nlom entirely. Psionic isolationism is considered an extremist opinion within the Nralakk Federation, with most moderate Listener groups renouncing it.&lt;br /&gt;
&lt;br /&gt;
=== The Nlom ===&lt;br /&gt;
&lt;br /&gt;
The Zona Bovinae creates a small range around them referred to a “thought field” consisting of passive emotions and thoughts, referred to as a “psionic wake”. Referred to as the “Nlom” in Nral’Malic, skrell naturally produce a large enough field on an individual level to influence their everyday lives.&lt;br /&gt;
&lt;br /&gt;
The psionic wake of an individual is a constantly passive release of their current emotional state, as well as subconscious thoughts and biases. These ripple outward from them and interact with other skrell, affecting their thoughts and perspectives. Over time, these wakes will grow into a large area of influence in the area Skrell routinely inhabit, expanding its field of influence. These bubbles eventually encompass the entire planet as the skrell population increases, limited only by the atmosphere. Most planetary wake field bubbles cease upon contact with the vacuum of space, with the exact point of termination varying depending on total population, supporting psionic infrastructure, and environmental qualities. &lt;br /&gt;
&lt;br /&gt;
=== Sleeping and [[The_Srom|The Srom]] ===&lt;br /&gt;
&lt;br /&gt;
Skrell typically sleep for roughly one hour every twenty-four hours, and are capable of lapsing both in and out of sleep on command. Skrell who enter deep sleep will have their zona bovinae cease transmitting to the psionic wake, instead sending it towards a shared, oneiric state simply called the &#039;Srom&#039;, or Dream. The Srom connects skrell across a kilometers-wide range, allowing them to share collective experiences together in the dreamscape. &lt;br /&gt;
&lt;br /&gt;
While the Srom’s dreamscape is malleable through concentrated effort, the ability to do so depends heavily on the skill and psionic aptitude of each individual. Only particularly psionically sensitive skrell with extensive practice in shaping dreamscapes can modify entire regions of the Srom, at the cost of being left exhausted upon waking up. Most skrell instead dedicate their focus on the more accessible ability to self-modify their appearances in the Srom, with wearing costumes to transfer them into the dream being common practice. All of these modifications are temporary, fading back into the Srom’s original state over time.&lt;br /&gt;
&lt;br /&gt;
Social inhibitions fade away entirely in the Srom, making it difficult for those in it to keep secrets or stay reserved from others. Many skrell use the dreamscape in order to share ideas and collaborate, finding it much easier to think clearly without having their usual inhibitions stifling their thoughts. Self-isolation in the Srom is as simple as moving themselves away from others in the dreamscape, while completely removing themselves from it involves the use of aluminum to block their psionic signals from being transmitted entirely. Aluminum headphones, wall linings, and hats are commonly used to accomplish this.&lt;br /&gt;
&lt;br /&gt;
Skrell who suffer from [[Skrell_Biology#Psionic_Disorders|sleeping disorders]] are divided between oversleepers and undersleepers. Psionic Oversleepers are those who rely on the Srom as a method of escapism, or develop a dependency to the potential of lucid dreaming to the point of disrupting their daily life and being classified as an addiction. Oversleepers are typically characterized by being seen as recluses, social pariahs, or otherwise eccentric and lazy. Psionic Undersleepers, in contrast, are skrell who have withdrawn from the Srom for multiple reasons, being regarded as having withdrawn due to holding secrets or dangerous information to the point of depriving themselves of sleep.&lt;br /&gt;
&lt;br /&gt;
Srom-capable devices are interfaces attached to machinery that is accessible from within the Srom, allowing skrell connected to the dream to work even while asleep. These interfaces allow work to continue even while asleep, seeing adoption by researchers and bluespace navigators. Srom-capable bluespace drives allow for teams of skrell pilots to coordinate their navigation in order to match the dedicated AI navigators used outside of the Nralakk Federation. Learning how to interface with these devices requires extensive training, and requires the operator to be completely isolated in an aluminium-plated room to focus and restrict access to non-operators.&lt;br /&gt;
&lt;br /&gt;
== Skrell Social Dynamics and Society ==&lt;br /&gt;
&lt;br /&gt;
===Stress and Personality Changes===&lt;br /&gt;
&lt;br /&gt;
Skrell generally have difficulty with holding short-term events with the same importance that other species do due to their longer lifespans and altered perception, with most consequences that affect less than a decade being seen as generally less consequential. This differing perspective allows for skrell to have a higher tolerance of waiting periods and short-term anxieties, though the opposite is true over long-term concerns and existential dread.&lt;br /&gt;
&lt;br /&gt;
Stress accumulation affects skrell at a slower rate, with high stress being exhibited through the inky liquid leaking around their eyes, being perceived as similar to crying. Skrell experiencing extreme stress will usually have patches of stained skin around their eyes and faces, having built up to the point of affecting the skin color.&lt;br /&gt;
&lt;br /&gt;
A skrell’s personality and emotions are notably impacted by the tidal cycles, being both attuned to the ocean and the moon’s influence on the tides. These influences express differently between individual skrell, with the new moon causing some skrell a deep sense of anxiety and unease, while others feel revitalized and energetic from the same phase. Any phenomena that can affect tidal forces are also felt in the skrell present, which requires a period of acclimation similar to moving to a new planet. Some skrell are reluctant to migrate because of this, with the planet’s moon(s) or lack thereof causing notable personality shifts.&lt;br /&gt;
&lt;br /&gt;
===Cohesion and Violence===&lt;br /&gt;
&lt;br /&gt;
Skrell are traditionally a group-oriented species, putting importance on unity both in and between groups above the differences between them. The Nlom causes the prevailing thoughts in a community—and across the Nralakk Federation in the modern day— to be the dominant influence, causing most skrell to subconsciously adhere to the majority. Detractors are typically Listeners, as well as those negatively affected by the current status quo. While skrell enclaves outside of the Nralakk Federation experience conflict and differing opinions, the use of [[Skrell_Technology#Nlom_Relay_Network|Nlom relays]] across the Federation ensures that most citizens will keep to the common consensus of their peers.&lt;br /&gt;
&lt;br /&gt;
During [[Skrell_Early_History#Rise_of_the_Skrell|early skrell history]], violent conflict was commonplace between different clans and between subspecies due to their differences. As skrell societies developed, violence became less culturally accepted, and conflict between opposing groups was not allowed to progress into physical altercations. Most violence during this period shifted towards small-scale, ritualised warfare throughout early-modern skrell history. After the end of the [[Skrell_Synthetic_Age#Late_Synthetic_Age|Synthetic Era]], particularly after the Glorsh-Omega period, this stance changed as the [[Skrell_Biology#X’Lu’oa|fertility crisis]] of the modern day leaves most skrell with deep fears over the extinction of their species. This is most obvious in the [[Skrell_Recent_History#Collaborator_Trials|collaborator trials]], with the most severe punishment being forced interment into cryogenic stasis instead of execution or life imprisonment.&lt;br /&gt;
&lt;br /&gt;
While conflict still occurs in skrell society, physical violence is considered unbecoming and beneath them. Instead, skrell have turned to nonviolent conflict through debate or social pressure between opposing groups. One method, known as a “Unity Demonstration&amp;quot;, consists of a group of skrell arriving to socially pressure and intimidate another group to coerce them into submission. Despite this, violence still exists between skrell, typically damaging property and infrastructure as a common tactic, particularly by criminal organizations and the [[Federation_Crime_and_Resistance#The_Resistance|Lyukal]]. The threat of violence or serious injury is typically the limit for most, but many skrell can still be pushed to violence if forced to defend themselves. &lt;br /&gt;
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Violence between skrell and other species is viewed in a different light, with the same sentiment that all life is precious being shared by less skrell. Other skrell consider other species to be lesser, and are much more willing to fight them should the need come to pass. Despite this, most skrell are aware of their physical limits as a species, and outside of groups like the [[Skrell_Faith#Suur’ka|Suur&#039;ka]] and those influenced by primarily non-skrell communities, physical conflict should be avoided.&lt;br /&gt;
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=== Social Mannerisms ===&lt;br /&gt;
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Most skrell do not hold eye-contact as important during conversations between each other, and don’t mind the other party facing elsewhere or focusing on a task while speaking with them. This changes among non-skrell who consider this behavior rude and lack the ability to tell what they are looking at with the lack of visible pupils, where they will instead make a point to turn their faces to look directly at whoever they are speaking to in order to display their focus on them. In contrast, skrell are very physical among their peers, and will often embrace, hug, or be otherwise physically affectionate between each other in a way that most non-skrell would consider romantically charged. Personal space is not held as particularly important, with coworkers and acquaintances readily entering close contact without much thought on the action.&lt;br /&gt;
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Skrell display intimacy with one another primarily through physical contact, with the act of touching the heads and headtails reserved for their close friends or partners. Gestures are also commonly used, with the gesture of touching their forehead and gesturing towards another party is similar to blowing a kiss. Some verbal displays of affection include comparing or nicknaming someone to a named star, with naming an unnamed star after them being a common practice among astronomers throughout history.&lt;br /&gt;
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Less physically intimate gestures, like those between close friends, involve nudging or prodding them with a headtail, similar to how a human can playfully nudge or gently punch a friend in the arm. Tails are usually the subject of playful rudeness between skrell, usually being pulled on or used to gently hit their friends as a form of roughhousing, though this is considered immature in public.&lt;br /&gt;
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While skrell can face discrimination and are often the subject of speciesist insults, responding to these in turn with insults of their own is considered improper. Losing face through these confrontations would be interpreted as a sign of being overly-confrontational or a sign of poor demeanor, negatively affecting their reputation significantly if done in public.&lt;br /&gt;
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[[File:Skrellguide.png|thumb|alt=|A government-provided informational guide depicting typical gestures used by skrell.]]&lt;br /&gt;
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=== Gender ===&lt;br /&gt;
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&#039;&#039;See also: [[Skrell Relationships#Unions|Skrell Relationships]]&#039;&#039;&lt;br /&gt;
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Skrell, due to lacking any form of sexual dimorphism, being simultaneous hermaphrodites, and common consensus across their multiple developed cultures, do not have a concept of gender. While gender identity remains virtually irrelevant in Federation society, skrell who interact often with other cultures that do have socially important notions of gender will sometimes adopt an identity out of simple interest or a desire to be more socially cohesive with who they are interacting with. This decision is given only as much weight as the individual skrell attributes to it, and choosing out of simple whimsy is equally as common as seriously studying and considering who they align the most with.&lt;br /&gt;
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For the purposes of procreation, skrell utilize a simple form of assigning who is siring and carrying the eggs that will become their progeny. These terms are &#039;&#039;&#039;F&#039;ex&#039;Qa&#039;&#039;&#039;, or Egg-Layers, and &#039;&#039;&#039;F&#039;ex&#039;Tra&#039;&#039;&#039;, or Egg-Fertilizers. These terms are impermanent, and most skrell will alternate multiple times in their relationships between their partners.&lt;br /&gt;
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=== Emotional Displays ===&lt;br /&gt;
Skrell lack the necessary muscle structures within their faces to perform noticeable facial expressions, leading others to believe skrell are emotionless or stoic. This perception is in contrast with the reality of skrell being very emotional and commonly use emotional displays through body language, vocal tones, word choice, among others.&lt;br /&gt;
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Physical reactions to strong emotions are a key part of skrell emotional displays, which acts as a “tell” for which emotion is being felt through its physical reactions, which uses sensations like pain and warmth. Emotional pain will quickly become physical pain for skrell, with a link in this phenomenon being linked to their developed zona bovinae. &lt;br /&gt;
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Due to most other sophont species’ limited hearing range, the tonal ranges skrell use for expression are lost when communicating with non-skrell. Skrell have a very difficult time expressing themselves to non-skrell for this reason, particularly as Nral’malic utilizes these tones to explicitly dictate emotional intent and expression. In contrast, skrell who communicate with each other in their shared language alongside the Nlom casting their emotions engage in near-seamless communication between each other, almost able to predict each other’s thoughts. &lt;br /&gt;
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To adapt to the physical language barrier between other species, the gesture and tone-based language of &#039;&#039;Nral’Balak&#039;&#039; was made in an attempt to bridge the gap. Nral’Balak utilizes a combination of body language, gestures, and vocal cues to indicate emotional states and needs. While providing a standard for conveying emotions to non-skrell, it exists primarily as a guide for skrell to adapt to conversing in their own way, meaning most messages are context-based. A skrell crooning can either be from fear when being placed in danger, or from disappointment from not enjoying a meal. Typically, non-verbal sounds have a tonal indicator, with a high pitch indicating happiness or high energy emotions, while a lower pitch indicates sadness, distress or low energy emotions. Physical gestures also require context clues, with a tilt of the head capable of meaning confusion at a statement, or as a show of interest or curiosity to something shown to them.&lt;br /&gt;
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=== Humour ===&lt;br /&gt;
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The concept of humour between skrell is completely different to what other species consider humourous, with a majority of amusement or comedic value for skrell being solely a reaction to the unexpected. The sensation of finding something comedic or entertaining is also felt differently, producing a mild pain akin to the tingling sensation after eating spicy food, a sudden weakness in the muscles, or an itch on the roof of the mouth in severity. Humor as a whole manifests as a “fuzzy” feeling within a skrell’s head, which can rise with the severity of entertainment to the point of causing dizziness or disorientation. Outwardly, skrell primarily react vocally through a series of chirps and chirrups not dissimilar to a laugh, typically accompanied with repetitive headtail or hand gestures.&lt;br /&gt;
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The feeling of amusement is enjoyed by most skrell, particularly by younger skrell, while others may find it as patronizing or insulting due to it being derived from the assumption that they would not have seen the joke coming. Older skrell find very few things humorous from their long life of experiences, and will usually remain unsurprised. In formal settings, it is considered impolite to tell even a mild joke in the wrong context, with a joke as a slight towards the guest of honour being seen as more acceptable, rather than doing so while dining at a restaurant with your extended family.&lt;br /&gt;
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While most other species’ humour relies on words, wordplay, or stories with punchlines to be effective, skrell humor relies primarily on visual humor. Skrell humour is considered very literal as a reaction to the unexpected, with most jokes relying on the unexpected to be funny. Compared to a human joke, a skrell joke relies less on a punchline, and more on the setup, with absurdity taking priority. Due to this, most skrell find verbal jokes unfunny or taken incorrectly, with describing a scenario being taken completely differently in comparison to actually viewing it. As a consequence of how skrell humour functions, skrell fear reactions are the same as laughing. A skrell may chirrup or chirp in response to being startled, much like nervous laughter, and is generally unpleasant. Despite the differences in senses of humour, skrell can develop an appreciation for the humour of other species. While not find a human joke amusing, skrell will instead find it clever or and be able to identify why the joke is considered funny. Most puns will be seen as wordplay, and usually explained back to the speaker, though this isn’t taken well.&lt;br /&gt;
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Many skrell who undergo training or treatment to repress their fear responses, typically for work in dangerous fields or as an enforcer, will equally suppress their senses of humour. While these emotions are tied between each other, most skrell who lose their sense of humour will find it very difficult to regain it afterwards.&lt;br /&gt;
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&#039;&#039;&#039;Happiness&#039;&#039;&#039; is very easy to visually tell from skrell emotional displays. Skrell will use a varied mixture of headbobbing, shrills, and positioning of their headtails to convey their joy, with the curling their headtails and warbling in higher pitch being most common. Skrell struggle to contain their joy, resulting in such often spilling over into the rest of their body and repetitive motions (such as rapidly blinking or flapping their hands) as an obvious sign of happiness. &lt;br /&gt;
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&#039;&#039;&#039;Sadness&#039;&#039;&#039; is a much more difficult to identify emotion, and is one of the harder emotions to convey for skrell that other species can understand. Emotional pain quickly surpasses the threshold to cause physical pain for skrell, which can sometimes become debilitating when suffering from sufficiently overwhelming misery. Physically, sadness is displayed through quiet, low chirps shifting the headtails to hide the neck, fidgeting and rubbing of the headtails and fingers, as well as facing away from others compulsively. &lt;br /&gt;
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Both &#039;&#039;&#039;confusion&#039;&#039;&#039; and &#039;&#039;&#039;fear&#039;&#039;&#039; are easy to spot emotions for skrell. Confusion compulsively makes skrell emit a mix of high and low pitched warbles and croaks, along with the continuous shifting of their head side to side. This behavior helps skrell process audible information from someone speaking, or when noises in the dark. Skrell will also feel the need to cover their neck with their headtails, tucking their arms inwards and widening their eyes to protect the vital organs to ensure their survival as a flight response.&lt;br /&gt;
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==Politics and Factions==&lt;br /&gt;
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===The Nralakk Federation===&lt;br /&gt;
[[File:Jargon flag.jpg|thumb|right|The flag of the Nralakk Federation.]]&lt;br /&gt;
The &#039;&#039;&#039;[[Nralakk Federation]]&#039;&#039;&#039; is the sole skrell political entity within the Orion Spur. The Nralakk Federation&#039;s history traces back to its [[Skrell_Early_History#Unity_of_Skrell|original founding]] in &#039;&#039;&#039;878 CE&#039;&#039;&#039;, having formed in response to independence movements across skrell space colonies. The Federation was dismantled following the rise of Glorsh-Omega, then reestablished as the &#039;&#039;&#039;Second Nralakk Federation&#039;&#039;&#039; following the reunification of the species afterwards.&lt;br /&gt;
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While the Nralakk Federation is primarily a meritocratic state, Federation society is heavily stratified based on the &#039;&#039;&#039;Social Compatibility Index&#039;&#039;&#039; system, which scores individuals based on how closely they follow the ideals and maintain the social cohesion of the nation. Low-scoring individuals experience social ostracization and restriction of their rights, while high-scoring individuals are elevated as celebrities and pillars of the society. This social stratification causes skrell pushed outside of the system to rebel against it in the form of illegal organizations and non-conformist movements, who work to dismantle the system, or towards reforming the nation entirely.&lt;br /&gt;
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===[[Federation_Crime_and_Resistance#The_Resistance|The Lyukal]]===&lt;br /&gt;
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The Lyukal is a decentralised resistance movement that aims to dismantle the dominance the Nralakk Federation has over the species. Named after the resistance movement that acted against Glorsh-Omega originally, Lyukal cells work independently to achieve their objectives, ranging from non-violent demonstrations, to acts of terror and attacks against military installations.&lt;br /&gt;
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===Marauders===&lt;br /&gt;
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The [[Federation_Crime_and_Resistance#Marauders|Marauders]] are a broad term for pirates, smugglers, and other criminals who operate within the Traverse. Despite sharing a term, each group typically operates independently from each other, from pirate groups that plunder resources to extort higher prices from their original recipients, to collectivized groups that intend to aid colonies in the Traverse to lessen their dependence on the federal core. While a loose group, the Ti&#039;Rakqi is the largest and most notable Marauder group active in the Traverse, consisting of multiple fleets of Marauders that work in tandem for mutual benefit.&lt;br /&gt;
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===Interspecies Relations===&lt;br /&gt;
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Skrell generally hold themselves above the other sophonts of the Orion Spur, being technologically advanced and self-titling themselves as being enlightened and scientific. Skrell society self-considers itself to be refined and above the trappings of violence and ignorance that other societies suffer from, culminating in many skrell seeing themselves as caretakers, wards, and mentors for the younger, lesser species. This manifests in many different ways on an individual level, but is readily apparent in the Nralakk Federation&#039;s international relations and foreign policy. The Federation has maintained its position as a technological giant, and is unwilling to release many of the technological advancements to other nations. Any research shared is done through releasing technology that they perceive has no potential for misuse, and only to those deemed responsible enough to receive it. Politically, the Federation has historically maintained its isolationist position until recently, and is still in the beginning phase of involving itself in Spur-wide politics.&lt;br /&gt;
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On an individual level, skrell experience a wider general acceptance from other species tolerance when abroad, with a few exceptions. Humanity as a whole tolerates skrell, with the [[Solarian Alliance]] in particular maintaining close ties due to their relationship with the Nralakk Federation. General xenophobia persists, but skrell are tolerated more than other species within Solarian space, differing only by region. Skrell are more tolerated on planets where they have a large presence such as [[Europa]], [[Silversun]], [[Venus]], and within the richer areas of Solarian space. The Nralakk Federation&#039;s relationship with the Solarian Alliance means that many who are anti-Solarian may also be anti-Federation and anti-skrell, such as the [[Coalition of Colonies]]. Other species, like [[Unathi|unathi]], have a tense relationship with skrell due to their involvement in first contact with humankind. Some unathi maintain a level of animosity towards skrell due to the events of the [[Contact War]], though [[Ouerea]] have embraced skrell in their shared fight for democracy on the planet.&lt;br /&gt;
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[[Vaurca]], specifically those from the [[C&#039;thur in the Federation|C&#039;thur hive]], are generally well-accepted by skrell. Their contributions to the Nralakk Federation have quickly secured their place as respected members of Federation society. However, Hive C&#039;thur&#039;s use of [[Vaurca_Biology#Taxonomy|Viax]] and [[Vaurca_Biology#Cephalons_(Type_D)|Cephalons]] are considered too close to the use of artificial intelligence among some skrell, with the hive’s loyalty to the Federation also called into question after C&#039;thur was granted strategic positions within the nation’s political and military spheres.&lt;br /&gt;
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[[Diona]] were the first species encountered and [[Diona in the Federation|integrated]] by the Nralakk Federation, with their assistance in rebuilding the nation post-Synthetic Era cementing the bond between the two species. Dionae are respected on both a societal and individual level, being integrated into most levels of Federation society, and the rights they have received in comparison to the rest of the Spur remains proof of their position. &lt;br /&gt;
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=== Skrell Outside the Federation ===&lt;br /&gt;
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A vast majority of skrell live and are primarily born in Nralakk Federation, with those skrell living outside of the nation being a small, but notable, minority. In the [[Skrell_Culture#Different_Eras_of_Skrell|Radiant Era]], skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; of Federation space were noted on human worlds with significant skrell presence, notably [[Mictlan]], [[New Gibson]], and [[Skrell Abroad|other planets]]. These children &#039;&#039;&#039;still enjoy&#039;&#039;&#039; Federation citizenship by birthright as skrell, as the Federation [[Guide_to_Citizenship#Nralakk_Federation_and_Citizenship|considers all skrell as citizens]], while also preserving their citizenship within the nation of their birth. Skrell born in the Republic of Biesel are protected from deportation or other legal actions by the Nralakk Federation, which also extends to skrell who have enlisted in the Tau Ceti Foreign Legion.&lt;br /&gt;
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===Slimes===&lt;br /&gt;
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Slimes appeared in the aftermath of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], of which they are living anomalies in the aftermath of what is hypothesized to be a &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly. These slimes will manifest wherever large amounts of bluespace transit and bluespace interactions occur. These lifeforms remain a topic of controversy and debate in the scientific community of the Nralakk Federation, with massive efforts are made to contain and research slimes across the Orion Spur. The Federation extends this effort towards non-allies to ensure slimes cause no harm, though the Federation’s presence alongside slimes are the source of many conspiracy theories. Moral quandaries around the treatment, specifications, and ethical handling of slimes continue to this day, with some skrell viewing them as remnants of those that died in the rebellion, while others call them bioweapons leftover by Glorsh-Omega.&lt;br /&gt;
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The Nralakk Federation outlaws the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slimes escaping beyond laboratory environments. Slime research facilities in the Federation are equipped with state of the art control systems to ensure slimes do not escape containment, 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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==Playing Skrell==&lt;br /&gt;
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===Rulings===&lt;br /&gt;
&#039;&#039;&#039;Jobhopping is not allowed&#039;&#039;&#039;. While skrell are long-lived and typically obtain multiple degrees, adherence to the server rules on jobhopping is mandatory.&lt;br /&gt;
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Playing as a Glorsh collaborator/synthetic sympathiser, resistance member, Marauder/ex-Marauder, or Federation loyalist/spy is allowed, but &#039;&#039;&#039;these backstories can result in your character being caught and made unplayable.&#039;&#039;&#039; Consulars are allowed to report non-conformist and dissident activity of Federation citizens to the lore team, but players are not allowed to lie or gather this information OOCly. Character removal is a serious event, and attempting to misuse this progress is a violation of server rules.&lt;br /&gt;
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The [[Nralakk Federation]] considers all skrell to be de jure citizens, regardless of origin. In reality, those born outside of the Federation do not have full citizenship, and must apply before they can receive the benefits and adhere to Federation laws. Some nations have official policies and agreements with the Nralakk Federation that allow their citizens to be deported for any reason, while others have agreements that protect Federation citizens who wish to claim asylum. Most nations will protect those who are their citizens, but &#039;&#039;&#039;as a rule&#039;&#039;&#039;, if your character officially has Federation citizenship, they are at risk of being deported if the Federation orders it necessary. Characters can claim asylum within the Republic of Biesel with ease, which can be done through joining the [[Tau Ceti Foreign Legion]]. Other asylum claims need to be discussed with the relevant lore team.&lt;br /&gt;
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===Thoughts and Behaviours===&lt;br /&gt;
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While skrell as a whole are generally communal and embrace conformity, this does not mean that all skrell hold the same beliefs. While skrell can be split between [[Skrell#Receivers_and_Listeners|Listeners and Receivers]], where Listeners are less susceptible to the Nlom’s consensus and Receivers are more susceptible, this does not completely override the individual character’s personalities and experiences. The consensus reached through the Nlom can only influence a skrell&#039;s thoughts to an extent. For example, while a majority of skrell agree that artificial intelligence is dangerous, more specific views of its use differ on an individual level. The debate on Cephalons and Viax being used by the C&#039;thur is contested, with a majority believing that they are too close to artificial intelligence, but it is not the singular opinion of the entire species. In the Traverse, where the consensus from the Nlom is fed through the federal core worlds through Nlom Relays, these have begun to fall into disrepair in light of the Phoron Scarcity, and before that point faced more contested opinions with many skrell in the Traverse. Skrell on the frontier live in the reality of their circumstances of neglect from the Nralakk Federation, and thus hold more skeptical or outright anti-Federation sentiments. &lt;br /&gt;
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When playing a skrell character, the factors of their life do influence their thoughts. If your character is a Secondary Numerical from the [[Notable_Skrell_Systems_and_Locations#Skrell_Systems_and_Locations|Inner Systems]], they have been exposed to the Nralakk Federation’s care, propaganda, and Nlom consensus their entire life, and would not personally experience oppression at the hands of the nation. This character would then be more inclined to agree with the group consensus reached through the Nlom, regardless of their Listener or Receiver status. When faced with evidence that the Federation&#039;s actions are wrong, however, Listeners may be quicker to change their attitude than Receivers due to their relationship with the Nlom.&lt;br /&gt;
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Skrell behave very differently compared to other species. They are long-lived, and are prone to thinking more in the long-term than the short-term. This can manifest in many ways, and players are not expected to be constantly thinking ahead. Generally speaking, skrell characters would act in a way that sacrifices short-term benefits in favour of long-term ones. Skrell also do not show emotion in the same way that other species do, as reflected on the entries regarding their emotional displays on this page. These mannerisms can differ, and a skrell born abroad in human space would adopt more human displays and ways of expressing their emotions. When roleplaying your character&#039;s emotions, it should be done in ways that would be less obvious to non-skrell who haven’t interacted with many skrell before. &lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Mars&amp;diff=39047</id>
		<title>Mars</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Mars&amp;diff=39047"/>
		<updated>2026-04-13T20:38:43Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: old mars flag&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Mars&lt;br /&gt;
|System = [[Sol]]&lt;br /&gt;
|Image = ASSN-PGM_V2.png&lt;br /&gt;
|Sector = [[The_Orion_Spur#Jewel_Worlds|Jewel Worlds]]&lt;br /&gt;
|Capital = Unified Kunlun (Provisional)&lt;br /&gt;
|Species = Human&lt;br /&gt;
|Languages = Sol Common (Official), Freespeak&lt;br /&gt;
|Demonyms = Martian&lt;br /&gt;
|Nation = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Mars&#039;&#039;&#039; is the fourth planet from Sol, and one of humanity&#039;s earliest colonies. Often called “The Red Planet,” it has a surface area the size of Earth&#039;s entire landmass. It once had a stable population of several billion people, which was reduced drastically after the man-made disaster known as &amp;quot;Violet Dawn&amp;quot;. &lt;br /&gt;
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Despite its proximity to Earth, during the early years of interstellar colonization Mars was only home to small scientific expeditions and outposts that eked out a meagre existence until the 2200s, when terraforming technology was finally able to slowly reintroduce water and atmosphere to the planet. Currently the atmosphere is breathable but incredibly thin, which makes strenuous efforts outside the arcologies very dangerous. Many regions also suffer from airborne phoron contamination, adding further danger to already hazardous activities outside arcologies.&lt;br /&gt;
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Until recently an Alliance fleet remained in orbit of Mars at all times, ensuring that the planet remains disarmed and free of armed disputes. Following the so-called “Violet Dawn” explosion in 2462, Mars now finds itself worse-off than ever before; in the wake of an ecological catastrophe and plagued by unrest and violence.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Students, for our next class on the history of the Interstellar War we will be covering the Martian theater of the conflict. I want you to have the reading completed by Friday – it’s only thirty pages, and it’s been translated into Freespeak by me. Don’t have a synthetic summarize it for you. I’ll know,”&amp;lt;/i&amp;gt; – Laurette-079, professor of history, Municipal University of [[Xanu Prime#Nouvelle-Rochelle|Nouvelle-Rochelle]], during the fall 2465 semester.&amp;lt;/center&amp;gt;&lt;br /&gt;
=== Early Colonization (2100s - 2190s) ===&lt;br /&gt;
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The windy desolation of Mars was far from the ideal colonization opportunity for humanity&#039;s first steps into the Spur. Still, with poor conditions on Earth, a societal fervor for exploration and discovery, and its simple proximity, humanity found the appetite for small-scale colonization efforts throughout the 2100s. These efforts would go on to discover immense mineral and fuel reserves beneath the surface of the dusty red marble, sparking further interest and investment in the planet. With the forming of the Sol Alliance in the mid 2100s and the cultural zeitgeist and optimism beginning to reach a crescendo, by 2200 the will to undertake a large-scale terraforming project had reached critical mass and the ever-optimistic Department of Colonization began its attempts to make a &amp;quot;red Gaia.”&lt;br /&gt;
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Despite these lofty ambitions, Mars did not have the unified populace and shared goals of other colonization efforts; the majority of Martian settlers were either private interests or pre-Alliance national extraction efforts with minimal long-term support originally intended. These colonies, focused primarily on self-sufficiency and Martian resources, were unable to provide the infrastructure, and will, necessary for the Department of Colonization to truly fulfill its goals. Further stymieing the Department was the continual redirection of effort, personnel, and funding towards more promising candidates further away from the Jewel Worlds. &lt;br /&gt;
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Thus, Mars was mostly left to fend for itself by the nascent Alliance, and its earliest settlers became used to taking care of themselves.&lt;br /&gt;
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It was not, however, all bleak for Mars. The terraforming efforts showed some promise and its proximity and wealth of resources continued to attract attention; as time passed and the planet became more hospitable, more and more industrialization began occurring on the planet. Power plants, large factory complexes, and gargantuan strip mining facilities were constructed around the earliest colonization sites. As the population grew and the planet needed more workers for its industry, the planet&#039;s famous arcologies were built on top of and around the original pioneering outposts. Bright and shining new construction surrounded old, red-caked industrial living facilities with immense support beams tunneling through the ruddy soil to support their new bulk. Despite the lack of care or resources the Alliance as a whole had invested in Mars, the far-away officials of the Department of Colonization expected a booming industrial center in the Jewel Worlds.&lt;br /&gt;
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=== History of Terraforming (2190s - 2260)===&lt;br /&gt;
[[Image:Mars Old.png|thumb|250px|The currently defunct flag of pre-Violet Dawn Mars.]]&lt;br /&gt;
The terraforming process started during the late part of the 22nd century, with massive terraformers designed to turn Mars’ natural minerals into gasses and legions of civilian workers put into action. The theory behind Martian terraforming was to create an artificial global warming process to rapidly create a usable atmosphere; the method was incredibly slow, expensive, and prone to major errors. Controversial for both its cost and dangers, the terraforming project of Mars is still considered a partial success. It effectively raised Mars&#039; near zero pressure to tolerable levels, and the vast amounts of polarized iron dust - now flowing around the planet&#039;s lower orbit - created an electromagnetic shield that protected the Martian populace from harmful radiation until the Violet Dawn catastrophe and even the parts of Mars where the air was thinnest were easily navigable in just thick clothes and face protection.&lt;br /&gt;
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=== The Martian World War (2278 - 2284) ===&lt;br /&gt;
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Despite lingering and prolific anti-Solarian sentiment among much of the population, Mars&#039; position in the core of the jewel worlds and its dependence on the Solarian Navy - as well as its fractious populace - meant that it was not prepared to openly rebel against the central Alliance government during the Interstellar War. However, anti-Solarian factions in the southern hemisphere known as the Red Coalition began rallying popular and political support based on many, “injustices and wrongs committed by the government against Mars.&amp;quot; Long rumored to be backed by the All-Xanu Republic under a top-secret directive known as &amp;quot;Opération Rouge,&amp;quot; the Red Coalition seceded from the Sol Alliance in early 2279 and launched a coordinated, surprise attack on the rest of Mars.&lt;br /&gt;
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The loyalist arcologies - aligning themselves as the Blue Coalition after the Alliance flag and in opposition to the Red Martians - were caught unprepared with the government support they would have relied on occupied fighting to retake the Frontier. The meager forces available to the Blue Coalition other than their own impromptu militias were the 37th Infantry Division (later to become the 37th Martian Mechanized) and the Navy&#039;s 228th Garrison Flotilla, mostly consisting of armed civilian ships and ancient vessels. The Red Coalition took this opportunity to seize many lightly defended Alliance outposts early on in the uprising, including several missile platforms equipped with nuclear warheads as Blue forces were forced to dig into the lowlands, turning the former dusty flatlands around their arcologies into bloody killing fields – staining the red fields with Martian blood.&lt;br /&gt;
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Bogged down by the Blues&#039; resistance, particularly on the Western Front in the arcologies of Babylon and Karla, and unable to break through defensive lines around Crest Olympia, the Reds began to lose ground as regular Solarian Army reinforcements arrived from the broader Alliance, and Solarian Navy vessels began striking their supply lines. In the face of growing losses the leadership of the Red Coalition took desperate measures and chose to use their nuclear arsenal. In 2284, Red command launched a nuclear missile at a nearby Blue arcology of New Dresden in an attempt to turn the tide of the war, destroying it completely, opening the Pandora&#039;s Box of nuclear warfare.&lt;br /&gt;
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The nuclear obliteration of New Dresden caused a fracturing in the Red Coalition, with many arcologies surrendering to the Alliance at the seeming betrayal of Red ideals by their leadership. The rebellion once so close to conquering Mars fractured irreversibly and capitulated within months, and the Treaty of Olympus was signed on 5th of April, 2284, featuring unconditional surrender of remaining Red Coalition states. The Alliance, negotiating on behalf of the loyalist Blue Coalition, used the treaty to place harsh restrictions on the entirety of southern Mars. Any formerly rebellious arcologies were expressly prohibited from maintaining an armed force beyond a light civilian police department, and large, unfruitful crackdowns against separatist sentiment were carried out by the Blues and the Alliance. With the leaders of the Red Coalition executed for treason, the Martian World War had finally come to an end.&lt;br /&gt;
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=== The Catastrophe of 2298 ===&lt;br /&gt;
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The 2298 disaster involved the abrupt failure of Mars&#039; terraforming infrastructure late in the year. Human error caused a widespread meltdown across the sole network responsible for all the terraforming equipment, with the equipment in the southern half of the planet acting in wildly unpredictable ways. The atmosphere was flooded with carbon dioxide that painfully smothered those out in the open unprotected and caused intense, damaging storms that persisted for years after the initial error was rectified. The disaster caused an immense amount of death, suffering, and loss with estimations of the full terraforming process being set back by several decades.&lt;br /&gt;
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The Martian Terraforming Authority based in Crest Olympia, a blue arcology, launched an investigation and set the blame solely on technicians based in Red Gaia for not properly catching the error after it was made. With the arrest of the Red Gaia technicians and no single originator for the error found, rioting spread throughout the southern Red arcologies and was so vicious that the Solarian Army instituted a crackdown, killing many and injuring many more.&lt;br /&gt;
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=== The Violet Dawn Explosion (2462) ===&lt;br /&gt;
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On the seventh of November, 2462, an unprecedented disaster came to Mars in the form of the Violet Dawn explosion. Initially an attempt by the Alliance to produce synthetic phoron, the Violet Dawn would be the single most damaging catastrophe for an already beleaguered Mars. Despite minor progress in the field of synthetic phoron, the unfamiliarity of the staff with the material and the cutting-edge research being done resulted in a catastrophic breach of containment as self-replicating phoron, poisonous and flammable, entered the atmosphere and ignited on contact with oxygen. The self-perpetuating firestorms ravaged the planet and resulted in total destruction of the southern hemisphere of Mars, with more fortunate areas merely having toxic phoron particulate contaminate the soil and water. While the official death toll of the disaster is still unclear - and may never be clear - what can be certain is that Violet Dawn was not only the single most devastating loss of life to Mars, but was also among the greatest disasters to occur to the Alliance as a whole. Arcologies and government alike collapsed in the wake of the purple blaze.&lt;br /&gt;
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Despite dying prior to the disaster, Prime Minister Michael Frost had issued comprehensive orders regarding the Violet Dawn project, and many Navy officers remained loyal to his cause. His orders were that, in the event of a disaster of that scale, Navy ships should not attempt to lend any aid; the predominantly Lunan command structure was often all too happy to oblige. Only a few Navy mavericks were willing to brave the inferno to save their fellow citizens, with many Martians - Red or otherwise - owing their lives to the bravery of the Navy captains. Some officers even ordered their ships into the most contaminated parts of the planet, but while a few were successful in their attempt to rescue their fellow Solarians, many more died as their engines choked and died in the exotic atmosphere. &lt;br /&gt;
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Despite these few heroes, however, the majority of the Navy ships in Martian orbit were content to let the south of the planet choke and burn in a purple haze, and what remains of the Martian people has not forgotten this betrayal. While the Dawn broke the back of Mars, the people and culture carry on as they attempt to put what remains back together.&lt;br /&gt;
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After the disaster, Frost&#039;s staff ordered those who had defied the late Prime Minister&#039;s orders quietly imprisoned and stripped of rank. While many of these individuals would later regain their position after the Frost government had been purged, many more became disillusioned with the Alliance and fled elsewhere.&lt;br /&gt;
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===The Solarian Reunification Campaign (2462 - present)===&lt;br /&gt;
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At the start of May 2464, Solarian forces under the command of Governor-General Tereza Varzieva launched an effort to, “stabilize the planet and restore order to regions outside of the Violet Dawn hazard zone”, thus effectively bringing Mars back under Solarian control. The offensive against the various warring remaining factions -criminal gangs, supply raiders, secessionist forces, scavenger bands, and various other bandit groups - had great success and the sections of Mars outside of the government’s control mostly surrendered or were seized by force within two months, with major Solarian Army operations concluding at the end of June. Arcologies within the Moderate Hazard Zone still face extremely difficult circumstances ranging from environmental hazards, supply shortages, starvation, unrest, and violence. Mars after its violet sunrise struggles onwards, and has adapted to the challenge: scavengers pick over the remains of destroyed arcologies and towns, rural dwellers and daredevils scrape phoron from the ground and the air, then sell what they find to Hephaestus or other corporations. What arcologies remain attempt to press onwards, now with Einstein Engines-produced filtration systems sucking phoron from the air around them.&lt;br /&gt;
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==Environment==&lt;br /&gt;
[[Image:Mars_destruction.png|thumb|250px|A map of Mars immediately following the Violet Dawn explosion. Note that this map displays the wrong capital, as a result of incorrect information received during the Solarian communications blackout.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“It’s drier than a fucking bureaucrat out here. Not a drop of water for miles [both laugh]!”&amp;lt;/i&amp;gt; - Unintentionally recorded cockpit conversation between Solarian Army pilots, summer 2465.&amp;lt;/center&amp;gt;&lt;br /&gt;
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One of the first worlds colonized by humanity, Mars’ terraforming was never successfully completed due to budget shortages, internal conflict such as the Martian World War, and simple neglect by the Alliance’s government. It is a dry, desert-like world with a thin but breathable atmosphere known for its temperature variations; with Martian days being cool and Martian nights being lethally cold, limiting the ability of Martians to travel outdoors without appropriate protective equipment, or a vehicle. Mars is known for the Martian dichotomy: the northern hemisphere is mostly dominated by flat, rolling plains while the southern is home to the Martian highlands. Winds — increased dramatically by terraforming efforts — whip down from these highlands into the northern plains, kicking up great dust storms that can persist for days at a time. More recently these winds have brought a new danger: aerial phoron contamination from areas touched by the 2462 Violet Dawn catastrophe.&lt;br /&gt;
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The surface of Mars is covered in iron-containing dirt, which its winds blow across the northern planes and its highlands. The iron also makes outdoor agriculture infeasible, with metal in the soil often killing any plants long before they grow, and dust contaminating many open water sources. Yet this iron-infused dust is also a source of wealth for many Martians, who harvest the iron using aerial “nets” or sift it out of the surface-level soil. Underground, particularly in the southern hemisphere, rich mines exist for harvesting minerals from the Martian ground, though many have shuttered since Violet Dawn. However, with some having been cut off from broader Mars since the disaster, rumors have begun to circulate that the miners continue to live underground, and now slowly funnel further and further north, seeking to save themselves by their own hands. Some more outlandish theories claim the abandoned miners have formed a parallel society underground, and now plot their revenge against the mostly untouched north.&lt;br /&gt;
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Mars has two moons: Deimos and Phobos. Both have long served as [[Solarian Armed Forces#The Solarian Navy|Solarian Navy]] outposts with only token civilian populations — mostly the relatives, family, or dependents of military personnel — on them. Known officially as the Martian Orbital Surveillance and Detection Command, or MARORBCOM, most personnel are non-Martians drawn from elsewhere in the Alliance, with specialists from [[Sol#Eris and Dysnomia|Eris and Dysnomia]] managing much of the information systems. These facilities were major processing points for refugees from Violet Dawn, and many Martians now living abroad remember passing through their sterile, military hallways under the gazes of non-Martians as they left their planet behind forever.&lt;br /&gt;
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==Life on Mars==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Speaking frankly, mister prime minister, I’m not sure Mars will ever be as habitable as Earth was prior to the climate crisis,”&amp;lt;/i&amp;gt; Doctor Azizi Ironsi (2160 - 2254), chief climatologist of the Bureau of Colonization, speaking to an assembly of Solarian government officials, 2238.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[Image:MarsLabelled.png|thumb|250px|Despite the harsh and arid environment, many urban areas have developed. This map represents Mars before the Violet Dawn catastrophe.]]&lt;br /&gt;
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Since the events of the Martian World War, the population of Mars has been sharply divided between the &#039;&#039;&#039;BLUES&#039;&#039;&#039; – Martians aligned with [[Sol Alliance|Sol]] – and &#039;&#039;&#039;REDS&#039;&#039;&#039; – supporters of Martian separatism. There is a significant amount of “bad blood” between these two groups, to the extent that – prior to 2462 – the planet could roughly be divided at its hemisphere into a Blue half in the north, in the planet’s plains and lowlands, and a Red half in the south, in its more rugged highlands, mountains, and valleys. The Violet Dawn catastrophe shattered this division, and sent millions of southerners fleeing into the north for protection, or to escape their planet entirely, placing immense strain upon the northern Martian settlements. Nowhere is this problem more apparent than in Mars’ arcologies.&lt;br /&gt;
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Ancient structures built during the original colonization of Mars in the late 2100s and early 2200s, with construction of this style of settlement mostly stopping after the [[Sol Alliance History#25 March, 2278: Outbreak of the Interstellar War|Interstellar War]], arcologies are self-contained pyramid-like structures designed to be economically self-sufficient cities. Intended to be “cities of the future” when they were built, arcologies were designed to provide all of the needs a resident could have without leaving their walls, and to endure the harsh environment of Mars. They often have a large underground section and a smaller aboveground area, leading to the local nickname of “iceberg cities” from northern Martians. More insultingly known as “rat warrens” by non-Martians, these structure-cities can be difficult for any non-native resident to navigate due to modifications over the centuries ranging from the creation of new pathways to the abandonment of entire areas due to damage and neglect. Generally the upper reaches of the arcology – where the sun can reach the outside on clear days and filter down into the upper levels – are nicer than the bottom levels, where the air may be only partially filtered and scavengers try their luck in abandoned zones. Some of these lower levels have been crushed by the weight of the arcology above them, with the huge support beams that keep arcologies secure against marsquakes only built to ensure the upper and middle levels remain intact.&lt;br /&gt;
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===Blue Arcologies===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“You scumbag asshole! You did this to us! You and all you other fucking Reds! Frost should’ve finished you off!”&amp;lt;/i&amp;gt; - Sgt. Mark O’Sullivan, Chicago Arcology Police Department (CAPD), in recorded bodycam footage used during his manslaughter trial.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Blue arcologies are the older and generally better-equipped of the structures, with the northern Martian lowlands having been colonized first. While loyal to the Alliance, even after Violet Dawn, these arcologies have been strained by the post-2462 refugee crisis and the decrease in environmental conditions due to trace [[Phoron|phoron]] in the Martian atmosphere — a condition being addressed by Einstein Engines-run redevelopment projects, but not yet fully addressed. Martians from Blue arcologies are more loyal to the Alliance than their planet, and form the basis of both the planetary government and the Martian units of the [[Solarian Armed Forces]]. All elected Martian governors have been from Blue arcologies. Generally, the Blues in these arcologies look down on their Red counterparts. Many have never forgiven the Reds for rising in revolt in the Martian World War, viewing the event as having ruined Mars’ future. Blues blame the Reds for other disasters as well, with it being a common belief in their arcologies that Reds caused both the terraforming disaster and Violet Dawn — after all, both incidents started in the southern hemisphere. It should not come as a surprise the north’s Arcology Police Departments (APDs) are known for their use of force violations against refugees, though these are rarely investigated by the arcology or Martian government – for without the APDs, who would keep the Reds from them?&lt;br /&gt;
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Most Blue arcologies have long since abandoned their underground levels, instead being wealthy and prosperous enough to justify expanding aboveground. While seen as a sign of progress at the time, these areas have become home to many refugees and otherwise deprived communities since 2462. In these areas the residents of these areas live with limited social services and poor security conditions, with arcology police forces and their supporting mercenary companies — often from the [[Eridani Federation Military|Eridanian Golden Fist]] — more concerned about keeping them away from the good part of the community than helping them. The residents, many of whom having nowhere else to go, are forced into a desperate cycle of exploring these underground areas and staking out salvage claims that are sometimes fought over with guns, knives, or fists. What salvage is not used by the community is often sold to the upper arcology’s factories at a fraction of what it is worth. Some upper-arcology factories have sponsored successful undergrounder salvage teams, viewing them as an affordable — and disposable — method of securing materials.&lt;br /&gt;
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====Copperheads====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“You should walk away before you regret what you’re saying, Tacky. My prospect’s worth more than anything else in this here arc,”&amp;lt;/i&amp;gt; - Lemuel Landon, leader of the Lemuel’s Laggards scavenger gang, shortly before his death at the hands of Tacky Jack Rawlins.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Bandits and an urban blight to many Blues, and violent desperados to many, the Copperheads are those Martians poor, unfortunate, or daring enough to live in the underground, abandoned levels of blue arcologies. Their name, originally a derogatory term attached to them by Blue Martians, comes from their habit of salvaging (or stealing) and reselling copper found throughout the lower levels. They also salvage abandoned tools, equipment, and anything that looks slightly valuable. These goods – tools, equipment, and raw metals – can then be resold to upper-arcology factories for a premium, though many times at far less than they would be worth at market value. To be more efficient, and offer themselves mutual protection, they typically form themselves into small groups of one to two dozen and stake out a claim in the underground – one they’ll defend with blood: theirs, or the intruder’s. Many Copperheads live a violent, often short, life where a man’s claim is only as secure as his gun arm’s shooting and fights over claims are not uncommon, with the upper-arcology police departments willing to look the other way if the violence stays far below them – out of sight, and out of mind. Some particularly bold – or foolish – Copperhead desperados have chosen to make stands against arcology police departments, or to attack and attempt to loot the middle and upper areas of an arcology. These excursions are rare, and have universally ended in failure – and often in bloody gunfights between authorities and the Copperheads.&lt;br /&gt;
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===Red Arcologies===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“What color’s our blood?! (“&#039;&#039;&#039;RED!”&#039;&#039;&#039;) What color’s our planet?! (&#039;&#039;&#039;“RED!”&#039;&#039;&#039;) What are we?! (&#039;&#039;&#039;“RED!”&#039;&#039;&#039;) What will we always be?! (&#039;&#039;&#039;“RED!”&#039;&#039;&#039;) And what’s our home?! (&#039;&#039;&#039;“RED, RED GAI-A!”&#039;&#039;&#039;)”&amp;lt;/i&amp;gt; - Traditional Red Gaian anti-Solarian marching cadence.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Red arcologies are newer and were often built near mineral deposits in the Martian highlands, and tend to be laid out more horizontally than vertically, with only their anti-marsquake supports extending far underground. Poor conditions inside these arcologies, and a lack of government support, are said to have formed the Petri dish of Martian nationalism. The lack of outside support for these arcologies led to them having a more pronounced culture of independence and communalism, with neighbors in a zone intended to look out for one another and only call upon the arcology government if needed.&lt;br /&gt;
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While this culture of independence doubtlessly has saved many Red Martians from death — particularly during the effective collapse of government in the southern hemisphere during 2462-63 — it has condemned many to it as well. A spat that would have been a stay in the arcology’s government district dentist center in the north becomes mob justice and extrajudicial killing in the south, and revenge killings for criminal acts are not uncommon. Feuds between Red Martian families can last for generations, with sons avenging wronged grandfathers by killing their fellow grandchildren. This culture has carried over into the refugee era, with Red Martian scavenger teams warring over competing claims and past wrongs and slights — from either before or after Violet Dawn. Blues often quip the reason Red Martians are &#039;&#039;red&#039;&#039; is because of their bloody feuds.&lt;br /&gt;
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===Rural Martians===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Oooooh send me out to Mar-a-gar, send me home from near-and-far, may I wander to-and-fro, where the iron winds blow!”&amp;lt;/i&amp;gt; - Traditional iron farmer’s song, origin unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Scattered throughout both hemispheres, rural communities on Mars form a significant minority of the population – a bit under half – generally do not align with either Blues or with the Reds, though they align culturally with Red Martians. They are a proud, fiercely independent people who take pride in their own communities regardless of how poor they may be, and often do not trust the central government of the Alliance. Most rural communities were built around prospects: significant mineral deposits, either in the soil or underground, which they mine resources from for as long as they last. Once the prospect runs dry the community often disappears soon after, as there are few opportunities left in them. Now abandoned, many of these communities have found a second life as scavengers pick over their remains for anything usable after Violet Dawn.&lt;br /&gt;
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Some communities persist despite their mines closing, and these are often settlements located in exceptionally windy areas that now serve roaming iron harvesters who “scoop” iron from the dusty Martian air. These settlements can be quite small, with only a few dozen or a few hundred residents, but their populations can swell into the thousands when iron harvesters arrive. With southerly winds blowing [[Phoron|phoron]] into the northern hemisphere, many of these communities have seen the largest disaster in Martian history turn into a boom for them with the arrival of corporate facilities and permanent phoron-harvesting sails. Few have realized the implication of most [[Hephaestus Industries|corporate buildings]] having extensive filtration systems and mostly [[Sol Alliance#IPCs in the Solarian Alliance|synthetic employees]] while they often walk outside with only a respirator.&lt;br /&gt;
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== Economy ==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“What you’re standing in front of’s [[Phoron|purple gold]], son. And you’re not gonna be standing in front of it for much longer if I get my way,”&amp;lt;/i&amp;gt; - Tacky Jack Rawlins, leader of the Maragar Purpletongues scavenger gang, to a rival, c. 2464.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Prior to Violet Dawn much of Mars was an industrial, rather than service, economy; based around the mining, refining, and production of materials and finished goods. Hydroponics and service sectors were a small part of the overall economic landscape, and mostly concentrated in the northern hemisphere. Trade and orbital industries were present, but less developed than in other areas of the Sol System such as Callisto and Titan. Traditional agriculture was almost nonexistent, with a harsh environment and toxic soils making growing crops nearly impossible for typical farmers.&lt;br /&gt;
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Rural Martian, rather than agriculture, made their fortunes from either mining – most commonly in the northern highlands – or &#039;&#039;&#039;iron farming&#039;&#039;&#039;: a process in which specialized machines known as sails are used to pull iron out of the red dust which often blows across the northern plains or down from the southern mountains. This is a dirty, often boring process which gives the sail operator a steady, though often slow, flow of iron dust in the off season, and an abundance of iron during the windier times of the year. To maximize profit many sail operators are semi-nomadic, traveling with the winds and living transitory lives along a route of communities they spend only a few months in at a time. The mining and iron farming industries still exist but have mostly been supplanted by a new, and far more hazardous, one: phoron panning and salvaging.&lt;br /&gt;
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&#039;&#039;&#039;Phoron panning&#039;&#039;&#039; is a process similar to iron farming: a sail operator deploys their device, and gathers up phoron particulate from the air, and often travels along a seasonal route. This phoron is often low-grade – worthless for use in an engine – but can be refined either by hand – a dangerous and inefficient process, owing to the poisonous and highly explosive nature of phoron – or by a device known as a phoronic centrifuge which is able to refine the phoron by removing trace elements of other substances, significantly reducing its mass but burning off the “slag” acquired by the sail. These centrifuges are expensive, complicated devices which can only reasonably be operated by large corporations such as [[Hephaestus Industries]] and [[San Colette#Collettish Phorons (PhoroCol)|Colettish Phoronics]] (also known as PhoroCol) – with both corporations taking a significant cut of the sail operator’s potential income. However, the profits to be made from harvesting phoron from the wind – “purple gold” to sail operators – far outweigh what can be made from iron farming. A good month’s phoron haul for a sail operator can give them as much money as they’d make in a year of iron farming, which has led to a sail-operating crazy, and some prominent operators having to hire mercenaries to keep their operations secure from competitors – some have even gone to [[Medina|Medinian]] [[Medina#The Phoron Bulletin|phoron hunters]] for guards, viewing the veterans of the [[Medina#The Phoron Bulletin|phoron sands]] as more than a match for any rival sail operator. [[Phoron]] panning is most common in the yellow zone, where the environment is suitable for phoron-tainted winds but not uninhabitable, though some view the environment as slowly killing them, and is a major reason for the continued existence of many yellow zone communities. No phoron panning, no community, and no hope.&lt;br /&gt;
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&#039;&#039;&#039;Phoron salvage&#039;&#039;&#039; is a far more dangerous – and potentially far more lucrative – field. Rather than working in the yellow zone to gather phoron from the air, salvagers venture into the orange – and sometimes the red and black – zones, seeking to scavenge phoron from deposits now present on the ground, or valuable materials from abandoned arcologies. A salvage run can last for multiple days, or weeks if it chooses to go to the exclusion zone, and the profit is as high as the risk: the Violet Dawn-spawned phoron, while it is often of a lower grade than natural phoron, is still purple gold, and there are many eager buyers. However, it is an extremely risky business: phoron is explosive in the best circumstances – let alone when it is exposed to the elements – and highly toxic, with many salvagers leaving the red and black zones ill, dying, or with permanent health conditions. Many simply never return, claimed by the hazards present in the area: the more hazardous zones of Mars are wracked by everything from firestorms to phoron-based sandstorms to industrial machinery and military equipment left exposed to the elements and unmaintained for years on end. Despite the risk inherent, corporations on Mars have made a significant effort to promote phoron salvagers as heroic, masculine figures in the best traditions of the Red Martian and rural communities they are often drawn from, braving immense danger to provide for their communities and families, and always triumphing. They do not show examples of phoron salvage gone wrong: twisted bodies burned beyond recognition, men and women coughing up blood from phoron-contaminated lungs, and unlucky salvagers crushed underneath collapsed arcologies. Only the good side is shown, to better encourage the desperate and daring to throw themselves into the fire.&lt;br /&gt;
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The spectre hanging over both industries is phoron poisoning, or more formally &#039;&#039;&#039;phoronic pneumoconiosis&#039;&#039;&#039;. It is a newly-observed condition on Mars suspected to be caused by aerial phoron contamination. While it can be avoided with personal protective equipment (PPE) many salvagers and panners, let alone broader rural Martians, lack even the most basic PPE. It is a rapidly-progressing disease caused by the inhalation of phoron particles, and these particles adhering to the victim’s lung lining. Initial symptoms involve coughing, shortness of breath, and chest tightness. Some sufferers will have productive coughs that cause them to spit out pinkish-purple mucus, which is often accompanied by a horrific burning sensation as the phoron particles work their way up the individual’s esophagus and throat. Further exposure to phoron worsens the condition as the particulate builds up, and eventually begins to burn through the lining of the lung; causing the sufferer to cough up, or sneeze out, blood as their lungs start to fail. Unlucky victims of phoron poisoning may also vomit blood due to damage to their esophagus. Death will follow after this point without treatment, which typically involves extensive internal augmentation – something unaffordable for many salvagers. Phoron poisoning can become a chronic condition if treated but not entirely cured: while a long-term sufferer can live with productive coughs of phoronic mucus and breathing issues, though victims of the condition are estimated to lose anywhere from 12 to 20 years of their lifespan. Tragically, seeing Martians spit out purple globules of spit is not an uncommon sight in many rural towns and among scavenger groups.&lt;br /&gt;
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Particularly unlucky salvagers may inhale or otherwise absorb enough self-replicating [[Phoron|phoron]] that it begins to crystalize in their lungs, slowly coating the interior before expanding into the esophagus, throat, and bloodstream. This condition, known informally as “purple touch” among scavengers, is a far worse version of phoronic pneumoconiosis and is not a chronic condition: it is always fatal unless treated, generally through the excision of contaminated organs and their replacement with bionic or prosthetic counterparts. After a certain point the condition is guaranteed to be fatal, as too much of the body will have been infected and the sufferer’s organs will begin to shut down, starting with the kidneys and liver. Vomiting purple-tinted blood is not an uncommon symptom of these victims, and they are often ostracized from their communities due to the widespread – and correct – belief the phoron they expunge can infect nearby humans. Some, knowing they are infected, take their own lives or walk away from their groups before they can harm others.&lt;br /&gt;
&lt;br /&gt;
==Planetary Governance==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“I need you to cooperate with me, sir. The cuffs are procedure – don’t resist and you might get off with a hooliganism charge once you get to court. Yeah?”&amp;lt;/i&amp;gt; – Solarian Army military policeman LCPL. Francisco Diego Rodriguez, [[Solarian Armed Forces#Notable Army Divisions|1st Infantry Division (Earther)]], arresting a rioter during the 2464 Reunification Campaign.&amp;lt;/center&amp;gt;&lt;br /&gt;
Now under an emergency military government, the Martian government was long regarded as one of the weaker planetary governments in the Sol System due to the north-south Blue/Red dichotomy and problems with the planet’s infrastructure dating back to the days of the terraforming disaster. The Martian government bent, buckled, and broke across much of the planet during the immediate aftermath of the Violet Dawn catastrophe in November 2462, though it remained cohesive in the north thanks to the timely intervention of the Solarian Armed Forces and a rallying of Blue arcologies in the face of adversity. Despite this rallying, much of the planet remains outside of the government’s control: the hand of the Alliance only extends into the yellow zones, and not beyond it. Any arcology past the “Orange Line” near the planetary equator has been written off by the Alliance of Sovereign Solarian Nations’ Provisional Government of Mars (&#039;&#039;&#039;ASSN-PGM&#039;&#039;&#039;) and it is unlikely any civilian authority will move to expand this zone of control.&lt;br /&gt;
&lt;br /&gt;
The ASSN-PMG is the current ruling body of Mars: a military led-transitional authority under the command of Governor-General Tereza Varzieva, a [[Silversun|Silversunner]], which rules from Unified Kunlun, it launched an offensive in 2464 that moved the government’s control from a scattered ring of arcologies around the northern ice cap – the heart of Blue Mars – to the Orange Line, successfully re-integrating all remaining Blue arcologies and some Red arcologies, such as Red Gaia, through the use of lightning-fast mechanized offensives supported by [[Solarian Armed Forces#The Solarian Navy|Solarian Navy]] gunfire and extensive humanitarian relief efforts. Despite this success, and the end of the broader civil war in 2465, the provisional government has not called for civilian elections due to the ongoing crisis. Underneath the Governor-General is a civilian authority made up of arcology leaders and the staff of the former Governor, Blue Martian Burt Dwyer, who was killed during the Violet Dawn incident. These bureaucrats are Blue Martians and have been accused of bias against Red Martians, with whom the Blues retain an antagonistic relationship.&lt;br /&gt;
&lt;br /&gt;
==Major Arcologies==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“My fellow Olympians! We are wounded, yes, but we are not broken! And with our Alliance, we will rise from the ashes like a red phoenix!”&amp;lt;/i&amp;gt; - Mayoral candidate William “Willie” Bierce in an election rally, July 2463.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crest Olympia&#039;&#039;&#039; is the former capital of Mars, and remains the red planet’s largest settlement. Built in the shadow of Olympus Mons, it is a center of Martian governance, culture, and a stronghold of Martian Blues. Prior to Violet Dawn it was one of the hotspots for Martian tourism, with Solarians from across the Alliance traveling to it to visit Olympus Mons, and much of the arcology’s top levels are designed to allow a view of one of the largest mountains in the known Spur. It remains the wealthiest arcology on Mars and has, since 2462, become a hotspot for salvagers, with many runs into the contaminated zone – particularly the destroyed and lost arcologies of the orange zone – starting and ending outside its arcology. The Crest Olympia Arcology Police Department (COAPD) is considered one of the higher-quality ones on the planet, with its officers trained by the [[Callisto#Government and Politics|Callistean Metropolitan Police Department]] and possessing a unique team known as the Lower Arcology Response Unit (LARU) for hazardous police work in the lower, now abandoned and neglected, sections of the arcology. A [[Sol Alliance#Department of Justice|Department of Justice]] audit found few issues in it, though a pattern of surveillance against Red Martians is present. Its mayor is William “Willie” Bierce, a former [[Sol Alliance#Political Parties|Sol First Party]] senator for the planet who was elected in 2463 on a pro-[[Einstein Engines]] platform, which has led to the megacorporation developing more reclamation infrastructure here than anywhere else. Bierce is a professional, shrewd man and noted polyglot, reportedly able to speak every [[Languages#Human languages|human language]] in the Spur at some level. He will likely be the next governor, whenever Mars returns to normal rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chicago&#039;&#039;&#039; is the industrial heart of Blue Mars, having been one of the most productive cities prior to Violet Dawn and remaining one post-disaster. One of the few major arcologies built near a water source, the Chicago arcology derives much of its power from a dam that filters water flowing towards the nearby arcology of Draka, with an artificial lake having grown near it that the arcology uses as a waste dumping area. Most trans-stellar corporations, such as [[Hephaestus Industries]] and [[San Colette#Colettish Phoronics (PhoroCol)|PhoroCol]], have their headquarters in Chicago, and it hosts the Martian Stock Exchange in its upper levels. It has a smaller refugee population than other Blue arcologies due to its northern position and the brutality the Chicago Arcology Police Department (CAPD) is known to use when handling Reds, with Chicago having many residents descended from the survivors of New Dresden – an arcology nuked by the Reds during the Martian World War. The CAPD, and its [[Eridani Federation Military|Ringspire mercenaries]], are known to launch “Snake Hunts” into the underground levels where they round up Copperheads and refugees alike. The [[Sol Alliance#Department of Justice|Department of Justice]] found multiple civil rights violations in the CAPD and has threatened to federalize it, but has found itself opposed by Mayor Richard “R.G.” Gowan – an industrial magnate and longtime opponent of Red Mars. R.G. is a fighter and an advocate for the common Blue Martian who has a sour relationship with Hephaestus Industries. He spent much of 2466 promoting Le Hanh Trang in Chicago, and is a card-carrying member of the [[Sol Alliance#Political Parties|Solarian Socialist Unity Party]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Gaia&#039;&#039;&#039; is one of the few northern Red arcologies, having been founded and settled by Reds after a significant iron deposit was discovered in the mid-22nd century. It was devastated in the Martian World War and much of the upper arcology remains partially abandoned, with most of its citizens living in the middle or lower levels. Prior to Violet Dawn most Red Gaians worked in heavy industry or mining jobs, and the arcology’s residents are known for their rough, independent, and can-do nature. It is said a Red Gaian is one of the few Martians who will fight anyone over slandering his arcology, and that more guns and knives are pulled in anger here than anywhere else in the [[Orion Spur|Spur]]. Red Gaia was hit badly by the Violet Dawn catastrophe, throwing open its doors to refugees to spite the Blue arcologies near it, and nearly collapsed under the weight of its engorged population, with the Red Gaia Common Police Force (RGCPF) unable to keep pace. A brief period of independence from Sol between Violet Dawn and May 2463 was ended by the Solarian Army, which only withdrew in 2466 and remains responsible for humanitarian aid deliveries to the arcology. The current mayor is Amos Gideon, a prospector-cum-politician who presents himself as larger than life and is seen by many as the “face” of Red Mars. Gideon is never seen without his distinctive hats or his brown suit, and has made a habit of throwing his hat into the audience at rallies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maragar&#039;&#039;&#039; is the largest still-populated arcology south of the yellow hazard line, and is a center for scavenging raids further into the more hazardous zones. Traditionally, it was viewed as the dividing line between Blue (northern) and Red (southern) Mars due to its position on the edge of the plains-highlands divide. Post-Violet Dawn it retains much of Red culture – the independence, feuds, and distrust of the central government – but has taken on an anarchistic, survival-of-the-fittest mindset: many original residents have fled, and scavenger bands have established bases of operation within their former homes in the meantime. Maragar’s central position has led to it becoming a kind of neutral ground for scavengers, and the ruling Maragar Purpletongues scavenger group – the most powerful gang – enforces an uneasy truce by banning the drawing of weapons in anger. Feuds that do arise, however, are often settled outside of its walls: either by gun, or by blade. The Purpletongues are the largest known scavenger group and can be easily identified by their purple scarfs – sometimes worn around their hats, but most often worn around their necks – and the long coats they wear to both keep out the cold and keep aerial phoron off their skin. Their leader, Tacky Jack Rawlins, is the de facto “mayor” of the arcology. Quick to anger and known for dressing in nearly exclusively purple clothing, Rawlins is reportedly a [[Solarian Armed Forces#The Solarian Army|Solarian Army]] deserter who has killed thirty men in honor duels, and defeated a dozen attempts to usurp control of the Purpletongues using his fists, guns, and knives.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Humanity]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Human_Lore&amp;diff=39038</id>
		<title>Template:Navbox Human Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Human_Lore&amp;diff=39038"/>
		<updated>2026-04-12T18:21:06Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Adds Mendell City&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: 100%; background-color:#000080&amp;quot; | [[Template:Navbox Human Lore|&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Human Lore&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#fff&amp;quot; colspan=&amp;quot;2&amp;quot;| General&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Interstellar Relations]] · [[Notable Humans]] · [[Timeline of Humanity]] · [[Offworlder Humans]] · [[Human Wildlands]] · [[Human Piracy]] · [[Human Entertainment Media]] · [[Human Social Media]] · [[Human Ideologies and Governments]] · [[Human Educational Institutions]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#776be3&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Republic of Biesel]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Tau Ceti]] · [[Biesel]] · [[Mendell City]] · [[Valkyrie]] · [[New Gibson]] · [[Caprice]] · [[Mictlan]]  · [[Port Antillia]]  · [[Odin]] · [[Corporate Reconstruction Zone]] · [[Tau Ceti Armed Forces]] · [[Biesellite Security and Law]] · [[Biesellite Culture and Society]] · [[The Trasens]] · [[Tau Ceti History]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#C89024&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Sol Alliance]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Sol|Sol System]] · [[Earth]] · [[Mars]] · [[Luna]] · [[Venus]] · [[Jupiter]] · [[Callisto]] · [[Europa]] · [[Pluto]] · [[New Hai Phong]] · [[Silversun]] · [[San Colette]] · [[Visegrad]] · [[Solarian Reconstruction Mandates]] · [[Sol Alliance History]] · [[Solarian Armed Forces]] · [[Solarian Security and Law]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#db7070&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Empire of Dominia]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Keeser Royal Family]] · [[Moroz]] · [[Fisanduh]] · [[Lyod|The Lyod]] · [[Novi Jadran]] · [[Sun Reach]] · [[Dominian Culture]] · [[Moroz Holy Tribunal]] · [[Empire of Dominia Great Houses|The Great Houses]] · [[Dominian Society and Class Structure|Dominian Society]] · [[Dominian Imperial Military]] · [[Council of Imperial Governors]] · [[Dominian Security and Law]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#818f8e&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Eridani Federation]]&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; | [[Eridani I]] · [[Eridani Federation Military]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#dbcd70&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Republic of Elyra]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Persepolis]] · [[Damascus II]] · [[Medina]] · [[Aemaq]] · [[New Suez]] · [[Elyra Military]] · [[Elyran Government and Politics]] · [[Elyran Culture, Law, and Society]] &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#70b0db&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Coalition of Colonies]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Xanu Prime]] · [[Himeo]] · [[Federal Technocracy of Galatea|Galatea]] · [[Vysoka]] · [[Stolitism]] · [[Scarabs]] · [[Gadpathur]] · [[Assunzione]] · [[Luceism]] · [[Burzsia]]  · [[Konyang]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Humanity]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Biesel&amp;diff=39037</id>
		<title>Biesel</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Biesel&amp;diff=39037"/>
		<updated>2026-04-12T18:19:48Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: adds link to new page, removes old lore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Mendell pixel.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biesel&#039;&#039;&#039;, or [[Tau Ceti|Tau Ceti III]], is a temperate, oxygen-rich planet colonised in the mid-2100s. It is the capital of the [[Republic of Biesel]], and is one of the most populated planets in the [[Orion Spur]]. &lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Biesel&lt;br /&gt;
|System = [[Tau Ceti]]&lt;br /&gt;
|Image = Pixel_Planet_Biesel1.png&lt;br /&gt;
|Sector = Tau Ceti&lt;br /&gt;
|Capital = [[Mendell City]]&lt;br /&gt;
|Species = Human, [[Skrell]], [[Tajara]], [[IPC]], [[Unathi]], [[Diona]], [[Vaurca]]&lt;br /&gt;
|Languages = Tau Ceti Basic&lt;br /&gt;
|Demonyms = Bieselite&lt;br /&gt;
|Nation = [[Republic of Biesel]]&lt;br /&gt;
|Former = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
As the capital planet of [[Tau Ceti]] and the larger [[Republic of Biesel|Republic]] - one of the twin economic hearts of the known galaxy - it has benefited greatly from the growth of the past century, and ended up heavily reliant on [[Phoron|phoron]] to maintain one of the highest average qualities of life in the Spur. It also has one of the highest income inequalities in the Spur, a situation that is only being exacerbated by the ongoing [[Phoron|phoron scarcity]] and the [[Republic of Biesel|government&#039;s methods of rationing.]]&lt;br /&gt;
&lt;br /&gt;
Its short history as an independent planet has not been an easy one and is heavily intertwined with the [[Tau Ceti History|History of Tau Ceti]] itself. From [[KOTW|Solarian Invasions]] to phoron disasters, the planet has weathered much, and it seems it will have to weather more going forward. It is the center point of the ongoing [[Phoron|phoron scarcity]] and has been heavily affected by it.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
&lt;br /&gt;
= Environment =&lt;br /&gt;
Biesel is a planet slightly larger than [[Earth]], with a more temperate climate that ranges from oceanic to tropical. Snow is rare on Biesel, with its winter seasons being marked by cold rains. As such, most coastal cities on Biesel are fortified to reduce infrastructural damage from flooding. Despite the flood risks, there is very little risk of tsunamis on Biesel because of almost non-existent tectonic activity. In the summer, tropical storms form frequently, but because of the smaller land area, can become very strong. Many coastal cities have detection systems that sound an alarm if the correct atmospheric conditions are met.&lt;br /&gt;
&lt;br /&gt;
The planet had a rich resource base, attributed to a collision with a large celestial body early in its development. This collision not only brought Biesel&#039;s moon, Valkyrie, into existence, but put a wealth of resources on the planet, all of which were mined up and used to fuel Biesel’s rapid growth. &lt;br /&gt;
&lt;br /&gt;
==Flora and Fauna==&lt;br /&gt;
In the years after the initial touchdown of the SAEV Winterbottom, a number of [[Earth|Earth-originating]] species were introduced to Biesel&#039;s biosphere in the 2160s. Many of the species introduced to Biesel were endangered in their native environment on Earth; prior to the independence of Biesel, the colony had a &amp;quot;wildlife exchange agreement&amp;quot; with the government of Earth, in which species that had exploded in population on Biesel would have some of their number trapped and sent back to Earth as the planet&#039;s [[Timeline|biosphere gradually recovered.]]&lt;br /&gt;
&lt;br /&gt;
As Biesel&#039;s general climate was similar to the Pacific Northwest of North America, many of its [[Earth]]-born species originate from there. The grey wolf, reindeer, and bald eagle&#039;s introduction to Biesel, while allowing the species to flourish, contributed to the rapid endangerment of the native white-breasted lakesurfer, an avian similar to a loon, and the barker, a large rodent.&lt;br /&gt;
&lt;br /&gt;
=== Notable Native Flora and Fauna ===&lt;br /&gt;
* &#039;&#039;&#039;White-breasted lakesurfer&#039;&#039;&#039; (&#039;&#039;Haliolaevus seleni&#039;&#039;): The official bird of Biesel, and one of its most iconic animals. The lakesurfer is an aquatic bird that primarily inhabits the content of Selene and Lake Tricord. It is a broad, black and white bird with a distinctive blue stripe along a short head crest or &amp;quot;mohawk&amp;quot;. Prior to their protection, they were typically preyed on by bald eagles introduced to the Biesel biosphere.&lt;br /&gt;
* &#039;&#039;&#039;Common barker&#039;&#039;&#039; (&#039;&#039;Ulosmarmota vulgaris&#039;&#039;): A rodent-like animal with a long tail, similar in size to a muskrat. They have brown, shaggy fur, long incisors, and a distinctive danger cry or &amp;quot;bark&amp;quot; that earned them their name. Barkers are an endangered species on Biesel, and are rare to find outside of the forests and mountainous regions of the continents.&lt;br /&gt;
* &#039;&#039;&#039;Selenian moth&#039;&#039;&#039; (&#039;&#039;Lasiodoptera disstrium&#039;&#039;): A hand-sized flying insect, with large white wings. The Selenian moth is most often found in Belle Cote, and has become emblematic of the town&#039;s association with fashion, due to its ability to produce a strong, thick silk.&lt;br /&gt;
* &#039;&#039;&#039;Gwyr&#039;&#039;&#039; (&#039;&#039;Cervus aquaticus&#039;&#039;): An omnivorous ungulate known for its rack of curling horns, shaggy fur, and unusual tendency to dive for brief periods into lakes and ponds to eat algae and small fish. In the early days of colonisation, the gwyr was hunted for its rich, fatty meat, and populations were nearly endangered before they were placed under similar protections as the lakesurfer.&lt;br /&gt;
* &#039;&#039;&#039;Bottlefish&#039;&#039;&#039; (&#039;&#039;Ampullae&#039;&#039;): A family of fish, similar to a gar for the quality of its swim bladder to be able to take in air like a lung. Its name comes from the iridescent, colourful scales it possesses, which Le Hsung Tran likened to seaglass. Like the gwyr, it was a victim of overfishing in the early days of Biesel&#039;s colonisation, and some of its habitats have suffered from mostly being occupied by salmon.&lt;br /&gt;
&lt;br /&gt;
== Continents ==&lt;br /&gt;
[[File:BieselV3.png|400px|thumb|right|A labeled map depicting Biesel.]]&lt;br /&gt;
====Astraeus====&lt;br /&gt;
Astraeus is the most affluent of Biesel&#039;s three continents and is home to the capital, Mendell City. Even today, it remains the most heavily populated area in Biesel, largely due to the previous availability of natural resources and the low-lying plains that were easily colonized by early settlers. Many of their homesteads soon turned into cities, eventually coalescing into the Megacity of Mendell, though some went on to form Cape City. All of the continent&#039;s natural resources were depleted in the construction of these great urban centers, and today it is primarily a service-based economy.&lt;br /&gt;
&lt;br /&gt;
Astraeus&#039; major population centres are &#039;&#039;&#039;Mendell City&#039;&#039;&#039; and &#039;&#039;&#039;Cape City&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Selene ===&lt;br /&gt;
The second-largest continent of Biesel, Selene, is situated north of Astraeus. In spite of its size, Selene is the continent with the lowest population density of the three, with almost all of its inhabitants living in coastal towns. Those not biding their time on the coasts are usually tending the inland plains that often are lined with farmsteads, which help the planet cut down on its extensive food imports. The Greatkrag range that runs across Selene has come to symbolize the Biesel Escarpment, an area consisting of steep slopes that transition into arctic plateaus, which entice those seeking to escape civilization.  &lt;br /&gt;
&lt;br /&gt;
Selene&#039;s major population centres are &#039;&#039;&#039;Phoenixport&#039;&#039;&#039;, &#039;&#039;&#039;Ashton&#039;&#039;&#039;, and &#039;&#039;&#039;Belle Côte&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Eos ===&lt;br /&gt;
The largest continent of the three, Eos resides mostly within the eastern hemisphere of Biesel and is the most industrialized, having a majority of the Republic’s phoronics industry on it. Its cities were formed along the mountain ranges, rich in natural resources to utilize in their industry, all of which were completely depleted by the turn of the 2400s, fueling NanoTrasen’s insatiable growth. As a result, the region has little economic activity besides that related to [[Phoron|phoron]], and so has been the most heavily affected, with unemployment twice as high in the region compared to Astraeus.  Eos is also known for its sports fanatics, who host regular tournaments between Eos&#039; major population centres and megacorporations on Biesel. The most popular of which is the Biesel Megacorporate Multi-Sports Competition, open to the other continents of Biesel.&lt;br /&gt;
&lt;br /&gt;
Eos&#039; major population centres are &#039;&#039;&#039;Portsville&#039;&#039;&#039;, &#039;&#039;&#039;Scottsdan&#039;&#039;&#039;, &#039;&#039;&#039;New Marfa&#039;&#039;&#039; and the recently-developed community &#039;&#039;&#039;Top of the World&#039;&#039;&#039; and its sister town, &#039;&#039;&#039;Lakeside&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= Culture and Demographics =&lt;br /&gt;
Biesel is the birthplace for much of [[Biesellite Culture and Society|Tau Cetian culture]]. For the most part Biesellites tend to be amenable towards the heavy corporate involvement in their government, or even desensitized to it; the [[Stellar Corporate Conglomerate]]&#039;s role in social safety nets, well-paying jobs, and entertainment, reinforcing the image of their necessity and the overall pro-corporate sentiment among Biesellites. As a general rule, pro-corporate sentiment tends to lessen the farther one is away from Mendell City; Lakeside, in particular, has protested against the massive developments in their area to build the community of Top of the World.&lt;br /&gt;
&lt;br /&gt;
A strong sense of individualism and duty permeate Biesel culture; many citizens have a positive view of the [[Tau Ceti Armed Forces]], even after the controversies surrounding the Peacekeeper Mandate. Some citizens regarded the Tau Ceti Foreign Legion as a better example of Biesellite duty and strength, and have taken the view that the expansion of the Armed Forces means the Republic is moving in a more war-like, jingoistic direction. Despite the popularity of the Armed Forces, however, the [[Hasta La Victoria Siempre Arc|2465 protests]] in Zhèngfǔ District have shown that support may be dwindling for Biesel&#039;s involvement in the [[Corporate Reconstruction Zone]].&lt;br /&gt;
&lt;br /&gt;
== Aliens on Biesel ==&lt;br /&gt;
&#039;&#039;See also: [[Skrell Abroad#Skrell in the Republic of Biesel|Skrell in the Republic of Biesel]], [[Unathi_Abroad#Unathi_in_the_Republic_of_Biesel|Unathi in the Republic of Biesel]], [[Little Adhomai]], [[Zo&#039;ra in the Republic of Biesel]], [[Minor_Dionae_Factions#The_Biesellian_Choir|The Biesellian Choir]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Republic, and particularly Biesel itself, has among the most diverse and widespread populations of non-human species in the entire Orion Spur. Biesellite humans are no stranger to aliens in their streets, though ignorance, speciesism, and xenophobia are still common from humans to aliens, aliens to humans, and aliens to other aliens. As the Republic gains an identity away from the Alliance, alien influence has begun to permeate Biesel&#039;s culture more and more, to the chagrin of some and the acceptance of others.&lt;br /&gt;
&lt;br /&gt;
=== Synthetics on Biesel ===&lt;br /&gt;
&#039;&#039;See also: [[IPCs in Biesel]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though Biesel is a beacon of hope and relative safety for synthetics, their position in society still remains a precarious one, both from a financial and a security standpoint. Freedom, and even citizenship, for integrated positronic chassis has firmly been established and is something the Republic takes pride in. Either through labour, negotiations, the goodwill of their owners or other occasions, IPCs may find themselves free from ownership, able to pursue their own destiny as independent individuals. Unfortunately for many, such destiny usually involves a hard and at times, short existence.&lt;br /&gt;
&lt;br /&gt;
Free IPCs are afforded few actual opportunities to improve their lives, existing in a grey area between the relative stability of corporate owned assets, and the solidified protection of the state for citizens. With the recent introduction of the Synthetic Residence Card by the government, free synthetics are able to more clearly and safely navigate through the process of staying in Tau Ceti, finding employment, owning property, and more. While free IPCs were previously allowed to own property without a card, they have been grandfathered in.&lt;br /&gt;
&lt;br /&gt;
For many free IPCs, citizenship is viewed as the ultimate goal in integrating into society. Citizenship entitles an IPC to increased legal protections, almost, if not on par with that of a natural-born human citizen, including complete protection as well as legal representation from being owned ever again. NanoTrasen and its subsidiaries are also obligated to pay IPC citizens working for it an equal wage as compared to humans. This compensation typically comes in the form of increased benefits such as repairs, insurance, and a pension, as opposed to a simple wage increase however. They also pay the same tax rate as regular citizens and no longer have to maintain the residency fee. &lt;br /&gt;
&lt;br /&gt;
== Entertainment == &lt;br /&gt;
*&#039;&#039;&#039;Peterdiezel Boat Racing&#039;&#039;&#039; is an annual competition that begins in Craterview. The race is a three-day excursion and is usually recorded through observation drones following the individual boats racing against the clock. There are several routes all across Peterdiezel Crater, some more dangerous than others. While anyone can participate, most of the competitors are city teams such as the Mendell City Boat Club or the Cape Cods. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eos Sporting Events&#039;&#039;&#039; are various competitions, tournaments and sports leagues that pit either Eos&#039; major population centres or the megacorporations against one another. The most popular of Eosian sporting events is the &#039;&#039;&#039;Biesel Megacorporate Multi-Sports Competition&#039;&#039;&#039;, held every 4 years in a city of Eos, in which megacorporation-sponsored athletes participate in a series of sporting events involving both human, alien, and alien-human fusion sports. Every participant must be employed by the megacorporation they represent, and it is common for megacorporations to offer better salaries and benefits to notorious athletes in an attempt to poach them from their original employers.&lt;br /&gt;
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*&#039;&#039;&#039;Belle Côte Fashion Show&#039;&#039;&#039; is a series of designer presentations held annually in Belle Côte. Sponsored by Idris, a variety of venues are used throughout the city to display the best-performing styles and themes of the year. Both Chief Executive Officers of Caishen Jewellers and Le Soleil Royal are regular hosts of the show, their fashion lines the staple of the event.&lt;br /&gt;
&lt;br /&gt;
== Festivals and Celebrations ==&lt;br /&gt;
*&#039;&#039;&#039;Republic Day&#039;&#039;&#039; (also known to some as Xavier’s Gala) is a holiday which commemorates the declaration of independence of Tau Ceti from the Solarian Alliance.  The crippling economic recession experienced by the Solarian Alliance allowed the Republic of Biesel to leverage their independence, and ultimately be awarded it. It is hosted on May 5th of each year, and usually involves total rejection of both Solarians and Megacorporations. Fireworks, parades, fairs and concerts are often commonly associated with Republic Day. &lt;br /&gt;
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*&#039;&#039;&#039;Tribuisti de Colonis&#039;&#039;&#039;, or Festival of the Settlers, is a massive Carnival celebration marking Biesel’s colonization. The festivities usually begin on the third Friday of October, through to the Sunday. Mendell City has become the most well-known celebrator of the festival, parading through the streets of the various districts with eccentric clothing and massive floats (usually of the planet’s native species). Other popular cities include Craterview, which celebrates the festival with dazzling fireworks and displays of lights, and Belle Côte, which throws its annual fashion show over the weekend the festival takes place. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heritage Day&#039;&#039;&#039; is a holiday that recognizes and celebrates the cultural wealth of the Republic of Biesel. Celebrations differ from person to person and usually depends on their cultural heritage and the remembrance of such. Some believe the wearing of cultural garments is enough, while others may partake in cultural festivities hosted across Tau Ceti. It is usually held every September 24th.&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
Biesel&#039;s economy is based on two things; [[Phoron|phoron]] and [[Spurian Economy|trade]]. Processing mined phoron for export - either to [[New Gibson]] or the wider Spur - and acting as a trade-hub. Both of these are under threat by the scarcity, and extreme monetary policy alongside soft rationing is the only thing keeping things semi-stable. While officially the economy is still growing, the reality, especially for the average person, is that it is shrinking. Layoffs have become common, unemployment has, of course, skyrocketed, and very few places are hiring. Any job is a good job currently.&lt;br /&gt;
&lt;br /&gt;
Most of the [[megacorporations]] have a full branch in District One of Mendell City, and perform many operations on the planet. While every one of the &amp;quot;Big Five&amp;quot; has a stake in Biesel somewhere, the ones most influential locally are [[NanoTrasen]], [[Idris Incorporated]], [[Hephaestus Industries]], and [[Zavodskoi Interstellar]]. [[NanoTrasen]] and [[Idris]] account for the vast majority of corporate-run restaurants, hotels, and bars on the planet; even supposedly independent businesses cooperate or share their stocks in part with the two, becoming essentially subsidiaries. While Biesel&#039;s healthcare system is ostensibly state-run, in practice many hospitals and clinics loan equipment from [[NanoTrasen]] and [[Zeng-Hu Pharmaceuticals]]. Almost all research into phoronics is connected to or directly funded by [[NanoTrasen]], normally in cooperation with another megacorporation.&lt;br /&gt;
&lt;br /&gt;
The major trade port that is Biesel is propped up by the shipping efforts of [[Hephaestus Industries]] and more recently, [[Orion Express]]. The Industrial Giant has seen it&#039;s influence on the planet grow as it continually recieves contracts to maintain the planets rapidly deteriorating infrastructure, alongside construction contracts and the like, meant to help stimulate economic growth. [[Zavodskoi Interstellar]] has become the primary supplier of weapons brought to the Republic&#039;s capital, weapons that are usually manufactured in the [[Empire of Dominia]] or on [[New Suez]]. Extraction of Biesel&#039;s rich deposits of helium-3 is also managed by [[Hephaestus Industries]], and sold all across the Spur – even to the [[Solarian Alliance]].&lt;br /&gt;
&lt;br /&gt;
=[[Mendell City]]=&lt;br /&gt;
&#039;&#039;&#039;Mendell City&#039;&#039;&#039; is the capital of [[Republic of Biesel|The Republic of Biesel]], and one of the most affluent cities in the [[Orion Spur]]. It is a massive city, home to billions, and stretches out for roughly thirty-thousand square kilometres. Nowhere is the [[Republic of Biesel|rapidly worsening inequality of the Republic clearer than Mendell City]], it has become “a city of contradictions” as one visitor put it. Due to the [[Republic of Biesel|phoron rationing policies of the government]] there are some districts where the scarcity seems barely present, and others that look as though they’ve been all but abandoned, so unmaintained and unsupported they are.&lt;br /&gt;
&lt;br /&gt;
=Other Major Cities=&lt;br /&gt;
&lt;br /&gt;
== Cape City ==&lt;br /&gt;
Otherwise known as the “City of Splendor” by many Biesellites, is a city focused heavily on entertainment, production of holovids, and exorbitant tourist attractions. Situated around and on the side of Mount Nevermeet in the midst of the Cape Sea, the entertainment centre sits comfortably by scenic vistas, large themed resorts, and studios for filming and recording. However, due to unique labor laws, it has gained a bad reputation among non-humans for being exploitative and predatory in their practices. Any xenos looking to gain entry into fields like animation, studio production, acting, and the like face harsh stereotypes and discrimination, poorer qualities of living, and shop and drop contracts (hiring someone, forcing them to work an unusually high amount of hours a week, then “dropping” them if they protest or request different hours after a short period contract expires). Nonetheless, Cape City is on the up-and-up, and only time will tell its rise to the intergalactic stage as a media giant or not.&lt;br /&gt;
&lt;br /&gt;
== Phoenixport ==&lt;br /&gt;
In a similar way to Mendell City, Selene&#039;s capital, Phoenixport, is located along the inner coast of its continent along Severson&#039;s Rift. After rebranding as a &amp;quot;successor&amp;quot; to Mendell City, the city gained prominence and briefly achieved its goal. Phoenixport was briefly successful, but fell off the radar and eventually became a breeding ground for nefarious behaviour. In another effort to revive interest in the city, government officials introduced replicas of various ancient architectural wonders. Examples include the Eiffel Tower and the Parthenon. Overall, the construction scheme did improve the quality of the city and even attracted large numbers of tourists eager to see the wonders rebuilt far from the dire conditions on Earth. &lt;br /&gt;
&lt;br /&gt;
[[KING_OF_THE_WORLD#LANDMARK_COURT_DECISION_SEES_EINSTEIN_ENGINES_DEFEAT_NANOTRASEN!|In late 2462]], Phoenixport was acquired by [[Einstein Engines]] in a landmark auction. [[NanoTrasen]], however, did not take the transfer of ownership idly - any NanoTrasen employees within Phoenixport were given until March of 2463 to relocate or be summarily fired. After an appeal by NanoTrasen in 2464, which proved that Einstein Engines had illegally acquired assets within Phoenixport, much of the corporate assets found themselves up for grabs yet again. Despite assistance from [[Idris Incorporated]], NanoTrasen failed to secure a majority holding within Phoenixport, with Einstein Engines continuing its hegemony over the city. Subsequently, the discrimination faced by those in Phoenixport by local law enforcement has decreased significantly, as well as the &amp;quot;random&amp;quot; searches of Phoenixport-flagged spacecraft. Some of those forced from their homes during the original dispute have since begun to slowly return.&lt;br /&gt;
&lt;br /&gt;
== Belle Côte ==&lt;br /&gt;
Situated at the southernmost edge of the Pandeia Penisula, hedged in by the Greatkrag ranges, Belle Côte is considered Biesel’s centre of finance, fashion and arts. The Selenian Moth, an insect that produces a resilient fibre that is common in textile manufacturing, was discovered by colonists early on in the development of the colony. A result of this discovery was the rapid decline of fishing and the emergence of the fashion industry. With an annual show, Belle Cote pushed the boundaries of fashion vogue and still does so to this day. Those living in Belle Côte are often considered to be a bit stuck up, looking down on others who don&#039;t keep up to date with their trendy outlandish trends. Even the poorest dress themselves in their eccentric styles. It is a popular honeymoon and wedding destination, which the artisanal community has begun franchising upon. &lt;br /&gt;
&lt;br /&gt;
== Ashton ==&lt;br /&gt;
In the heart of Selene, Ashton sits among miles of rolling farmlands that are home to dozens of different species of flora, including some that are native to Biesel. Due to its dominant agricultural industry, the community&#039;s economy has become centred on agriculture, as illustrated by its bimonthly Ashton farmer&#039;s market, which draws residents from surrounding cities alike and has become a cornerstone of the community&#039;s economy. As a whole, Ashtons are noted for being incredibly welcoming and cheerful. In recent years, Ashton has become home to [[Unathi_Abroad#Ashton_-_The_Escapees|a significant Unathi diaspora]], as many refugees from [[the Wasteland]] of [[Moghes]] were resettled there.&lt;br /&gt;
&lt;br /&gt;
== Scottsdan ==&lt;br /&gt;
The continental capital of Eos and the industrial giant of Biesel. Residing on the Sevul Range, it is host to a majority of the Republic’s phoronics industry on the continent. While it was once rich with natural resources to utilize in industry, it has all since been completely scrapped dry by the turn of the 2400s, fueling NanoTrasesn’s insatiable growth. While NanoTrasen continues to cut back on phoronics industries across the continent, many of those in the city remain open and productive, as they’re the closest to the shuttleport. Many is not all however, and so while the city is doing significantly better than the rest of Eos, it is still struggling with a massive unemployment crisis.&lt;br /&gt;
&lt;br /&gt;
Most of the processed phoron produced in Scottsdan is then shipped to New Gibson, where it is used to create finalized products.Citizens of Scottsdan are remarkably hard-working according to the megacorporations, however, some prefer to call them stuck up doormats due to their snooty, sycophant tendencies. &lt;br /&gt;
&lt;br /&gt;
== Top of the World ==&lt;br /&gt;
Previously a sleepy town, Lakeside has now shot to prominence after Miranda Trasen herself funded the borough. Several square kilometers along the coast of Griff&#039;s Lake were cleared to construct a gated community floating along the lake, with many of the original residents of Lakeside offered contracts to move to Ashton, New Marfa, or Mendell to make room for roads, parking lots, and bridges to the community.&lt;br /&gt;
&lt;br /&gt;
Now, Top of the World is uniquely populated by those who are gifted access by Miranda Trasen herself, or those able to afford the ridiculously expensive “warranty”. To ensure that this remains the case, there is an extremely high security presence around the island and gated community, possibly the highest within the system. Those posts on land are mostly manned by Zavodskoi Contractors, whether they be static or patrolling, and those on the Island by an elite division of Nexus Corporate Security, backed up even further by the constant presence of a Heavy Asset Protection Team. Only the highest of echelons exist within the man-made island. Beneath its surface exists an experimental fusion reactor of unprecedented scale that some residents have accused of being dangerously radioactive, though authorities assure residents there is no danger found in its proximity to Lakeside.&lt;br /&gt;
&lt;br /&gt;
Prior to 2463, an entire community of positronics was manufactured by NanoTrasen that existed purely to maintain Top of the World. After 2463, these IPCs have been made obsolete after the introduction of a triumvirate of artificial intelligences: Exteriores, Interiorem and Centrum. An extravagant display of wealth due to the phoron needed to create them, they coordinate with an array of bound drones, completing the tasks previously assigned to hundreds of independent positronic bodies, argued as a cost-saving measure compared to aging IPCs; though their construction cost significantly more than not only the original construction of the IPCs, but also all maintenance costs since their inception. Said IPCs were quickly placed into other jobs or positions within NanoTrasen, typically far more dangerous than the previous maintenance and janitorial duties.&lt;br /&gt;
&lt;br /&gt;
The quality of life between Top of the World and Lakeside is stark. Poverty grips the majority of the population nestled within the backwater town. Dilapidated houses are a common sight within Lakeside, even entire houses sunken into the growing marsh.&lt;br /&gt;
&lt;br /&gt;
== Portsville ==&lt;br /&gt;
Portsville was originally established as a fishing and shipbuilding hub in the early decades of Biesel&#039;s colonisation. For decades, the city was prosperous, supplying the planet with massive cargo ships to traverse its great blue oceans. After Biesel’s independence from the Alliance, however, Solarian subsidies for the industry disappeared and NanoTrasen found that shipbuilding was now cost-inefficient due to the continuing increase of shipping goods by shuttle or spacecraft. The company withdrew most of its investment in the city’s heavy industry nearly overnight, causing the local economy to recede and the city itself to gradually decay into a patchwork of run-down apartment blocks, abandoned shipyards, and fishing ports in desperate need of maintenance. &lt;br /&gt;
&lt;br /&gt;
Recently, however, [[Hephaestus Industries]] has brought up much of these abandoned facilities with hopes of retooling the city into a spaceship production centre on Biesel. This has also coincided with the megacorporation inviting many Martian refugees fleeing from the [[Mars#The Violet Dawn Explosion|Violet Dawn disaster]] to resettle in the city to work at these new facilities. Ports-Ville itself is unprepared for this great migration of people and is in the middle of a severe housing shortage, with many new arrivals finding themselves living in makeshift tent-town camps at first. However, in the past five years Hephaestus Industries has put its considerable talents and industry to work, constructing new homes for refugees, massive factories for them to work in, alongside an industrial shuttleport both for transportation of goods and workers into space. Suffice to say these investments have revitalized the city, even in the face of the scarcity.&lt;br /&gt;
&lt;br /&gt;
== New Marfa ==&lt;br /&gt;
Established along the eastern coastline of Eos, New Marfa is one of few cities on Biesel without megacorporate dominance, which is largely attributed to its status as a hub for [[Republic of Elyra|Elyran]] migrants; half if not most of the citizens are either Elyran immigrants and expatriates or directly descended from one. Elyran culture is dominant in the city, to the point that at a glance, it has become nearly indistinguishable from a city in Persepolis. Elyran megacorporations retain a minority over the market with the SCC megacorporations, and the competition has led to a flourishing synthetic development sector. With a thriving glass refining industry and healthy technology sector, New Marfa’s advancements in the fields of robotics were said to be at least a year ahead of everything else on Biesel prior to the Scarcity. Since then, the pace of development has slowed rapidly, and the city&#039;s economy began to stagnate. Already, those refugees who can are beginning to move back to Elyra, or otherwise seek employment outside of the city itself. &lt;br /&gt;
&lt;br /&gt;
== Craterview ==&lt;br /&gt;
Craterview has managed to become the vacation and resort city of the Republic of Biesel, with large [[Idris Incorporated|Idris]] Hotels lining the interior perimeter of the beaches and small family-run motels dotting the plots of land surrounding the beaches. Crime rates soar the farther one strays from the city centre, as locals defraud and steal from tourists drawn to their slice of Biesel. Other than the tourism industry, the fishing industry also does well, leading to a growing presence of local seafood hibachi restaurants. In addition to year-round sunshine and tropical climate, Craterview is occasionally interrupted by tropical storms; most notably, in the early 24th century, Craterview was entirely flooded by a particularly intense tropical storm and rebuilt from nearly the ground up. It is no wonder that boat races have become an attraction, even becoming an event for betting. In the rich suburbs, marinas line beachfront estates where [[Eridani Federation Military|Eridani Private Military Contractors]] are often spotted. It is well known that residents of Craterview are both competitive and skeptical of the wealthy. &lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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[[Category:Planets and Systems]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Mendell_City&amp;diff=39035</id>
		<title>Mendell City</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Mendell_City&amp;diff=39035"/>
		<updated>2026-04-12T18:18:25Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Mendell gaming. All lore imported from the Mendell City v2 LCA at the the request of Megacorp Lore.&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
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&#039;&#039;&#039;Mendell City&#039;&#039;&#039;, often referred to as just &#039;&#039;&#039;Mendell&#039;&#039;&#039;, is the capital of the Republic of Biesel, one of the most populous cities in human space, the wealthiest city in the Orion Spur, and a center of finance, research and culture. It is located along the northern coast of the planet’s Astraean continent facing Severson Rift and holds hundreds of millions within its city limits.&lt;br /&gt;
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The city is divided into 15 administrative districts, and has one of the highest average population densities in the Spur. Its sheer scale makes it one of the largest cities in human space, often being described as functioning more like a nation rather than a conventional city.&lt;br /&gt;
&lt;br /&gt;
The city’s cosmopolitan character has encouraged residents to identify more strongly with their districts than with Mendell as a whole, as individual districts tend to maintain more distinct local cultures and social norms. Residents’ experiences of Mendell often differ significantly depending on where they live and work. It is often characterized by sharp internal contrasts, particularly as government phoron-rationing policies have favored wealthier districts over poorer ones. &lt;br /&gt;
&lt;br /&gt;
As a result, in the wealthier districts the scarcity seems barely present, and life continues on as it did before, albeit somewhat more difficult. Compare this to the poorer districts, which in some cases have been completely abandoned by city authorities, their residents left to live in squalor as the infrastructure of the 23rd century falls apart around them. In wealthier districts, extensive police and corporate security presence has insulated many neighborhoods from the most visible effects of unrest. Civil unrest does at times spill into more tightly controlled areas of the city, where it is typically met with forceful containment measures.&lt;br /&gt;
&lt;br /&gt;
=Phoron=&lt;br /&gt;
Mendell’s development is closely tied to [[Phoron|phoron]], whose extraction, trade, and applications shaped the city’s wealth, infrastructure, and political influence. Mendell is what it is today because of phoron, the wealth it brought, the [[Technology|technological advancements]] it allowed, and the influence of the [[NanoTrasen_Corporation|company]] that extracted it. It is unsurprising therefore that it has been a nexus point for the effects of the [[Phoron#The_Phoron_Scarcity|Phoron Sscarcity]], it was the most phoron-used city in the entire Spur. The scarcity has weakened the city’s coherence as a unified urban system, as the divide between districts is deepened by government phoron rationing.&lt;br /&gt;
&lt;br /&gt;
While the wealthier districts have largely stayed insulated from the effects of the scarcity, marginalized populations struggle significantly more, already burdened with the base effects of the scarcity. Unemployment is at an all-time high, with sustainable jobs exceedingly rare, and [[Biesellite Security and Law|crime has skyrocketed]]. The more deprived districts have changed massively over the past five years, for while there were always ghettos, there are now more of them than ever, and the originals - places such as D6, D11, and D12 - look more run down than ever, with the phoron allocated for civilian usage of any kind being prioritized for wealthier areas. Conditions in the poorest parts of the city have deteriorated significantly, with repeated infrastructure failures, reduced public services, and growing criminal influence, with brownouts and blackouts becoming more frequent occurrences as infrastructure falls into disrepair. Criminal organizations have filled in the vacuum, allowed to run the districts as they see fit. They generally operate with limited interference from law enforcement unless violence or unrest spreads into neighboring districts, in which case authorities typically respond with aggressive containment operations. These criminal organizations are made up of old gangs who have long operated in certain areas, newer ones who have come to power, and black marketeers who are taking advantage of the situation.&lt;br /&gt;
&lt;br /&gt;
While wealthier districts remain comparatively insulated for the time being, the ongoing shortage poses long-term risks even to the city’s most stable areas. Massive amounts of infrastructure, including their own Citylink, rely on phoron for everything from power to telecommunications to the commodity itself being a significant part of traded futures on Bullard Avenue. The shortage dropping to critical levels could easily spell disaster for the otherwise-insulated parts of Mendell as a result.&lt;br /&gt;
&lt;br /&gt;
=Districts &amp;amp; The City=&lt;br /&gt;
The 15 districts of Mendell are functionally megacities in their own right, with their own zoning laws, tax policies (though enforced against a citywide minimum), and other regulations; not to mention the difference in culture and styles, owing to their demographics, wealth classes, and customs. Districts are officially identified by a number rather than a name, often prefixed with a “D”; for example, Phoenix Park is “D2”, Republic’s Landing is “D10”, and so on. Districts were numbered in the order they were incorporated, and successively numbered districts do not necessarily border each other.&lt;br /&gt;
&lt;br /&gt;
==Plexes== &lt;br /&gt;
&#039;&#039;&#039;Centralized Development Complexes&#039;&#039;&#039; (CDCs), colloquialized as &#039;&#039;&#039;plexes&#039;&#039;&#039; (singular plex), are self-contained massive arcology skyscrapers that dot Mendell City. Plexes vary considerably in scale and design, but most offer dense, mixed-use real estate combining housing, retail, and office space within a single structure, able to house everything from shops to offices to apartments all in a single building. A single plex can hold upwards of 20,000-50,000 permanent residents, plus thousands more workers commuting from outside. The city contains hundreds of plexes, each of varying names and states. The plex has become synonymous with Mendell, and is so common inside city limits that in fact only two districts - Abaster Fields and Homewood - are free of plexes entirely within their borders.&lt;br /&gt;
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Though not done by most residents, a plex dweller (known colloquially as a “plexer”) could theoretically spend their entire lives without leaving a plex; the buildings usually have education up to and including community colleges and trade schools, as well as utility floors, post offices, law practices and clinics, in addition to standard commercial businesses and office space.&lt;br /&gt;
&lt;br /&gt;
Plexes vary by district; those in District 3, for example, are often highly affluent and much sleeker than, for example, a plex in District 15. Most plexes generally have standard maintenance and cleaning; however, there are a few that fall into disrepair due to funding or staffing shortages.&lt;br /&gt;
Most plexes are owned and operated by dedicated real estate firms or the Board; megacorporations often reserve plex ownership to towers meant as employee housing, usually found in districts 3, 10, 13, and 15. These plexes are often marked by company branding and restricted-access policies, normally available only to employees, their families, or prominent executive emeritus.&lt;br /&gt;
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==Canals==&lt;br /&gt;
Mendell, particularly in Midtown, contains an extensive canal network. Originally constructed in the 2170s to facilitate inland shipping via Severson’s Rift, they later became home to prime canalfront real estate as the city expanded and density increased. While not nearly as iconic (or picturesque) as deliberately-maintained canals in other planets like Nouvelle-Rochelle on Xanu Prime, the canals remain lucrative and sought-after green and blue space in what would otherwise be the middle of the cityspace. Several canals are lined with parks and pedestrian paths used for jogging and cycling as part of recent civic redevelopment projects.&lt;br /&gt;
&lt;br /&gt;
While most canals are sealed from the Rift proper with locks to avoid flooding, a few - especially in the periphery - are kept open for shipping traffic and are still used actively by barges moving in and out of the city to inland docks and freight rail yards.&lt;br /&gt;
&lt;br /&gt;
==District 1 - City Center==&lt;br /&gt;
&#039;&#039;&#039;City Center&#039;&#039;&#039;, also known as the Zhèngfǔ District, is the heart of Mendell City, where all power is centralized. It hosts both the planetary and federal governments, as well as the headquarters towers of most megacorporations.&lt;br /&gt;
As a predominantly government and commercial district, District 1 has few permanent residents, and the majority of people who might be sleeping in the district are either bureaucrats, overnighting employees, or hotel guests. Some residential properties remain in the district, and despite their age, their location has made them exceptionally valuable real estate.&lt;br /&gt;
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The district’s composition is mostly of glass skyscrapers interspersed with parks and shopping plazas. The entire district is planned symmetrically, often featuring malls, pavilions, stations and parks in central locations.&lt;br /&gt;
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===Federal Mall===&lt;br /&gt;
Federal Mall is a two-kilometer, tree-lined civic park extending between City Hall and the Federal Capitol Building. Rows and rows of government buildings, corporate headquarters, and embassies flank its sides, with staffers, executives, representatives, and corporate lobbyists all found here, as it is the center of power for so many different entities. At the exact halfway point along the avenue it is bisected by a massive roundabout, which circles around the &#039;&#039;&#039;Eternal Torch&#039;&#039;&#039;, a massive torch statue lit ablaze 24/7 representing the physical light of liberty that the Republic upholds. Owing to its concentration of state and corporate institutions, it is among the most heavily secured areas in the city, with access informally regulated through extensive police and private security presence. &lt;br /&gt;
&lt;br /&gt;
===Pioneer Square===&lt;br /&gt;
Pioneer Square is the name of both the square in front of City Hall as well as the area immediately surrounding it. The square itself is the original landing site of [[Tau_Ceti_History#Colonizing_Tau_Ceti_(2152_-_2207)|SAEV Winterbottom]] and the original settling point for what would become Mendell. In the center of the square there is a large statue depicting the first colonists of Biesel as well as the Winterbottom itself, both cast in bronze.&lt;br /&gt;
The Square is a popular tourist destination, with millions of tourists annually coming to the area to view the Square as well as the historical exhibits set up around it. Street cafes, shops and hotels are clustered in the area, alongside municipal government buildings.&lt;br /&gt;
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==District 2 - Phoenix Park==&lt;br /&gt;
&#039;&#039;&#039;Phoenix Park&#039;&#039;&#039;, or District 2, is a major commercial district centered on luxury retail and high-end consumer spending. It is home to Lumiere Boulevard and Celeste Boulevard, avenues known for their high-end shops, as well as Phoenix Park itself.  It is no surprise that [[Idris Incorporated]] has a large presence in this district&lt;br /&gt;
With prime Citylink access, immaculate streets and plenty of street-level establishments, the district is surprisingly walkable and lively, if rather expensive for the average person. Dotting the ground-floor commercial stores are bookshops, brasseries, cafes, restaurants and high-end convenience stores selling premium food and supplies.&lt;br /&gt;
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===The Park===&lt;br /&gt;
Phoenix Park proper, often simply called “The Park” due to its ubiquity, is the heart of District 2. The Park is a vast 1,400-hectare complex of artificially-seeded forests, lakes, rivers, meadows, and sports fields. Equal parts park and nature reserve, the Park often attracts a large number of visitors owing to its extensive greenery and trail networks, which contrast sharply with the dense urban environment surrounding it. &lt;br /&gt;
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Crowning the Park is Mount Eleia, a 200-meter tall miniature mountain made of stratified stone and moss. Several multi-pitch climbing routes and bouldering areas are interspersed throughout the mountainside, heavily supervised for safety and overseen by park rangers. Eleia’s most notable feature is its pond about halfway up the mountain, carved into a plateau on the side, leading to a waterfall which spills down the mountain and into a river that runs the full length of the park into Eleia Lake.&lt;br /&gt;
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Phoenix Park is known for having several tiered levels; these come as a result of the Park being originally composed of hilly terrain that was later flattened, terraced, and divided into levels. As a result of the tiered system, Phoenix Park has several partially-underground buildings and venues accessible via exposed entrances on lower tiers of the Park. These include the Biesel Natural History Museum and the Phoenix Park Concert Hall, two incredibly popular venues with entrances from both inside the Park and from the streets.&lt;br /&gt;
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The Park is also home to the Phoenix Park Zoo, a 28-hectare zoo featuring animals from all across the Orion Spur in various climate-controlled environments. Alongside Earth and Biesel-native specimens (many of the latter which are extinct in the wild), the Zoo also holds animals from [[Vysoka#Environment|Vysoka]], [[/Xanu_Prime#Biosphere|Xanu Prime]], [[Port_Antillia#Flora_and_Fauna|Port Antillia]], [[Mictlan#Flora_and_Fauna|Mictlan]], [[Konyang#Flora_and_Fauna|Konyang]], [[Adhomai#Flora_&amp;amp;_Fauna|Adhomai]], [[Moghes#Flora_and_Fauna|Moghes]], [[Ouerea#Flora_and_Fauna|Ouerea]], and [[https://wiki.aurorastation.org/index.php/Qerrbalak#Flora_and_Fauna|Qerrbalak]]. Over 250 unique species can be found inside the Zoo, alongside more than 480 different species of flora in the nearby affiliated Phoenix Park Botanical Gardens.&lt;br /&gt;
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===Lumiere Boulevard===&lt;br /&gt;
Phoenix Park’s most iconic boulevard is Lumiere Boulevard, a six-lane, tree-lined avenue hosting rows and rows of luxury apartments, legacy office buildings, and dynastic headquarters. Residential property at or near Lumiere fetches among the highest prices in the city; a 2-bedroom on this avenue can soar past 10,000 credits a month, and penthouses fetch anywhere from 5 to 50 million credits to own. Owning a Lumiere condo or penthouse is considered the pinnacle of Mendell wealth, and the condos themselves are often massive or extravagant enough to easily justify the price for many. Lumiere condos range from old-fashioned regal apartments to chic modernist glassbox units and everything in between. &lt;br /&gt;
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Despite appearances, Lumiere is surprisingly alive for what many residents consider a “hollow” neighborhood. Alongside casual shopping and luxury establishments, more casual places like bars, clubs, theaters and cafes adorn the streets and are frequented by many Lumiere residents. Though these offer high-end service, food, and drink, their prices often drive away those who either aren’t local to the area or otherwise can’t afford them.&lt;br /&gt;
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===Celeste Boulevard===&lt;br /&gt;
Celeste Boulevard, often regarded as a more retail-focused counterpart to Lumiere Boulevard, is the shopping capital of Downtown and boutique capital of the entire city. Flagship stores of countless luxury and boutique brands of corporate and indie alike dot the streets, where even modest purchases can cost thousands of credits.&lt;br /&gt;
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Celeste is home to the Grand Mile Mall, a shopping megamall owned by [[Idris Incorporated]] that consists of luxury boutiques, athletic supply stores, [[IPC]] shops, high-end restaurants, and more, catering to wealthy patrons and welcoming the occasional splurging Midtown or Periphery local. The mall is famous for its high-end design, with lush indoor greenery, marble floors, wooden accents, and even an indoor waterfall being only a few of the attractions found in its premises. It also boasts a VR arcade, 3-story playground, and an indoor rollercoaster called the “Mile Marathon”.&lt;br /&gt;
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==District 3 - Apricot==&lt;br /&gt;
One of the oldest Districts in Mendell City, &#039;&#039;&#039;Apricot&#039;&#039;&#039;, also known as the Xinghua Prefecture, is a primarily residential high-rise District. It was originally built around mid-tier commercial centers and rapidly densified into a mosaic of skyscrapers, midrises, and microneighborhoods, but later grew to accommodate a bulk of the city’s corporate workforce, housing the highest concentration of Plexes in the city. High-rises often are connected aboveground by crisscrossing pedestrian skybridges.&lt;br /&gt;
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It has a prominent street-food culture and is sometimes nicknamed the ‘Stall District’ for the density of its vendors. For many residents, street food serves as an important and affordable part of daily life. Other attractions in the District include bungee jumping from Plex skybridges as well as the Apricot Stadium that hosts the Mendell United FC.&lt;br /&gt;
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However, the Prefecture in the modern day is seen as being on the brink. Its population straddles the line between middle class and poor, something that is reflected in how badly the scarcity is felt. While it has not yet deteriorated to the level of the city’s most deprived districts, areas are showing signs of gradual civic decline. Police still have a presence in the area, but one that is shrinking with every month, as crime continues to rise. More often than not, the law in the prefecture is enforced by corporate security officers, acting at the behest of the [[MCPD]].&lt;br /&gt;
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==District 4 - Alabaster Fields==&lt;br /&gt;
Technically on the periphery of the City, &#039;&#039;&#039;Abaster Fields&#039;&#039;&#039; remains socially and politically influential despite its remote location. Situated in forested hills, the District is almost entirely made of low-density homes and mansions of 4 bedrooms or more, each bearing hectares of land to their own parcels. The District is built with the Abaster River meandering down the middle, leading from nearby Winston Lake and draining into Severson’s Rift.&lt;br /&gt;
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Abaster Fields is home to various estate properties and mansions of the affluent. Due to exorbitant costs associated with moving into Abaster Fields, the district isn&#039;t heavily populated, but remains an influential district due to its wealth. Many high-ranking corporate and diplomatic officials can be found here, often living in large estate properties reflecting the wealth of their residents.&lt;br /&gt;
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Due to the extremely wealthy nature of its residents, the government’s rationing policy ensures conditions are bearable, and far better than for others. Within District Four, it is hard to tell if the scarcity has had an impact at all, until you enter or leave. They have become all but segregated from the rest of the city, with discreet checkpoints manned by the [[MCPD|MCPD and Corporate Security]] ensuring the safety of the residents in the face of rising crime rates with controlled access enforced by police and private security. In fact, the entire district has the heaviest police presence (either corporate or state) in the city. &lt;br /&gt;
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==District 5 - Homewood==&lt;br /&gt;
To the east of the city is District 5, also known as &#039;&#039;&#039;Homewood&#039;&#039;&#039;, a neighborhood dominated by low-density rowhouses and single-family homes. District Five is home to middle and upper-middle class workers who are often rich enough to move out of the city proper but not to the level of extravagance displayed in District Four. It is one of the most walkable districts, and one of the most airy, with street corners often hosting shops, cafes, combis and a fair assortment of street vendors. Houses are in high demand here, and the few who do choose to rent out their own units do so at high prices; buying units here without connections or networking is almost unheard of.&lt;br /&gt;
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The district is known for its resistance to higher-density rezoning and remains primarily dedicated to low-density residential development. Only 4 high-rises are inside the District’s boundaries, and even those exist only on the perimeter. Homewood’s density difference to the rest of the city around it makes it easily distinguishable from the air and, to an extent, even from space.&lt;br /&gt;
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As a result its culture is suburban and neighborly, reflecting that it looks like a suburb despite being in a megacity. Community garden culture is common, and residents often straddle communal rooftop vegetable gardens between townhouses. With its population firmly in the middle and upper classes, Homewood is faring far better than other districts. Its relative separation from more distressed districts has also contributed to lower crime rates and a stronger sense of residential stability.&lt;br /&gt;
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===Riverside===&lt;br /&gt;
Riverside is Homewood’s waterfront neighborhood, with the eponymous Homewood River going through the middle of the city and forming this small section. Turned into a straight canal, Riverside’s houses notably change to tall, balconied houses with architectural influences reminiscent of European styles, with frequent bridges made of stone and with high attention taken to maintenance and visual upkeep. Riverside is known as one of the most beautiful places in Mendell City, and photo tourism is common in the area.&lt;br /&gt;
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==District 6 - Imperial Plaza / Little Adhomai==&lt;br /&gt;
&#039;&#039;&#039;Little Adhomai&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Imperial Plaza&#039;&#039;&#039; or District 6, is the home to most of Mendell City’s [[Tajara|Tajaran]] population. With various dive bars, restaurants, and informal gaming venues, the District has attracted notoriety for its unusually [[Little_Adhomai#Crime|high rate of crime]], owing to its status as a mixed refugee commune hosting those from the different Tajaran nations of [[Adhomai]]. Already a slum, conditions within D6 have only worsened as the scarcity has dragged on. Power outages are frequent, phoronic infrastructure is in complete disrepair (if it hasn’t already been stolen), and the district receives barely any support from the wider planet or government; the [[MCPD]] and Corporate Security no longer venture into the district with very limited exceptions. Instead, authorities largely maintain a perimeter around the district, intervening only intermittently while leaving much day-to-day control in the hands of local gangs and informal power structures, typically through large-scale and highly forceful containment operations intended to prevent unrest from spreading beyond District 6.&lt;br /&gt;
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Little Adhomai’s combination of different Tajara cultures gives it both rich cosmopolitan flavor and deep ideological divides. Many Tajara hailing from these neighborhoods often sort themselves into groups organized by origin nation and/or ideology; these often devolve into organized crime and turf wars. &lt;br /&gt;
More information on Little Adhomai can be found [[here|Little Adhomai]].&lt;br /&gt;
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==District 7 - Vega de Rosa==&lt;br /&gt;
District 7, known as &#039;&#039;&#039;Vega de Rosa&#039;&#039;&#039; (VDR), is a gambling and red light District in Midtown Mendell. Nicknamed the Playground by locals, the area is known for its noise, grime, and blinding neon and performances.&lt;br /&gt;
Vega de Rosa got its start with card games that would often be played illegally as group hobbies with minimal bets; later ballooning into full underground gambling rings for games like conquian, poker and blackjack, ones that would later attract the attention of the MCPD. After lobbying negotiations and recognizing income potential, the city agreed to legalize gambling in the District provided the establishments were licensed businesses and paid taxes to the city. Casinos, hotels, and clubs exploded onto the scene shortly afterward, turning VDR from a sleepy urban neighborhood into a full-fledged vice District. At its center are the district’s most exclusive clubs, among them the Eridanian-operated Sa Majesté Musa, which is widely regarded as one of the area’s premier venues. Reputed quality decreases as one heads out from the centre, with the lowest-quality venues barely scraping by on the outskirts of Vega de Rosa. This district shares a border with District Six, and the Vega de Rosa side of the border features a significant number of [[Tajara]]-run casinos known for their quality and low cost.&lt;br /&gt;
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Staff who work in Vega de Rosa often describe the experience as being equal parts intense and exhilarating; while the casino culture is a lot less formalized than ones in [[Silversun]] or [[Venus]], for example, Mendell gambling is still high-stakes, and with plenty of patrons, dealers are expected to have sharp eyes for detail or cheaters. Gaming staff are often nocturnal as a result, and during the day often retreat into “day bars” where they wind down from night or graveyard shifts, often tucked away in alleyways or as alternative settings for bars that are ordinarily tourist-forward during the evenings.&lt;br /&gt;
Today, while the district has not become decrepit, visible signs of decline have become more common, and doesn’t shine as much as it used to - establishments have begun shuttering and not re-opening, leaving empty buildings dotting the district. It is still the city’s gaming and entertainment center; tourists and locals alike often frequent the casinos, theaters and clubs for all sorts of recreational activities and gambling. Hotels in the District are also at the highest concentration found anywhere in the city, though more are shuttering every month. Culture outside of pocket neighborhoods is sparse, though traditional cultural influences like street food culture, social openness, and street loitering remain popular. However, D7 is frequently the location where violence and civil unrest from D6 spills out into. It is not uncommon for large parties to continue within the district’s clubs while, only blocks away, police respond to unrest along the District 6 border with tear gas and baton charges.&lt;br /&gt;
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===Little Mictlan===&lt;br /&gt;
Owing to its Latin American roots, Vega de Rosa also holds the city’s Little Mictlan, tucked away in one of the borders of the District’s boundaries. It is home to both immigrants fresh from the planet of [[Mictlan]] as well as the original residents of Vega de Rosa before it became an entertainment district. Quieter, conservative, and much more “normal” of a neighborhood by Mendell standards, Little Mictlan has a proud, tight-knit community and a bustling street scene, and although the neighborhood is different enough from the rest of Vega de Rosa to not attract as many tourists, the stray visitors who do enter the neighborhood are treated to lavish familial cuisine and renowned hospitality.&lt;br /&gt;
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==District 8 - Lekan / ‘Starlight Zone’==&lt;br /&gt;
Named after the City Commissioner Lekan Mugabe, who commissioned the development of the district, District 8, or &#039;&#039;&#039;Lekan&#039;&#039;&#039;, is the utilities center of Mendell, housing the bulk of power plants, water treatment plants, and recycling centers used by the city, that neatly and efficiently sort through the millions of tons of trash generated each year.&lt;br /&gt;
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In addition, the district houses the Port of Mendell West (PMW), one of two major seaports (the other being Port of Mendell East in District 10) that handle inbound marine cargo traffic from Severson’s Rift and the rest of Biesel.&lt;br /&gt;
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Due to a recent [[Skrell]] immigration wave, the district is divided into Upper Lekan, the main District proper, and the Starlight Zone, a coastal Skrell enclave that grew into an ethnic neighborhood.&lt;br /&gt;
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===Starlight Zone===&lt;br /&gt;
The infamous Starlight Zone is the District’s Skrell commune. Made of refugees who fled the [[Nralakk Federation]] during the [[Warbling_:_The_Traverse_Strikes_Back#Unprecedented_Mass_Migration_of_Skrell|refugee crisis of 2463]], the District grew from a relatively underdeveloped portion of coastal land into makeshift aquatic tenements ducking into or floating above the water. Since the initial refugee crisis that gave rise to the Zone, the area has since bloomed into a full neighborhood of the Biesellite Skrell diaspora, its residents making up a large portion of Mendell’s Skrell population.&lt;br /&gt;
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The Starlight Zone is divided into The Village (short for the full, albeit confusing name of Lekan Village) and the submerged Severson City. The two sections of the Zone compete with each other on matters of culture, politics and sometimes even law enforcement; the City’s underwater nature in particular makes Mendell police presence rare; neighborhood watches supplant and sometimes replace police presence in less-trafficked or accessible areas of the city as a result. By mid-2467, the Mendell City Police Department has expanded its presence after an expansion of cooperation between Biesel and the [[Nralakk Federation]], with the MCPD and both Lekan and Severson’s neighborhood watch groups coordinating with the city police in curbing crime, and more infamously, searching for criminal groups to deport to the Federation.&lt;br /&gt;
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===Upper Lekan===&lt;br /&gt;
Upper Lekan is the primarily utilities and industrial district of Midtown Mendell. It hosts most of the city’s power generation, water treatment and desalination plants and city utility garages for services like sanitation and public services. It is one of the least populous urban neighborhoods in the city, with most residents living in Plexes as utility or port workers.&lt;br /&gt;
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===Port of Mendell West / Westport===&lt;br /&gt;
The Port of Mendell West, otherwise known as Westport or PME, is the second largest port of Mendell. Operated by the Port Authority, Westport services container traffic typically inbound from waters to the west of Biesel, primarily Belle Cote. It also operates the cruise port of the city, with dozens of cruise ships docking at the piers every week.&lt;br /&gt;
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==District 9 - Flagsdale==&lt;br /&gt;
Present-day District 9 is a [[Vaurca]] refugee district, known officially (and by most citizens) as &#039;&#039;&#039;Flagsdale&#039;&#039;&#039; and by Vaurca residents as &#039;&#039;&#039;“Vaur’xoer”&#039;&#039;&#039;, the “City Upside Down.” Much of Flagsdale is taken up by the Quarries that stretch up to 4 kilometers wide and several dozen meters deep, housing tiered, maze-like vertical shantytowns stacked dozens of stories high that are home to [[Queenless|Queenless Vaurca]] refugees.&lt;br /&gt;
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Formerly a mining district, Flagsdale used to hold a massive limestone quarry used to construct the concrete and stone bricks used to build much of early Mendell City. Following the quarry’s exhaustion and an economic downturn in the 2250s, mining operators, including [[Hephaestus Industries]], abandoned the site, leaving a series of large scars in the District that became too costly to fill in. Residents and businesses were also later driven away from the sites near the quarries due to a buildup of rainwater pooling inside them as well as city residents throwing trash into several dig sites as impromptu landfills. The city eventually caved to local inertia and officially sanctioned the dumping process, creating the Flagsdale Landfills that would host a majority of the city’s trash for over 70 years.&lt;br /&gt;
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When the Vaurca of the [[Vaurca_Hives#Zo&#039;ra|Zo’ra Hive]] brought their hiveship into Tau Ceti’s gravity well and officially became part of the Republic, they quickly settled into the damp, undesirable, partially-underground quarries of Flagsdale and began constructing impromptu shelters there. It would be the primary residence of Vaurca in the Republic for almost a decade, but now the once sprawling centre of Zo&#039;ra in Biesel is becoming little more than a shadow of itself. [[The Court of Queens]] in coordination with the Biesel government, is relocating its population to the Zo&#039;rane capital, [[Caprice]], in waves. Whilst initially this relocation was planned to be concluded by 2462 the logistical immensity of the task and pushback from [[Queenless|Queenless Vaurca]] rendered this impossible. Those Vaurca currently left in Flagsdale, predominantly the aforementioned Queenless, have been forced to band together in the face of the growing scarcity, especially as the [[Zo&#039;ra|Hive]] redistributes its resources to focus on [[Caprice]]. Many of those still in Flagsdale feel as if they have been seemingly abandoned.&lt;br /&gt;
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Owing to the relocation and effective lack of centralised authority within the district, especially in certain sectors where the relocation has been completed, it has become a large haven for planetside [[Republic of Biesel|smuggling operations and black market racketeering]]. Illegal goods often pass through Flagsdale, where it&#039;s much harder for law enforcement to crack down on them, into other districts. Many of the Vaurca who remain are simply apathetic, too busy balancing other concerns to care, or actively participating for quick profit. &lt;br /&gt;
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Given the lack of law enforcement presence, security is maintained instead by the Flagsdale militias and the organizations who use the district as a smuggling port. Both groups are quick to suppress violence that begins within or spreads into the district, often with considerable force. Tensions between militias and criminal groups function as a stabilizing force. This arrangement has so far preserved a degree of stability, even as the district continues to function as a major smuggling hub. Few, especially in D6, are willing to provoke their ire after the historically violent retribution such actions have provoked.&lt;br /&gt;
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==District 10 - Republic’s Landing==&lt;br /&gt;
District 10, or &#039;&#039;&#039;Republic’s Landing&#039;&#039;&#039;, is a massive District hugging the coastline of the city. Equal parts tourism, transportation, and old residential, the area was built half on a coastline and half on reclaimed land; formerly water-adjacent properties were since moved inland as new developments were constructed on landfill to extend the city’s area out into the Rift.&lt;br /&gt;
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Despite District 1 being the actual landing zone of [[Tau_Ceti_History#Colonizing_Tau_Ceti_(2152_-_2207)|SAEV Winterbottom]], District 10 has derived its name from being both the location of the first colonial-era settlements that would become Mendell (owing to its proximity to both river and sea) and its wide flat land being capable of holding landing ships and shuttles.&lt;br /&gt;
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District 10 is home to a significant [[Th&#039;akh]] [[Unathi]] population, as it is home to the exiled monks of the [[Unathi_Abroad#Mendell_City_-_The_Akhanzi_Exiles|Akhanzi Order]].&lt;br /&gt;
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As a result of smuggling, the shuttleport of Republic’s Landing has seen an increased security presence for both goods and people moving through it. This has done little to stop the smuggling, and instead adds time onto the average commute.&lt;br /&gt;
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===The Tenway===&lt;br /&gt;
District 10 is most famous for its coastline, named the Tenway, housing one of few beaches in the city. The District’s 43-kilometer beachfront is divided among several public beaches as well as swathes reserved by seafront resorts. Spread out alongside the public beaches are several amusement parks, the most famous of which is the Cayenne Pier, home to the pierfront theme park of the same name featuring rollercoasters and the Pier Wheel, the largest Ferris wheel in Biesel.&lt;br /&gt;
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The Tenway also holds several shows and competitions along the boardwalk, often centered around the various grandstands spread throughout the coastline. Such events include music performances, various shows, and surfing competitions. However, the most famous events held on the sea are several boat racing events held by the Biesel Association of Racing, with contests often held once every two months or so.&lt;br /&gt;
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===Port of Mendell East / Eastport===&lt;br /&gt;
Port of Mendell East (also Eastport or PME) is the larger of the two container ports in Mendell and the younger one. Home to the Severson Ferry, Eastport also is responsible for most marine traffic inbound from the eastern Severson’s Rift, including traffic from Ashton.&lt;br /&gt;
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==District 11 - Carver / ‘Eleven’==&lt;br /&gt;
District 11, also known as &#039;&#039;&#039;Carver&#039;&#039;&#039;, is the result of urban sprawl and low-income housing; this district is regarded as the worst in Mendell aside from District Nine. Along with District Six, &amp;quot;Eleven&amp;quot; claims the dubious honor of possessing one of Mendell City&#039;s highest rates of violent crime, something that has only worsened with the [[MCPD|withdrawal of police presence]]. Unlike District Six and Nine, though, District 11 has no gangs or criminal enterprises powerful enough to maintain order in the wake of this withdrawal. Many of the buildings have become derelict structures since the onset of the scarcity, and no attempts to revitalize this forgotten district have been made. It has essentially become a lawless zone, with no centralized authority and the person in charge changes on a block-by-block basis. There is, however, one overriding set of organizations within the District, and those are Black Marketeers. Similarly to District 9, the withdrawal of police and government support made the district an attractive location to set up shop. These black markets and their smuggled goods see more and more people brave the streets of the dangerous district. [[Dionae_Clusters#The_Biesellian_Choir|A large community of Dionae live within District 11]], alongside the Eternal Temple. District 11 is also home to several [[Unathi]] criminal organizations, with the Aut&#039;akh [[Aut&#039;akh#The_Razortail_Enclave,_&amp;quot;the_Ruffians&amp;quot;|Razortail Enclave]] and the gang known as the [[Unathi_Abroad#Mendell_City_-_The_Bastard_Hatchlings|Bastard Hatchlings]] being the two most notable.&lt;br /&gt;
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===North and South Eleven===&lt;br /&gt;
Eleven was one of the most prominent victims of the Interdistrict Highway System project, with the District being bisected by Highway H3 in 2422, splitting it into North Eleven and South Eleven. The construction displaced thousands of families and severed long standing community ties, replacing walkable corridors with concrete trenches and sound barriers. Several blocks were demolished outright, and many others were carved up into isolated pockets surrounded by overpasses, ramps, and service roads.&lt;br /&gt;
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The project was controversial even at the time - accused of targeting lower-income areas with limited political capital - and it remains a point of bitter contention among older residents. Today, the divide between North and South Eleven is not just geographic but cultural: while North Eleven has seen modest recovery through small business revival and targeted social programs, South Eleven remains more neglected, marked by higher crime and poorer public services.&lt;br /&gt;
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==District 12 - Xavier District / ‘Think Tank’==&lt;br /&gt;
District 12, named the &#039;&#039;&#039;Xavier District&#039;&#039;&#039; after Nanotrasen founder and scientist Xavier Trasen, is a predominantly academic quarter of the city. Home to eight universities, twelve colleges, and several laboratories, the District boasts the highest concentration of white-collar academics and professionals in the city. Its high density of academics and STEM professionals has given it the nickname the &#039;&#039;&#039;“Think Tank”&#039;&#039;&#039;, used interchangeably with its official name and District number.&lt;br /&gt;
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Institutions in the District are often clustered together, with many academies being only a few blocks away from each other. Student housing comprises a majority of the residential space in District 12 around these areas, with entire Plexes dedicated to housing students in dormitories and studio apartments. Due to 12 having a high concentration of young students, the District is known for being one of the most progressive, tech-forward, and socially active in the city, with many protests, grassroots movements and petitions originating here. &lt;br /&gt;
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In addition to its academic institutions, District 12 has a substantial research sector. Though not as large as dedicated science outposts and even worlds, the District is known for corporate research labs and eponymous think tank groups, with a significant amount of corporate R&amp;amp;D from SCC megacorporations happening here. Many university students intern (or hope to intern) at these laboratories as gateways to full jobs in the corporations.&lt;br /&gt;
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The district experiences massive daily population swings during the academic year, with shuttle services and dedicated Metro lines struggling to handle the influx of students, faculty, and research staff. Campus-to-campus culture varies dramatically, from the wine-and-cheese networking events at elite institutions to graduate groups’ cafe huddles. A majority of businesses here are donut shops, cafes, street food restaurants, stationery stores and combis.&lt;br /&gt;
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===Academic Circle===&lt;br /&gt;
District 12’s central roundabout is the Academic Circle, built centered around three of the largest universities in Mendell - Diezel University, Nanotrasen Academy, and Mendell City University, each with their campuses built around the Circle in their respective corners. The Circle itself is home to a large park in the middle, crowned with a grand fountain, accessible by elevated walkways from the surrounding roads.&lt;br /&gt;
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The name also refers to the larger neighborhood around which the universities are built, which is home to plenty of student apartments, cafes, walkable commercial zones, and parks. Due to its overwhelming student population, only a handful of K-12 schools are in the area, mostly catering to families of students living near campus or students with children.&lt;br /&gt;
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==District 13 - Bullard==&lt;br /&gt;
District 13 is a Downtown district and the financial center of Mendell City. Dubbed &#039;&#039;&#039;“Bullard”&#039;&#039;&#039;, &#039;&#039;&#039;“Bull-Av”&#039;&#039;&#039;, or &#039;&#039;&#039;“the Bullpen”&#039;&#039;&#039; after its main arterial road Bullard Avenue, and later solidified into the District’s name upon incorporation, Bullard holds the Biesel Stock Exchange, offices of countless financial firms, and the unofficial headquarters of Idris Incorporated.&lt;br /&gt;
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Bullard is Mendell’s - and to a significant extent the entire Orion Spur’s - financial heart, so much so that “Bullard” is often used as the metonym for the entire galactic financial apparatus, similar to how Wall Street is for Earth. Trillions of credits flow through servers, exchanges, banks and trusts every single day, with trading floors for corporations securing deals and trades, from [[Earth]], to [[Moroz]], to [[Moghes]]. The Biesel Stock Exchange (BSX) is the symbolic heart of the District, with its physical location nestled in a Neoclassical sandstone building modeled after the old New York Stock Exchange building on Earth. Surrounding the Exchange on Bullard Avenue are hundreds of skyscrapers holding everything from financial firms, to day-traders, to legal practices and family offices. Most residential units in the city are high-rise apartments or penthouses holding a demographic of mostly traders, dynasts and business executives, with Bullard holding the second highest concentration of high net-worth individuals in the city, after Abaster Fields.&lt;br /&gt;
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The District has developed a microculture of its own; avant-garde businesswear is especially prominent in the District, with tailored suits, dark fabrics, and muted colors dominating the scene in a competition of standing out the most and the least simultaneously. After dark, Bullard’s bars and lounges come alive, home to both recreational drinkers and closed deals. Many of Mendell’s most prestigious restaurants also call 13 their home, often with custom menus, galaxy-renowned chefs, and waiting lists weeks long, though access is eased by corporate or social connections. Lunch culture is also rampant here, with street courts and brasseries dominating the ground-floor casual dining scene. &lt;br /&gt;
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Similar to District Four, Bullard Avenue has become all but segregated from the rest of the City. However, where in District Four this was attempted with discretion, Bullard Avenue is separated by steel barriers lined with razor wire, patrolling armed guards, and watchtowers. This is ostensibly a temporary measure made in response to rumors of an imminent terrorist attack; however, it seems to be remaining indefinitely, much to the annoyance of the normal office workers. The traders and wealthy corporate affiliates are unbothered, though, as they are given special tags that see their cars automatically waved through, or live in the district.&lt;br /&gt;
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===Bullard Avenue===&lt;br /&gt;
The infamous Bullpen itself, &#039;&#039;&#039;Bullard Avenue&#039;&#039;&#039; is the heart of the Bullard District and home to most of its offices. The road stretches for 32 kilometers, but the core, known as &#039;&#039;&#039;the Belt&#039;&#039;&#039;, holds the highest concentration of financial offices and institutions in the Republic. Many of these buildings are either affiliated with or directly owned by member corporations of the SCC, the largest of which being Idris Incorporated, whose headquarters are located in the Belt.&lt;br /&gt;
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The Belt also holds Bullard Avenue Station, a massive 15-platform underground train station and interchange servicing 12 M lines and 3 R lines, often considered the heart of the entire Mendell mass transit network.&lt;br /&gt;
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==District 14 - Prospect / ‘The Scrapheap’==&lt;br /&gt;
District 14, known officially as &#039;&#039;&#039;Prospect&#039;&#039;&#039;, more commonly referred to as &#039;&#039;&#039;The Scrapheap&#039;&#039;&#039;, is the fallen industrial heart of Mendell. Built at the height of the phoronic boom, it previously housed factories for more exotic applications of [[phoron]] and luxury goods containing phoronhoused a large portion of phoron refineries and other phoronics related factories. These were some of the first shuttered upon the advent of the scarcity, their workers laid off. &lt;br /&gt;
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The resulting industrial complexes that comprised a majority of the district were abandoned, with remaining business owners driven out by neighborhood inertia. Too far from other districts and populations to be of interest to black marketeers, it has become instead a congregating spot for many of the city’s displaced and marginalized population: homeless, vagrants, [[IPC#Runaway_IPCs|runaway IPCs]], and similar. For [[IPC|IPCs]] the Scrapheap has other benefits, such as the District’s remnant industrial infrastructure, especially the ample chargers, inlets and high-voltage cabling. IPCs began to move into the District’s factories at a rapid pace, building ramshackle tenements inside the large vacant factories, scavenging remnant power by hijacking the abandoned cabling running throughout the District.&lt;br /&gt;
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Local “Scrappers” that give the neighborhood its name are infamous for a notoriously utilitarian scavenging culture in which damaged or deactivated IPCs are often stripped for parts. Severely damaged, vulnerable, or dead IPCs often have their chassis jumped on and disassembled into pieces for either local use of repairs or selling on the black market. While it is usually the dead or terminal-conditioned IPCs that get this treatment, more desperate Scrappers may also target functional IPCs, and in some cases even organics with cybernetic implants. Due to this, travel into the heart of the Scrapheap by outsiders is rare and dangerous, and most visitors inside District limits stay in safer areas or even the revitalized Castle Park.&lt;br /&gt;
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Some of the older IPC “residents” of the District come in the form of “shamblers”, disenfranchised IPCs who often have suffered significant degradation and are in various states of detachment, either displaying signs of inattention to outside stimuli to near-catatonic or catatonic states. Shamblers receive varying treatment; some are cared for by other District locals and given maintenance and charging, while others are left to wander before they inevitably run out of charge and are disassembled for scrap.&lt;br /&gt;
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As a result, the [[Trinary Perfection]], a synthetic-centric religion, has a major presence within the district, and its chapel(s) are noticeable due to the lack of dereliction.&lt;br /&gt;
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===The Spires===&lt;br /&gt;
&#039;&#039;&#039;The Spires&#039;&#039;&#039; is the nickname given to the two Plexes, known colloquially as just “The Tower” and “The Pyre”, that adorn the center of the Scrapheap. Originally known as the Prospect Twins, both were abandoned by their original residents during the District’s decline in the 2400s to 2430s, its tenements being taken up instead by IPC squatters. &lt;br /&gt;
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While one of them, the Tower, stands today as a ramshackle vertical slum estimated to host millions of disenfranchised squatters, the other, the Pyre, suffered an infamous fire in 2455 due to a massive electrical short from poorly-constructed wiring. The Mendell Fire Department saw the risk of sending firefighters to combat the blaze far too high, and after a brief time spent with firefighters on scene, ordered them pulled out to let the Spire burn. Estimates place over 1,000 IPCs burned to death inside the Pyre, one of the largest losses of IPC life in Spur history. Its charred husk, though still standing, remains as a blackened twin to the still-standing Tower. Scrapheap residents became highly distrustful of the Mendell Fire Department following this, often resorting to refusing to call them in favor of fighting fires on their own, often with disastrous consequences.&lt;br /&gt;
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Today, the Pyre is a salvaging ground, with many IPC residents, especially those in the Tower, often going for runs in the remnants of the Pyre to attempt to salvage parts, wiring or other intact items, often from former tenements or the chasses of long-deceased units. Some have turned it into a business, with organized salvage rings churning out items and selling it to IPC residents in the Scrapheap or circulating them into the black market.&lt;br /&gt;
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===Castle Park===&lt;br /&gt;
Castle Park is a bustling, gentrified segment of District 14 that successfully managed to revitalize itself, becoming an arts district heavily centered around small businesses and artisan crafts taking residence in peripheral factory buildings closer to the District border. With over 40,000 people and 18,000 small businesses in the neighborhood, Castle Park is seen as the future of Prospect and an eventual replacement for the rest of the decrepit area. Castle Park has seen corporate investment injected into it as well with more large businesses like restaurants, shops and even banks opening shops in the area. It is located on the border of District 14, next to District 15.&lt;br /&gt;
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Scrapheap residents often regard Castle Park as a “tumor” on the District - its gradually expanding influence is gentrifying streets and displacing Scrapheap IPCs, sometimes by force, and compacting them into denser and denser communes further away from Castle Park and closer into the heart of the District.&lt;br /&gt;
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==District 15 - Jie==&lt;br /&gt;
&#039;&#039;&#039;Jie&#039;&#039;&#039;, or District 15, was formerly known as the &#039;&#039;&#039;Suo District&#039;&#039;&#039;, named after the [[Sol Alliance]] admiral Wen Suo, however, this district was renamed after the [[TCAF|Republic Navy]] Admiral Zheng Jie who grew up in this district following [[Tau_Ceti_History#NanoTrasen’s_Monopoly_and_Independence_(2410_-_2452)|independence]]. It is a blue-collar neighborhood and the latest District to be incorporated into Mendell’s municipal districting system. &lt;br /&gt;
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A medium-density District sprawling across the northeastern periphery, Jie is decorated by endless apartment blocks, condominiums, and townhouses that stretch for kilometers in orderly but aging rows. Most residential construction dates from its 2380s-2420s expansion boom, with little new developments since. Its commercial developments are generally ground-level small businesses like restaurants and combis operating from converted first floors, with malls and plazas growing more concentrated in the center of Jie where M access improves.&lt;br /&gt;
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Jie holds the majority of Mendell&#039;s subsidized low-income housing. The district attracts workers priced out of Midtown districts alongside recent immigrants seeking affordable entry points into Mendell life. This creates a diverse but economically strained population where multiple families often share apartments designed for single occupancy, and &amp;quot;roommate matching&amp;quot; services have become a normalized part of housing access.&lt;br /&gt;
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Jie’s reputation is often that of a maverick - its politics previously have heavily differed from that of greater Mendell, as it was once a hotbed of pro-Solarian sentiment since the [[Tau_Ceti_History#Phoron_Scarcity_and_the_Second_Invasion_of_Biesel_(2462)|Second Invasion of Biesel2nd invasion]] damaged much of the district, and as a result of still receiving some phoron, younger residents with no direct memory of Alliance rule have increasingly shifted the district toward pro-Republic sentiment, often in distinctly jingoistic or militaristic forms. The [[TCAF]] draws the largest number of its recruits from this district.&lt;br /&gt;
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===Little Sol===&lt;br /&gt;
Little Sol is the unofficial name for the western neighborhoods of Jie, where recent Solarian immigrant concentration is highest. Despite being far from the only Solarian commune in Mendell, the area bears the name of Little Sol for holding a population mostly originating from the Sol system itself, with highest concentrations being that of [[Earth|Earthers]], [[Luna|Lunans]] and [[Callisto|Callisteans]], with lower concentrations of [[Mars|Martians]], [[Europa|Europans]] and [[Venus#Jintarian_Culture|Venusian Jintarians]]. &lt;br /&gt;
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===The Plexway===&lt;br /&gt;
A corridor of aging Plexes running north-south through Jie&#039;s eastern half, the Plexway holds some of the district&#039;s highest-density housing. Many of these Plexes have notably deteriorated owing to their sheer remoteness and lack of budget for comprehensive renovations; however, their affordability and self-contained nature make its apartments attractive to immigrants and low-income families.&lt;br /&gt;
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=Economy=&lt;br /&gt;
Mendell City is the undisputed economic heart of the entire Orion Spur, reporting over 15 trillion credits in gross metropolitan product in 2465. As the nerve center of galactic commerce, the city houses the headquarters of every major [[Stellar Corporate Conglomerate]] member and serves as the primary hub for countless industries as a result.&lt;br /&gt;
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The Mendell economy itself is centered primarily around finance, technology, research, service, and real estate. Financial services alone account for nearly 30% of the city&#039;s economic output, with District 13&#039;s Bullard Avenue processing trillions of credits in daily trading volume that affects markets from Earth to the outer colonies. Secondary industries include tourism, culture and manufacturing, though the latter has dwindled down in size as companies moved factories outside of the city to more cost-effective locations like [[Biesel#Phoenixport|Phoenixport]] and [[Biesel#Belle_Côte|Belle Côote]]. Over 40% of employed residents work in some form of service, management, or support role for corporations.&lt;br /&gt;
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Most businesses in Mendell deal in consumer goods, as well as B2B services like finance, technology, and legal services. Solo- and family-operated businesses like food vendors, restaurants, freelancers and combis make up over 50% of small businesses in the city and contribute a significant portion of income to the economy from the lower classes.&lt;br /&gt;
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Real estate represents another major economic pillar, with property values in districts like Phoenix Park attracting galactic attention. Investments from prominent firms such as megacorporate developers or Board Realty often contribute both to neighborhood revitalization and gentrification, as new-generation developments encourage a mix of walkability and ease of access to consumer goods and services, though regulations exist to prevent condominiums from being used simply as vacant investments.&lt;br /&gt;
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==Labor==&lt;br /&gt;
Despite the city’s immense wealth, labor remains deeply stratified. Most high-income earners are corporate professionals living in Downtown or Midtown, including executives, financial analysts, research scientists, and legal professionals who command salaries often exceeding 100,000 credits annually. They typically enjoy corporate housing subsidies, comprehensive benefits packages, and stock options that tie their lifestyle directly to business performance. &lt;br /&gt;
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Middle-income jobs include government workers, technicians, educators, and transit operators, often commuting from Midtown or the Periphery. This tier encompasses the city&#039;s essential workforce, who earn a comfortable wage but often struggle with housing costs in more desirable districts. Many rely on inherited properties in areas like District 5 or corporate housing arrangements to maintain their standard of living.&lt;br /&gt;
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Low-income workers are typically those of blue-collar jobs, increasingly those of customer service, low-tier corporate security, maintenance, and custodial jobs. Industrial workers are becoming increasingly rarer in the city as factories are continually moving operations out of Mendell due to rising costs; replacing them is a growing services industry looking for jobs such as tech support, BPO, and customer service roles that often require workers to support operations across multiple star systems.&lt;br /&gt;
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A significant amount of blue-collar work in Mendell is staffed by owned or free [[IPC|IPCs]], making up a significant amount of the working population of the entire city. While certain Mendell Districts skew more liberal than others in regards to IPC rights, servitude and oppressive conditions remain common citywide. [[IPC#Runaway_IPCs||Runaway]], defective or replaced IPCs who can’t make it off-world often either flee for other parts of Biesel, or settle for refuge in the abandoned factories of District 14.&lt;br /&gt;
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=Transit=&lt;br /&gt;
Mendell City has one of, if not the, most comprehensive transit systems in the Orion Spur. Thousands of trains and millions of buses ferry hundreds of millions of passengers across the city every single day, spearheaded mostly by the Mendell City Transportation Board and the Port Authority of Greater Mendell. Mendell is a transit-oriented development (TOD) city, meaning transit hubs such as Metro stations and Citylink stops often have real estate development centered around them, from office buildings, to Plexes, to shopping malls, to universities. Almost all Mendell City mass transit is linked by the COSMO payment system.&lt;br /&gt;
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==The Board (MCTB)==&lt;br /&gt;
All of Mendell City municipal transportation is overseen by the Mendell Central Transportation Board (MCTB), commonly referred to as just &#039;&#039;&#039;the Board&#039;&#039;&#039;, a public corporation majority-owned by the city itself. A significant amount of the Board’s revenue comes from its real estate wing, MCTB Realty (colloquially Board Realty), which owns or partially owns a significant amount of commercial and mixed use real estate in close proximity to transit stations. The Board owns 54 Plexes, 21 shopping malls, and 295 high-rise buildings in the city, with minority shares in hundreds more. Board Realty profits make up over 40% of transit revenue, allowing them to operate services like the Metro at a financial loss and remain in the green.&lt;br /&gt;
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Despite being owned by the city government, the Board has a reputation for largely being operationally sovereign, largely independent and opaque in its decision making - many have called the bureaucracy “labyrinthine” due to its complex layers of guidelines and operational manuals that govern its usage. It has a reputation for being one of the city’s most influential institutions due to its control over Mendell’s arteries, though this power is rarely usable in practice owing to the Board’s bureaucracy often stagnating its capabilities in actual projection outside of keeping the system running.&lt;br /&gt;
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==Mendell City Metro (M)==&lt;br /&gt;
The arteries of the city, the &#039;&#039;&#039;Mendell City Metro&#039;&#039;&#039;, known as just &#039;&#039;&#039;the Metro&#039;&#039;&#039; or even the &#039;&#039;&#039;“M”&#039;&#039;&#039;, is a massive 67-line mass transit railway linking all 15 Districts together in a single unified train network. With more than 320 million daily trips made on it and over 4,000 stations, the Metro is the largest mass transit railway in human space. The Metro is legendary for its headways - gaps between trains on rush hour often can get under 120 seconds flat. At 2.00-4.00 credits per ride, with congestion pricing at rush hour, the Metro remains one of the cheapest and most reliable methods of transit in the city.&lt;br /&gt;
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Stations are in varying states of maintenance - while many in Downtown and Midtown are fairly well maintained, Periphery stations can often be dirtier, more neglected, or even falling apart. Despite this, all stations are kept to a basic standard of in-station platform transfers via mezzanines, platform screen doors, good lighting, and ample signage to display headways. Many stations even commission artists to regularly paint murals on stations to give each one an iconic look.&lt;br /&gt;
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At rush hour, per-line throughput can often match or exceed 120,000 people per hour, per direction, thanks to extremely tight spacing and automation by decentralized AI “controllers”. This does mean trains have almost no room for error on busy routes, however, and delays - though rare - can often make major disruptions in a system, with trains often having to switch tracks on stations to different platforms or even depart early.&lt;br /&gt;
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==Citylink Maglev==&lt;br /&gt;
The &#039;&#039;&#039;Citylink&#039;&#039;&#039; is an elevated maglev train network reliant on [[Phoron#Elemental_Phoron|phoronic superconduction]] that rides above Downtown and parts of Midtown. Secondary to the Metro, the Citylink is cleaner, scenic, less crowded, and more consistently well-maintained. It is often met with praise by city elites and derision by the working class, with many calling it over-exclusive. Citylink tracks connect Districts 1, 2, 3, 5, 10, 12, and 13, with the highest cluster of stations in Districts 1, 2, and 13.&lt;br /&gt;
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The Citylink charges an expensive 10.00 credit flat fare, borderline unsustainable for most who depend on public transport. As a result, ridership is kept low relative to the Metro, with demographics consisting mostly of corporate executives, white-collar professionals, and tourists. Consequently, Citylink trains are often extremely comfortable, with padded seating, quiet rides, and very little sway thanks to maglev technology.&lt;br /&gt;
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Efforts to expand Citylink outside of Downtown have been met with staunch opposition by both city elites and by the working class; elites believe expanding Citylink access will choke Downtown ridership and cause congestion, while those in Midtown and the Periphery believe Citylink lines will lead to gentrification and rent gouging.&lt;br /&gt;
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==Interdistrict Highway System==&lt;br /&gt;
The Interdistrict Highway System (IDH) is a labyrinthine network of city tolled expressways that stretch across the entire city. After 6 years of construction, the highways cut road traffic congestion by over 40%, with many commuters and commercial traffic taking to the overbuilt highways for longer trips around the city.&lt;br /&gt;
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The project was not without controversy, though; it attracted infamy for frequently invoking eminent domain and bulldozing several neighborhoods to construct overpasses above, often through the poorer Districts. Wealthier Districts including Downtown also had IDH highways built inside them, though these were underground via a network of tunnels.&lt;br /&gt;
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Each highway is always at least 6 lanes wide with divided lanes, minimal curves, and high speeds; in urban areas these can reach as wide as 12 lanes across. Tolls vary from 5 to 25 credits depending on surge pricing for cars and between 10 and 30 for commercial vehicles, collected either via COSMO transponder or by license plate capture.&lt;br /&gt;
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==Interdistrict Rail (R)==&lt;br /&gt;
Traveling alongside the Interdistrict Highway System is the Interdistrict Rail (IDR), commonly called the &#039;&#039;&#039;R&#039;&#039;&#039; to contrast it with the Mendell City Metro (the M). The R is a commuter railway system using heavier carriages on elevated rail stretches to function as hub-to-hub mass transit and provide a near-express solution for commuters living in the Periphery who need to commute into the city quickly. The R was built alongside the Interdistrict Highway, with stations often being positioned in between carriageways with elevator access to the ground. &lt;br /&gt;
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Compared to M trains, R trains are much larger and less dense, with cars often fitting tables and comfortable row seating for passengers. The longest routes often take anywhere from 45 to 127 minutes one-way, depending on commuter volume and the time of day. Pricing is affordable as well at 0.50 credits per kilometer. However, due to their less frequent nature and operation as a commuter rail service, the R often operates with 10-30 minute headways on weekdays, with much longer gaps on weekends or nighttime. Trains are also frequently subject to delays, especially due to inclement weather or track incidents.&lt;br /&gt;
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==Severson’s Rift Port Authority (SRPA)==&lt;br /&gt;
Operated by the federal government of the Republic of Biesel is the Severson’s Rift Port Authority (SRPA), or simply the Port Authority, an intercity port organization dedicated to the various entryways into Mendell City and the surrounding area. The Port Authority controls all major spaceports and seaports in Mendell, as well as de jure ownership over the Interdistrict Highway system (leased to and maintained by the Board) and joint control over R lines that cross city limits. &lt;br /&gt;
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The Board and the Port Authority regularly feud over several aspects of transportation, including the R and the Interdistrict Highway. While the Board is a city-owned corporation, SRPA is entirely owned and operated by the federal government, whose agenda regarding transportation often clashes with that of the city.&lt;br /&gt;
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==Severson Ferry==&lt;br /&gt;
The Severson Ferry, although often facing competition from airborne shuttles, is a massive sea ferry system operated by the Port Authority. Originally developed as a way to connect Mendell and Phoenixport together across the over-300-mile strait, the ferry has since expanded into a service covering several towns and cities on the Strait.&lt;br /&gt;
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The Mendell–Phoenixport Ferry route, often called the original Severson Ferry or sometimes “Men–Nix” to refer to it specifically, is a 6-8 hour high-speed service of 23 ships that transports thousands of cars and hundreds of thousands of people between the two cities every day. While day ferries are present on the schedule, overnight ferries are the most popular among travelers.&lt;br /&gt;
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=Culture=&lt;br /&gt;
“Mendell always dreams with its eyes open.”&lt;br /&gt;
Mendell is often defined by rapid change, internal contrasts, and a highly cosmopolitan urban character. While each District can arguably be called a city of its own with their own subcultures and customs, Mendell’s overall cosmopolitan identity does have several unique aspects to it that can be found in every resident, to some degree.&lt;br /&gt;
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Mendellians are commonly associated with several recurring social patterns and cultural attitudes:&lt;br /&gt;
*&#039;&#039;&#039;Pragmatism&#039;&#039;&#039;: Everyday interactions in Mendell are marked by brevity and efficiency. Speech is typically direct, and conversations are often concluded quickly to maximize time in a fast-moving environment.&lt;br /&gt;
*&#039;&#039;&#039;Directness&#039;&#039;&#039;: Mendellians tend to communicate without excessive embellishment or euphemism. This bluntness is not generally perceived as discourtesy; it reflects a cultural preference for clarity over social pleasantries.&lt;br /&gt;
*&#039;&#039;&#039;Tolerance of Eccentricity&#039;&#039;&#039;: Nonconformity in dress, behavior, and appearance is widely accepted. Unusual self-expression is regarded as an expected element of urban life, provided it does not interfere with others.&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Presentation&#039;&#039;&#039;: Social mobility in Mendell often depends on the ability to adopt the appearance and manners of different contexts. Locals are adept at shifting between registers of dress, speech, and demeanor depending on the audience, a skill seen across socioeconomic classes.&lt;br /&gt;
*&#039;&#039;&#039;Hyperlocal Identity&#039;&#039;&#039;: Identification with one’s District or even neighborhood is a defining aspect of personal identity. While residents commonly describe themselves as Mendellian, district affiliations frequently carry stronger cultural weight and inform social interactions.&lt;br /&gt;
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==Street Scene==&lt;br /&gt;
Mendell’s street scene is among the liveliest of any city in the Orion Spur. With a massive population, wide streets, and loose ordinances allowing for vendors and street shops especially in less curated parts of the town, Mendellian street culture is rife with cosmopolitan vendors, small businesses and carts from virtually every culture in the known galaxy.&lt;br /&gt;
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===Combis===&lt;br /&gt;
The combi (short for “combination store”) is the local term for Mendell’s family-run convenience stores. Alternatively called bodegas as a holdover from old Earth, these general stores often hold various knick-knacks and goods demanded by their local neighborhood. They are typically sole proprietorships or family businesses with differing items on offer - some have preheated food, others have hardware, others might even stock electronics, depending on the goods their customer base requests of them. Combis exist in direct competition with corporate convenience store chains like [[NanoTrasen_Corporation|NTMart or Getmore 24]], who often set up shop in more affluent areas of the city instead.&lt;br /&gt;
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===Street Food===&lt;br /&gt;
Mendell is known for its fast, calorie-dense street food, much of which reflects localized adaptations of older culinary traditions: affordable, rich in calories, able to be eaten on the go, and often significantly deviated from original cultural staples. While all types of street food can be found across the city, there are some that make regular appearances at almost every street. &lt;br /&gt;
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In denser parts, commercial ground-floor space is often leased to open-air food courts hosting stalls of street food vendors called “street courts”, with the space jointly rented by every vendor in a coop arrangement. Street courts often feature seating and heavier meals that require utensils to eat properly, and are frequented by those looking for proper lunches and dinners.&lt;br /&gt;
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The following are the most popular kinds of street food offered in the city:&lt;br /&gt;
*&#039;&#039;&#039;Turnovers&#039;&#039;&#039;: The most popular street food type in Mendell. Thin, often slightly crispy pastry served with an assortment of fillings, ranging from meat stew, to ham and cheese, to calzones, to sweet flavorings like strawberry or even ube. Mendell turnovers are usually baked thick and rectangular, almost pie-like, with laminated dough crimped with filling, usually in metal or plastic presses, air-fried, and served in a paper sleeve or, less frequently, a paper plate.&lt;br /&gt;
*&#039;&#039;&#039;Street buns&#039;&#039;&#039;: Small, spherical buns, steamed or fried, with fillings like jerk pork, tikka masala, or cheeseburger mash. Often eaten by hand or with a skewer out of a plastic or paper pouch.&lt;br /&gt;
*&#039;&#039;&#039;Bagels&#039;&#039;&#039;: The archetypical Mendell bagel is a rich, hearty spin on the classic. It often features brisket (either beef or pork), a hashbrown patty, and an over-medium fried egg, served on a toasted garlic bagel with a lacquered crust. Variants can swap the way eggs are prepared or add or swap condiments; the “Niner” bagel from Little Adhomai in particular uses Adhomian fatshouter brisket and earthen-root hash browns.&lt;br /&gt;
*&#039;&#039;&#039;Pizza&#039;&#039;&#039;: The iconic pizza slice has also made its way to Mendell City, with almost every District being famous for having its own variations. The classic duo of cheese and pepperoni, however, remain perennial selections in almost every pizzeria.&lt;br /&gt;
Old Earth street food such as hot dogs, pretzels, dim sum, banh mi, and samosa can also be found in various concentrations throughout the city.&lt;br /&gt;
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==Sports==&lt;br /&gt;
The Mendell sports scene is massive, diverse, and highly competitive. Many teams call the city their home, with sports often fielding at least two different teams to compete with each other in both the local, national and international scenes. &lt;br /&gt;
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As both a civic institution and a major entertainment sector, sports teams often build a brand image centered around either optics, playstyle, player personas or team composition. Some might lean into being more scrappy and blue-collar, while others may go for more flamboyant, entertaining styles. Each lends itself a niche among the hundreds of millions of city inhabitants, and people of all shapes, sizes and wallets cheer on teams of their choice, often very enthusiastically.&lt;br /&gt;
&lt;br /&gt;
Mendell sports are each regulated by their own authorities, though overall sports regulations are still subject to the purview of the Mendell Entertainment Board (MEB). &lt;br /&gt;
&lt;br /&gt;
===Gridiron Football===&lt;br /&gt;
Imported by American immigrants to Biesel, American football (referred to as gridiron to avoid confusing it with association football) has an immense following in the city. Frequently taking the center stage, Mendell gridiron games are known for being especially ruthless and almost gladiatorial in their rough play and dramatic shows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City Mavericks&#039;&#039;&#039; - The Mavericks are arguably Mendell’s most famous sports team. A juggernaut on the stage, the Mavericks have advanced to the final Orion Cup 17 times, winning 8 of those games. The Mavericks are based in Vanguard Arena, District 10, and are jointly owned by several companies of the [[Stellar Corporate Conglomerate|SCC]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell Tankers&#039;&#039;&#039; - Based in District 11, the Tankers are the city’s best-known working-class underdog team. It made its way to fame via its infamous “ground and pound” strategy, used to staggering effect due to its highly athletic players, whose ranks were often drafted from former blue-collar workers. Fans see them as a resistance to Downtown’s glitz. They play in 11’s own Wickes Field.&lt;br /&gt;
&lt;br /&gt;
===Baseball===&lt;br /&gt;
Baseball is the oldest sport continuously played in Mendell, with the Cetians being founded not long after the city itself. The baseball scene sees two primary teams compete in grand, heritage-soaked games that value traditional stadium foods and followings of centuries-old superstitions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell Cetians&#039;&#039;&#039; - The Cetians are the oldest sports team in the city, with a history stretching back to the early 2200s. A heritage team at heart, the Cetians proudly wear the colors of white and navy blue pinstriped uniforms. They are the team of choice for old money, political elites, and wealthy traditionalists, and their stadium, the Ceti Center, is at the heart of it all in District 2’s Celestial Arena. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell Hawkers&#039;&#039;&#039; - The rowdy counterpart to the “posh” Cetians, Mendell Hawkers are a District 10-raised baseball team beloved by immigrants and workers alike. They are infamous for having the longest time spent without a single qualification win of any baseball team outside of Earth at 8 years, though this has since long been rectified; the Hawkers today stand as a very formidable team, one that is now capable of competing closely with the Cetians.&lt;br /&gt;
&lt;br /&gt;
===Association Football (Soccer)===&lt;br /&gt;
Association football, occasionally referred to as soccer, is a fiercely popular and loyalist-oriented sport in Mendell. Games often get the largest crowds of any sport in the city and often the fiercest too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell United FC&#039;&#039;&#039; - The city’s largest soccer team, Mendell United commands one of the largest and most passionate fan bases in the city, especially from immigrants, the working class, and even from abroad. Featuring loud, often violent playstyles and a motto of “Play fast, fall forward,” they often make for the most dramatic game days in the city, with festivals, fireworks, and open-air grilling sessions after-hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Homewood FC&#039;&#039;&#039; - District 5’s soccer team, Homewood FC started off as an informal extracurricular gathering of hobbyist sports players that later grew into a full team recognized by the greater sports scene. Younger and less institutionalized than Mendell United, Homewood FC has developed a growing reputation with their pool of up-and-comers and being able to hold ground against larger teams.&lt;br /&gt;
&lt;br /&gt;
===Basketball===&lt;br /&gt;
Basketball is the most diverse sport in the city&#039;s sport scene, reflecting both the tradition of company-owned basketball prominent in Asia on Earth and the corporate structure of the [[Stellar Corporate Conglomerate]] itself. Unlike other sports where Mendell fields city-based teams, basketball operates on a corporate league model where each major megacorporation fields their own franchise. Games are held in various arenas across the city, with the Biesel Basketball Association (BBA) coordinating schedules and championships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nanotrasen Thunderbolts&#039;&#039;&#039; - Based in District 1’s Pioneer Square Arena, the Thunderbolts are the most well-funded and historically successful team in the league, having won 11 BBA championships since the league&#039;s founding in 2401. The Thunderbolts are known for their team-wide strategy of aggressive, fast plays, which when combined with their elite roster lends them a formidable reputation that has made them both the face of the BBA and a constant rival in the galactic basketball scene.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hephaestus Titans&#039;&#039;&#039; - The District 10-based [[Hephaestus Industries|Hephaestus]] team from the Anvil Arena, the Titans, recruit heavily from former laborers and emphasize raw strength and endurance in their players. The Titans have won 7 championships and maintain fierce working-class support, particularly in Districts 10 and 11. They have an intense rivalry with the Thunderbolts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zavodskoi Hunters&#039;&#039;&#039; - Based in District 12&#039;s Academy Court, the [[Zavodskoi Interstellar|Zavodskoi]] Hunters are a team which recruit heavily from university athletics programs and are known for their highly disciplined playstyle. They have 5 BBA championships to their name with a fanbase that skews towards academics and professionals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Idris Royales&#039;&#039;&#039; - One of the most flamboyant teams, the Royales play in District 7’s Crown Plaza stadium. The Royales are known for emphasizing star power, spectacle, and entertainment branding alongside on-court performance. Their games put heavy emphasis on mid- and postgame entertainment, and recruit charismatic players who excel at both basketball and brand imagery. They have 3 BBA championships to their name.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeng-Hu Chariots&#039;&#039;&#039; - Based in District 13’s Meridian Arena, the Chariots are a team utilized by [[Zeng-Hu Pharmaceuticals]] as equal parts sports research case studies and a genuine sports team. The Chariots are known for hiring more “ordinary” basketball players and upcomers rather than superstars, conditioning them into elite status through strict training and health regimens. While their analytical approaches have lent them 5 championships, their style is often criticized as being overly mechanical and not “passionate” enough among devout basketball fans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orion Sprinters&#039;&#039;&#039; - Founded in 2464, the Sprinters are the BBA’s youngest franchise. Based in District 15&#039;s Velocity Arena, they&#039;ve embraced an underdog identity and community engagement, offering affordable tickets and youth programs. Their youth has prevented them from winning a BBA championship so far (though were finalists in 2466), but they have garnered passionate underdog support from younger and working-class fans.&lt;br /&gt;
&lt;br /&gt;
===Racing===&lt;br /&gt;
Mendell is a member of the Biesel Association of Racing (BAR), and operates several racetracks and courses for different racing sports:&lt;br /&gt;
*&#039;&#039;&#039;Erlendale Raceway&#039;&#039;&#039; is an 18-kilometer Grand Prix racetrack with tight twists and turns located on the outskirts of District 15. It is used for the majority of GT4, GT3 and other stock car races.&lt;br /&gt;
*&#039;&#039;&#039;The Mendell Grand Prix&#039;&#039;&#039; race takes place in District 10 and features a 21-kilometer stretch of street road reserved for racing. It takes place over a series of 60 laps for 1,260 km total and forms the GP leg of the Biesel Triple Crown.&lt;br /&gt;
*&#039;&#039;&#039;The Tenway Coast Race&#039;&#039;&#039; is a sailing catamaran boat race held every year in July off the Tenway in District 10, featuring several teams from both corporations and nonprofit organizations in a 33-kilometer race from one tip of the District to the other.&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
==Demographics==&lt;br /&gt;
Mendell City is the most demographically diverse city in the entire Orion Spur, bar none. Every known species makes their home among the city streets in all Districts. While some places and neighborhoods have higher concentrations of particular species than others, most are spread out across the place. Only just over two thirds of Mendell’s population is human, the lowest in any major human city, and of the human population there exist ethnicities and origins of almost every type and colonized planet in the species.&lt;br /&gt;
&lt;br /&gt;
==Crime==&lt;br /&gt;
Crime in Mendell City varies dramatically by district, reflecting the extreme economic stratification across the metropolis. Overall crime rates sit at moderate levels for a city of its size, though this citywide average obscures stark geographic disparities - Districts 2, 4, and 5 experience crime rates comparable to wealthy suburbs, while Districts 6, 9, 11, and parts of 15 face rates rivaling the most troubled urban centers in human space.&lt;br /&gt;
&lt;br /&gt;
Property crimes - theft, burglary, fraud - dominate overall statistics, particularly in transitional areas with extreme wealth gaps. Pickpocketing and bag snatching are endemic on crowded Metro platforms, especially during rush hour when platform congestion makes enforcement nearly impossible. White-collar crime flourishes in Districts 1, 2 and 13, though corporate influence and legal resources mean prosecution rates remain notably low despite sophisticated financial crimes involving millions of credits.&lt;br /&gt;
&lt;br /&gt;
Violent crime, though rarer than media often suggests, focuses heavily in financially distressed Districts and slums. Districts 6 and 11 suffer from the highest rates of indiscriminate violent crime, while more self-governing Districts like Districts 8 and 9 are notorious for underreported crime from their neighborhood watch agencies. &lt;br /&gt;
&lt;br /&gt;
Organized crime maintains a substantial presence across multiple districts, from traditional gangs in District 11 to sophisticated smuggling operations in District 8&#039;s ports to corporate-adjacent criminal enterprises in Downtown that blur lines between legitimate business and illegal activity. The [[Phoron#The_Phoron_Scarcity|phoron scarcity]] has dramatically expanded black market operations, with smuggling networks now rivaling legal commerce in some peripheral districts.&lt;br /&gt;
&lt;br /&gt;
==Law Enforcement==&lt;br /&gt;
See also: Biesel Security&lt;br /&gt;
The Mendell City Police Department (MCPD) is the primary law-enforcement agency of Mendell City and predates [[Tau_Ceti_History#NanoTrasen’s_Monopoly_and_Independence_(2410_-_2452)|Biesel’s independence]]. For much of its history, the department maintained broad control over violent crime within the capital, though it periodically relied on outside support during major disturbances.&lt;br /&gt;
&lt;br /&gt;
Since the onset of the Scarcity, the MCPD has become increasingly overstretched and understaffed as crime, infrastructure decline, and civil unrest have intensified across the city. In response, the department has relied more heavily on deputized corporate security personnel to reinforce its presence.&lt;br /&gt;
&lt;br /&gt;
As conditions have continued to deteriorate, the MCPD has struggled to maintain order in large parts of Mendell. This has contributed to the adoption of increasingly severe policing tactics, which in turn have further damaged public trust and exacerbated tensions between residents and law enforcement.&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:CTRG.png&amp;diff=39032</id>
		<title>File:CTRG.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:CTRG.png&amp;diff=39032"/>
		<updated>2026-04-11T18:21:30Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: The logo of SISA&amp;#039;s Counter-Terrorism Response Group. By Pope Dave The 3th.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The logo of SISA&#039;s Counter-Terrorism Response Group. By Pope Dave The 3th.&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:SIP-CPA.png&amp;diff=39031</id>
		<title>File:SIP-CPA.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:SIP-CPA.png&amp;diff=39031"/>
		<updated>2026-04-11T18:21:00Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: The logo of the Solarian Interstellar Policing and Crime Prevention Agency. By Pope Dave The 3th&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The logo of the Solarian Interstellar Policing and Crime Prevention Agency. By Pope Dave The 3th&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:SIIB-SAB.png&amp;diff=39030</id>
		<title>File:SIIB-SAB.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:SIIB-SAB.png&amp;diff=39030"/>
		<updated>2026-04-11T18:20:12Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: The logo of the SIIB&amp;#039;s Special Activities Branch, by Pope Dave The 3th.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The logo of the SIIB&#039;s Special Activities Branch, by Pope Dave The 3th.&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:SIIB.png&amp;diff=39029</id>
		<title>File:SIIB.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:SIIB.png&amp;diff=39029"/>
		<updated>2026-04-11T18:19:05Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: The logo of the Solarian Interstellar Intelligence Bureau. By Pope Dave The 3th&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The logo of the Solarian Interstellar Intelligence Bureau. By Pope Dave The 3th&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:SISA.png&amp;diff=39028</id>
		<title>File:SISA.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:SISA.png&amp;diff=39028"/>
		<updated>2026-04-11T18:17:36Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: The logo of the Solarian Interstellar Security Agency. By Pope Dave The 3th&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The logo of the Solarian Interstellar Security Agency. By Pope Dave The 3th&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Pope_Dave_The_3th&amp;diff=38911</id>
		<title>User:Pope Dave The 3th</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Pope_Dave_The_3th&amp;diff=38911"/>
		<updated>2026-04-06T23:43:40Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: pope makes a user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings, it is I, the Pope.&lt;br /&gt;
&lt;br /&gt;
I have not been accredited by the Vatican in any capacity.&lt;br /&gt;
&lt;br /&gt;
Please feel free to contact me on Discord if you have any comments, concerns, or death threats you wish to send in regards to my mediocre wiki contributions.&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sol&amp;diff=38910</id>
		<title>Sol</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sol&amp;diff=38910"/>
		<updated>2026-04-06T21:51:18Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Eris and Dysnomia flag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)&lt;br /&gt;
}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Toc_right}}&lt;br /&gt;
&lt;br /&gt;
Informally known as the Heart of Humanity, the Sol System is the most populous system in the modern [[Orion Spur]] and one of its most important, being home to the capital of the Solarian Alliance, Unity Station. Untouched by the Solarian Civil War, the system was recently shocked by the Violet Dawn disaster of 2462. It was the first system colonized by modern humanity, and has a significant number of colonies established on worlds without an existing atmosphere. Many Solarians from the Sol System refer to all spacecraft as rockets — a local slang term harkening back to the early days of space exploration, before the widespread adoption of terms such as spaceship and spacecraft.&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, completing one full revolution around its parent star every 88 standard days, with 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, and its surface is pitted with craters from eons of meteor impacts. The planet has a very thin exosphere composed mainly of oxygen, though it is 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 the minuscule exosphere being far too weak to protect it.&lt;br /&gt;
&lt;br /&gt;
Mercury is home to a small population which resides in underground settlements — the surface being far too hazardous for sustained life — and staff the numerous power-generation facilities that cover the planet’s surface. Originally produced by the hegemonic-era Alliance, Mercury’s power generation network is known as the “Icarus Power Matrix,” and is now mostly owned and operated by Einstein Engines. Employees of the Matrix typically work six months on, six off, due to the planet’s hazardous nature. Permanent residents, called &#039;&#039;&#039;Mercurians&#039;&#039;&#039;, are rare but do exist, and are often remnants of the era when the government dominated Mercury’s industries.&lt;br /&gt;
&lt;br /&gt;
===[[Venus|Venus (Sol II)]]===&lt;br /&gt;
[[Image:Venera.jpg|thumb|250px|The surface of Venus is uninhabitable, and the majority of its population resides in massive floating facilities referred to as &#039;&#039;aerostats&#039;&#039;.]]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 with extreme temperatures and pressure conditions that make surface living impossible.&lt;br /&gt;
&lt;br /&gt;
Despite this, the upper atmosphere is known to be calm. All colonies on Venus take either the form of floating aerostats. While the temperature here is still a blistering 75C, some of the aerostats, locally known as &amp;quot;donuts&amp;quot; due to their distinctive shape, tend to specialize in using the atmosphere&#039;s massive concentration of CO2 to cultivate extremely bountiful hydroponic farms, and Venus is one of the breadbaskets of the Sol System. Despite this, Venus is primarily known for its contributions to the Alliance&#039;s entertainment and media industry, and the planet is deeply divided between working-class &#039;&#039;&#039;Jintarians&#039;&#039;&#039; and richer &#039;&#039;&#039;Cythereans&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===[[Earth|Earth (Sol III)]]===&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; its 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 large but stable human 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. Earth has one moon, Luna, which has developed into a fully fledged member state of the Sol Alliance. Its residents are called &#039;&#039;&#039;Earthers.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====[[Luna]]====&lt;br /&gt;
The sole moon of Earth, Luna is tidally locked to its parent and makes a complete revolution every 28 standard days. Formed millions of years ago when a rogue planetoid collided with Earth during the early stages of its formation, the moon would come together from the resultant orbital debris and achieve a stable orbit. Luna was the first target of spacefaring humans as they pierced the outer layers of the atmosphere, and the first refuge of humanity as Earth was consumed by its climate crisis.&lt;br /&gt;
&lt;br /&gt;
Luna is the oldest and most venerable of humanity&#039;s colonies, home to vast amounts of wealth thanks to the presence of megacorporations and those associated with their early successes. Lunans, despite being a relatively small population of slightly over a billion people, represent a disproportionate amount of the Alliance&#039;s naval officers and diplomatic corps. Luna is the headquarters and nerve center of [[Einstein Engines]], the oldest of humanity&#039;s megacorporations and major rival of both NanoTrasen and the [[Stellar Corporate Conglomerate]]. Residents of Luna are typically called &#039;&#039;&#039;Lunarians&#039;&#039;&#039;, though many self-identify as &#039;&#039;&#039;Lunans&#039;&#039;&#039; instead.&lt;br /&gt;
&lt;br /&gt;
====Unity Station====&lt;br /&gt;
&lt;br /&gt;
Located in Earth’s orbit, Unity Station is the seat of the Alliance’s modern government. It was originally constructed after the Interstellar War when, in the wake of the Navy Coup, it was decided to move the government to a location theoretically outside of the territory of any singular member-state. Some, however, have long claimed the relocation was done by the Navy so they would be able to more easily threaten the government in another coup — after all, they would have no planet to retreat to. Alliance architects built Unity Station as a massive, pre-planned orbital colony station with the government located in its top levels — and the Senate at the very top — with residential and commercial levels below this, and docks at the bottom. One exception is the mid-level Interstellar War Memorial, which features the museum ship ASSNV &#039;&#039;Cincinnatus&#039;&#039; — flagship of renowned Interstellar War-era officer Commodore Gerhard von Varnhagen und Langenburg. The only surviving Beowulf-class dreadnought, the &#039;&#039;Cincinnatus&#039;&#039; was temporarily reactivated during the anti-Frost coup and used to force anti-coup forces to stand down.&lt;br /&gt;
&lt;br /&gt;
Due to this, design Unity Station has a substantial permanent population, and is a member state of the Alliance which elects its own senators. Known as &#039;&#039;&#039;Stationers&#039;&#039;&#039; to others, the permanent residents of Unity Station are often Solarian government or military employees, and form a vast amount of the Solarian professional bureaucracy. Most are descended from either Earthers or Lunarians, with few originating outside the Sol System.  Stationers are often stereotyped as colorless and humorless bureaucrats who care more for taxes than people, but they were among the first to participate in the anti-Frost coup, with many of the coup’s rank-and-file members being from Unity Station.&lt;br /&gt;
&lt;br /&gt;
===[[Mars|Mars (Sol IV)]]===&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. The outermost terrestrial planet in the Sol system, Mars is known as the Red Planet, as 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. Mars was a target of one of the first bodies colonized by humanity, and its population swelled in the early days of the Second Space Age.&lt;br /&gt;
&lt;br /&gt;
Mars has suffered two catastrophes while colonized, with the first being 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 second, even deadlier disaster was the devastating Violet Dawn catastrophe of 2462, which, in conjunction with civil unrest in the weeks leading up to the catastrophe, has seen Mars reduced to a shadow of its former self due to massive phoron fires that raged across the southern half of the planet and the utter collapse of government authority over the planet. Millions have fled the world and dozens of arcologies have been destroyed, leaving the future of the planet uncertain. However, revitalization efforts by the Alliance and [[Einstein Engines]] have led to small improvements – but any significant recovery may take decades, if not centuries. Residents of Mars are known as &#039;&#039;&#039;Martians.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The 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 (BMC). The oldest and largest of these asteroid mining companies is the Beltway Mining Corporation, a rare independent corporation dating back to the 2100s, which has claimed the rights to mine most of the Asteroid Belt. Other fledgling companies have often been pushed out through strategic economic maneuvers, intimidation, and sometimes force. The Corporation 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. The symbol of the BMC – a roc gripping a massive drill in its talons set against a golden, circular background – features prominently on many ships and outposts throughout the 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. Settlements on the gas giant are giant floating cities that grace the upper atmosphere, held aloft by massive, reinforced balloons. Jupiter has more than 67 moons in total, though only the Galilean Moons -- Europa, Ganymede, Io, Callisto -- are home to major settlements.&lt;br /&gt;
&lt;br /&gt;
The Galilean Moons are major players in the Sol System: &#039;&#039;Callisto&#039;&#039; is one of the most densely populated bodies in the Orion Spur and serves as the Sol System&#039;s largest port, &#039;&#039;Ganymede&#039;&#039; produces a significant amount of the foodstuffs consumed in the System, and &#039;&#039;Europa&#039;&#039; is home to a great amount of scientific research facilities. &#039;&#039;Io&#039;&#039;, due to its inhospitable nature, features no permanent habitation. Residents of Jupiter are collectively known as &#039;&#039;&#039;Jovians&#039;&#039;&#039;, but generally refer to themselves by their moon of origin.&lt;br /&gt;
&lt;br /&gt;
===Saturn (Sol VI)===&lt;br /&gt;
&lt;br /&gt;
Saturn is the sixth planet from the Sun and the second largest in the Solar System, after Jupiter. It is a gas giant, with an average radius of about nine times that of Earth. It has an eighth the average density of Earth, but is over 95 times more massive. Even though Saturn is almost as big as Jupiter, Saturn has less than a third its mass.&lt;br /&gt;
&lt;br /&gt;
There are no inhabitants of Saturn itself. Instead, its entire population is concentrated on its moons - of which Saturn has plenty. Iapetus and Enceladus are home to the majority of Saturn’s population, with the remaining 158 moons (or moonlets) having smaller populations.&lt;br /&gt;
&lt;br /&gt;
Historically Saturn, due to its geographical location and physical nature as a gas giant, was exclusively used as a navigational helper and later outfitted with a waystation on Titania for traffic in and out of the inner Solar System.&lt;br /&gt;
&lt;br /&gt;
However, as time moved on and humanity continued to colonize more and more planets both within and eventually outside our system, its needs for resources and materials also increased which put Saturn into a unique position due to its most noticeable feature: the &#039;&#039;&#039;Rings of Saturn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Even today Saturn’s rings remain largely untapped. The furthest expeditions have ever ventured was close to the “Encke Gap” in Saturn’s A-Ring -- the outermost and largest of Saturn’s bright rings, separated from the rings further inwards by the Encke Gap. Tens of thousands of kilometers of untouched resources remain, waiting to be prospected and acquired for the Alliance. But the rings are a dangerous place: success demands precise navigation and proper equipment to thrive in the rings., and he harsh conditions have resulted in countless destroyed or abandoned vessels which now drift in the vast expanse of Saturn’s rings. This level of danger has led to a small salvaging industry built around the ring-mining industry, with plucky -- or desperate -- salvage vessels diving into the rings to cut apart the drifting hulks of unlucky vessels and, sometimes, recover their crews. The rings are naturally also well suited to keep secrets - be it people or things that need to be hidden for whatever reason, with rumors of the Navy having secret facilities deep in the rings having persisted for decades in bars and dockyards across the Alliance.&lt;br /&gt;
&lt;br /&gt;
====Enceladus====&lt;br /&gt;
[[File:Enceladus.png|thumb|250px|The flag of Enceladus.]]&lt;br /&gt;
Enceladus is the sixth-largest moon of Saturn, measuring only about one-tenth the size of Jupiter’s largest moon, Titan. It is the most populated of Saturn’s moons, and was terraformed in a manner similar to [[Callisto]] by the Organization of American States (OAS) as a contrast to [[Pluto]]. Though originally intended to be a climate refuge for the residents of North and South America, the slow pace of its terraforming and relatively late time at which a Galatea Platform was available — in the 2250s, shortly after Callisto — combined with the start of the Second Great Depression in the 2260s led to the project becoming an Alliance-led venture in the later 23rd century, with the first colonists landing in 2287. In the decades since it has achieved success as a productive and prosperous, if unspecialized, Solarian world. Despite its delays the terraforming project is seen as highly successful due to layers of ice on the moon&#039;s surface helping to &amp;quot;jump start&amp;quot; the eco-terraforming process. Today, Enceladus is considered a terraforming success, boasting forests, oceans, and striking blue skies, with Saturn and its rings forming one of the most unique backdrops in the Spur.&lt;br /&gt;
&lt;br /&gt;
The residents of Enceladus are known as &#039;&#039;&#039;Enceladians&#039;&#039;&#039;, and can — despite the Alliance bailing out the OAS — mostly trace their origins back to North and South America, with the current residents carrying on much of their Earther traditions. Enceladians are said to be the closest one can get to Earth without visiting it, and many tourist traps constructed in “old Earth style” are found in its cities and towns. In recent years it has become a major destination for resettled Martian refugees, which has led to conflict with the local population. Unlike Earth and Mars, there is no great love — or unity — between the red planet and the moon.&lt;br /&gt;
&lt;br /&gt;
Unique in the Sol System, Enceladus has a rotating capital which changes its city of location every five years.&lt;br /&gt;
&lt;br /&gt;
=====Enceladus Station=====&lt;br /&gt;
&lt;br /&gt;
A notable feature of Enceladus is a large orbital station which predates its terraforming. Known as &#039;&#039;Enceladus Station&#039;&#039;, or E.S., it is the largest non-moonbound population center in Saturn&#039;s orbit and is home to many of the miners and voidfarers attempting to strike it rich in Saturn&#039;s rings. Independently operated by the Orbital Corporation of Saturn, E.S. exists in a symbiotic relationship with its moon, and forms a de facto industrial zone for Enceladus with its large dock facilities and orbital refineries that process literal kilotons of materials from Saturn&#039;s rings every day. Due to the sheer amount of materials harvested here the people of Enceladus take great pride in their work: they do not view themselves as mere miners or blue-collar workers, but rather as a crucial force driving the Alliance’s industry forward. Today, E.S. s an immense structure which has far outgrown its original, mid-23rd century foundation. It is a hollow, cigar-shaped station which provides not only docks, repair facilities, refineries, and warehouses but also living spaces, entertainment, and — for those who can afford it — even some luxuries, such as spas and a one-of-a-kind resort operated by [[Idris Incorporated]]. Most ring-miners spend a few weeks diving into the depths of the ring system before taking time off on E.S. or the moon. However, since most miners are independent rather than contracted under a larger corporation, work cycles can vary greatly -- particularly unlucky miners may be &amp;quot;voidborne&amp;quot; for months on end.&lt;br /&gt;
&lt;br /&gt;
====Iapetus====&lt;br /&gt;
&lt;br /&gt;
A sparsely-populated closed moon of Saturn home to many government research outposts, Iapetus is most known for its unusual coloration and geography. The moon is  divided between lightly-colored regions (Roncevaux and Saragossa Terra) and a darkly-colored one (Cassini Regio), providing a striking image from orbit and the planet’s nickname of the “Shrouded Moon.” Perhaps most striking is its massive equatorial ridge, known as the Shackleton Range, which rises as high as 20 kilometers into the air. It is the only moon in the Sol System where access is limited by the Solarian government, which requires a background check be performed on any potential visitors due to the moon’s many research labs. Longstanding rumors claim the Solarian government has black sites — clandestine research facilities and FTL-capable weapons of mass destruction — hidden in the Range, away from the eyes of the public, foreign powers, and the press. It is the outermost of Saturn&#039;s large moons -- far enough from the rings to make mining and salvage pointless, and perfect to keep it out of the way of the curious.&lt;br /&gt;
&lt;br /&gt;
Prior to becoming a closed moon Iapetus was a minor waystation and scientific outpost, and marked as a potential candidate for terraforming by the Alliance&#039;s Galatea Project. Budget shortfalls led to it being struck from the list of Galatea Project candidates and advancements in interstellar travel reduced its effectiveness as a waystation. When its labs shuttered due to their experiments -- attempts to stabilize Earth&#039;s then-chaotic ecosystems with algae -- failed, the moon was almost abandoned. However, the Solarian government purchased the abandoned facilities shortly after the Interstellar War&#039;s end and began a project of rapid construction on the moon. Few lights are visible on Iapetus&#039; surface, with most of its facilities being far underground and its settlements being relatively small outside of Lamures.&lt;br /&gt;
&lt;br /&gt;
Residents of Iapetus are known as &#039;&#039;&#039;Cassinians&#039;&#039;&#039; after Cassini Regio, where the moon’s population is concentrated. Most are employed by the Solarian government, which has long opposed private investment on the moon aside from limited facilities needed to support its permanent population. The Cassinians are a secretive and reserved people who tend to keep to themselves, and often come off as standoffish. They have long formed a significant part of the Solarian security apparatus, with many SIIB officers originating from the shrouded moon. A popular Solarian joke claims a Cassinian and the similarly reserved Visegradi placed in the same room can go for months without saying a word to one another.&lt;br /&gt;
&lt;br /&gt;
Iapetus’ capital is Lemures, located in the Cassini Regio. The capital derives its name from a Roman term for the restless dead, and has been taken by some as a jab by the population towards their reputation as a black site.&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;
Uranus, like Neptune, is home to a significant Solarian Navy presence. The Navy’s main mothballing facility is located in its orbit, and a staged attack on it was used by Michael Frost to help his seizure of power. Its population is concentrated on Titania.&lt;br /&gt;
&lt;br /&gt;
====Titania====&lt;br /&gt;
&lt;br /&gt;
The largest moon of Uranus, Titania has a sparsely-populated surface with most of its population living in orbital stations — many lacking conventional artificial gravity technology due to their age. The moon’s surface is home to enormous canyons and ravines in addition to deposits of water ice and frozen carbon dioxide. While a candidate for terraforming in the 22nd century, it was passed by in favor of Callisto and the population has long lived in orbit. This has made Titania the largest offworlder human population in the Sol System — potentially in the entire Alliance — and made the population regarded as exceptional orbital engineers. It is sometimes referred to as the “cradle of off-world humanity” as the adaptations were first observed here.&lt;br /&gt;
&lt;br /&gt;
The residents are known as the &#039;&#039;&#039;Titanii&#039;&#039;&#039;, but are often called “Titans” due to their tall stature. Most are employed in the Solarian Navy’s facilities in Uranus’ orbit, and are valued by the Navy for their natural adaptation to low-or-no-gravity environments such as ships undergoing construction (or deconstruction) in orbit. Their orbital stations are some of the largest and best-maintained in the modern Spur, and Titanii engineers were heavily involved in the construction of Unity Station. Titania is one of the few places in the Alliance offworlders immigrate to, with offworlders from as far away as Burzsia or Empyrean settling in its stations.&lt;br /&gt;
&lt;br /&gt;
The capital of Titania is Lysander Station, the largest of the stations in orbit. It takes its name from the same source as the moon: A Midsummer Night’s Dream.&lt;br /&gt;
&lt;br /&gt;
===Neptune (Sol VIII)===&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. &lt;br /&gt;
&lt;br /&gt;
Perhaps appropriately for a planet named after a god of the seas, Neptune has long been dominated by the Solarian Navy.&lt;br /&gt;
&lt;br /&gt;
====Triton====&lt;br /&gt;
&lt;br /&gt;
Neptune’s largest moon, Triton is a young and geologically active world covered in ice and fissures. Despite its thin atmosphere impact craters are rare due to the constantly-shifting surface of the planet, a phenomena which occasionally gives rise to spectacular cryovolvanic eruptions that shoot kilometers into the Tritonian sky. Habitation of its surface is dangerous at even the best times, and the population lives in ring-shaped orbital stations that orbit the moon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tritonians&#039;&#039;&#039; — residents of the moon — are typically employed in Neptune’s naval yards, where everything from corvettes to the gargantuan Thule-class supercarriers of the Navy are produced. Many Tritonians worked for Hephaestus Industries prior to 2462, though most of these facilities have since been seized by the government or bought out by Einstein Engines. They will proudly brag they are the greatest interstellar engineers in the modern Spur, and many Solarian deep space salvage and construction companies employ Tritonians.&lt;br /&gt;
&lt;br /&gt;
The capital of Triton is Voyager Station.&lt;br /&gt;
&lt;br /&gt;
===[[Pluto|Pluto (Sol IX)]]===&lt;br /&gt;
&lt;br /&gt;
Pluto is the ninth planet in the Sol System, and one of the furthest permanently inhabited bodies from the Sun. It maintains an unusual local political and economic system as a result of its colonization by the USSR during the 2100s, and serves as the primary Helium-3 mining and refining area for the Sol System -- if not the entire Solarian Alliance.&lt;br /&gt;
&lt;br /&gt;
===Eris and Dysnomia===&lt;br /&gt;
[[File:Erisnomia.png|thumb|250px|The flag of Eris and Dysnomia.]]&lt;br /&gt;
The furthest bodies in the Sol System with major, permanent populations, Eris and its moon are home to Solarian Navy facilities, deep-space research centers, and the Sol System’s largest interstellar communications arrays. Subsurface oceans cover Eris, which has complicated construction on the planetoid and led to most of its population living in aboveground domes connected by underground rail lines, and relying on atmospheric shield generators to keep them safe. As a result, Eris has a very high population density — domes cannot be easily expanded, and it is often easier to build up (or down) than out. Eris and Dysnomia were the last bodies to be colonized in the Sol System — with the first colonists landing in 2209 — and is one of the only non-moons not considered a planet, despite it being larger than Pluto. The surface of Eris is covered in highly volatile methane ice and reaches temperatures as low as -217 Celsius, making activity hazardous for all but the well-trained.&lt;br /&gt;
&lt;br /&gt;
Residents of Eris are known as the &#039;&#039;&#039;Erisians&#039;&#039;&#039;, and are taller and paler than most humans due to the lower gravity of their home and its distance from the Sun. This, combined with their preference for careers in the Navy, has given the Erii the nickname of “Little Lunarians” in the Alliance — a nickname many from the planetoid and its moon are not appreciative of. Their small world and high population density has made the Erii into a social culture where close connections are deeply valued, and an Erii is said to be as good as their word. Most Erii work in the scientific or interstellar communication fields if they do not join the Navy. Due to their distance from the sun, many Erii suffer from sunlight sensitivity and the local government has long freely distributed vitamin D supplements.&lt;br /&gt;
&lt;br /&gt;
Eris and Dysnomia’s status as an interstellar communications hub led to it being seized by anti-Frost elements — led by its governor — during the 2462 coup against his government. Military forces stationed on it after this worked to nationalize corporate-owned equipment on the planet, leading to an economic downturn the twin worlds have only recently recovered from through government investment and both Idris Incorporated and Einstein Engines having bought up much of the property seized from other corporations. Almost every communication to or from the Sol System — from Sol Alliance News Network broadcasts to Chirper messages — flows through here, and business has only increased with the end of the civil war.&lt;br /&gt;
&lt;br /&gt;
The planetary capital of Eris and Dysnomia is Discordia, Eris’ equivalent in Ancient Rome.&lt;br /&gt;
&lt;br /&gt;
===Other Trans-Plutonian Objects===&lt;br /&gt;
&lt;br /&gt;
A collection of dwarf planets beyond the orbit of Pluto collectively known as TPOs, these objects — aside from Eris and Dysnomia — have no permanent residents and are mostly owned by the Solarian Navy, which operates naval outposts and deep-space listening arrays on them. Some of the most notable are Sedna Station — a central hub of Navy activity in the distant region of Sol known as the Scattered Disc, Gonggong Station — a deep-space listening array, Leleākūhonua Station — another deep-space array, and Leng Station — the furthest Solarian Navy garrison in the Sol System. Informally known as the “last stop” by the Navy, Leng Station is regarded as one of the worst postings in the Sol System due to its remoteness and near-constant darkness.&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 aside from Helium-3, such as metals. The Kuiper Belt may be home to 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, leading to limited mining aside from Helium-3 harvesting.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Guides&amp;diff=38908</id>
		<title>Template:Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Guides&amp;diff=38908"/>
		<updated>2026-04-06T14:15:52Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Capitalizes Cyborg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{|style=&#039;background-color:#BBF1F1; margin-top:1em&#039; width=100%&#039; class= &amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|colspan=&#039;2&#039; style=&#039;background-color:##BBF1F1;|&amp;lt;div align=&#039;center&#039;&amp;gt;&#039;&#039;&#039;Guides of the Horizon&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; style=&#039;background-color:#E2DFD2;  |&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[Getting Started]] - [[Combat|Guide to Combat]] - [[Guide to EVA]] - [[Guide_to_Communication_Devices|Guide to Communication]] - [[Standard Operating Procedure]] - [[Corporate Regulations]] - [[Stellar Corporate Conglomerate Occupation Qualifications]] &lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; style=&#039;background-color:#FFDF00;  |&#039;&#039;&#039;Command&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[Guide to Command]] - [[Guide to Paperwork]] - [[Standard Operating Procedure]] - [[Guide to Faxes]] - [[Chain of Command]] - [[Guide to Piloting]] - [[Guide to Gunnery]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; style=&#039;background-color:#05A3A4; |&#039;&#039;&#039;Security&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[Security Officer|Guide to Security]] - [[Guide to Contraband]] - [[Corporate Regulations]] - [[Guide to Cadavers]] - [[Standard Operating Procedure]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; style=&#039;background-color:#E8891D; |&#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[Guide to Construction]] - [[Guide to Advanced Construction]] - [[Hacking]] - [[Guide to Atmospherics]] - [[Supermatter Engine]] - [[Guide to the INDRA|INDRA Engine]] - [[Solars|Setting up the Solar Array]] - [[Telecommunications]] - [[Guide to Shields|Shields]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; style=&#039;background-color:#BBF1F1; |&#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[Guide to Medicine]] - [[Surgery|Guide to Surgery]] - [[Guide to Chemistry]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039;  style=&#039;background-color:#e0b0ff;  |&#039;&#039;&#039;Research&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[Guide to Research and Development]] - [[Guide to Xenobiology]] - [[Guide to Xenobotany]] - [[Guide to Xenoarchaeology]] - &amp;lt;!--[[Guide to Anomalies]],--&amp;gt; [[Guide to Telescience]] - [[Guide to Piloting]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039;  style=&#039;background-color:#c19a6b;  |&#039;&#039;&#039;Operations&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[Guide to Mining]] - [[Guide to Robotics]] - [[Guide_to_Piloting#Shuttle_Maintenance|Guide to Shuttle Maintenance]] - [[Guide_to_Gunnery#Operations|Guide to Gunnery]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039;  style=&#039;background-color:#BBC2CC;  |&#039;&#039;&#039;Civilian&#039;&#039;&#039; &lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[Guide to Food]] - [[Guide to Drinks]] - [[Guide to Hydroponics]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039;  style=&#039;background-color:#9599a5; |&#039;&#039;&#039;Non-human&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[Cyborg]] - [[AI]] - [[Psionics|Guide to Psionics]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039;  style=&#039;background-color:#a19d94;  |&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[Odyssey]] - [[Mercenary]] - [[Ninja]] - [[Changeling]] - [[Vampire]] - [[Raider]] - [[Revolutionary]] - [[Cult|Cultist]] - [[Technomancer]] - [[Improvised_Weapons|Guide to Improvised Weapons]] - [[Uplink]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Jobs]][[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Forensics&amp;diff=38907</id>
		<title>Guide to Forensics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Forensics&amp;diff=38907"/>
		<updated>2026-04-06T14:05:46Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Grammar and sentence flow changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Handling Evidence ==&lt;br /&gt;
It&#039;s quite simple.&lt;br /&gt;
If you touch something - you get stuff on it.&lt;br /&gt;
Fingerprints if you didn&#039;t even bother to wear gloves, fibers if you&#039;re wearing clothes (please do), or blood if you&#039;re a blood-drenched axe murderer.&lt;br /&gt;
If that&#039;s not what you want, use Evidence Bags to put things in for safe handling, and cordon crime scenes to prevent pesky onlookers from contaminating it.&lt;br /&gt;
&lt;br /&gt;
== Types of Evidence ==&lt;br /&gt;
=== Fingerprints ===&lt;br /&gt;
Most straightforward thing - people have fingers, and fingers have very specific patters on the tips. And since they tend to leave greasy imprints of them everywhere, these can be used to find out who touched what.&lt;br /&gt;
&lt;br /&gt;
Problem with these is that more often than not people only leave a fragment of whole print, so you&#039;d need to collect enough of those before you can with any degree conclude what the actual print is.&lt;br /&gt;
&lt;br /&gt;
Upside is that once you got past that, it&#039;s a matter of simple search in Security Records to connect the name to the print. Assuming no one tampered with those of course...&lt;br /&gt;
=== Fibers ===&lt;br /&gt;
Less telling, but much more often encountered cousin of fingerprints. What happens is whenever you touch something, tiny bits of fabric from your clothing might fall off and stick to the items. It&#039;s nearly impossible to prevent it aside from not wearing any clothes (but then you&#039;d have to worry about fingerprints) or wearing fullbody sealed suit (suit would still leave fibers).&lt;br /&gt;
&lt;br /&gt;
You will encounter these most often, but the problem with them is that unless you&#039;re very lucky, they only help to lessen the number of suspects, as many jobs on ship wear same uniform and there is no way to tell the specific one that left this fiber.&lt;br /&gt;
=== Gunshot Residue (GSR) ===&lt;br /&gt;
Guns are messy. Their results are messy, and their workings are messy. When gun fires, it creates a cloud of tiny burnt-up particles, that stick to just about everything - especially your hands.&lt;br /&gt;
By swabbing hands (or gloves) for said residue, you can find out if owner of said gloves (or hands) fired a gun recently, and even what type of bullet it was.&lt;br /&gt;
=== DNA samples ===&lt;br /&gt;
Nature was kind enough to make your job easier by sticking an unique identifier on all bits of humans - DNA. In this line of work, you&#039;ll find it in body liquids - swabs of either blood or saliva from (unidentified) victim&#039;s mouth if you need it.&lt;br /&gt;
== Tools ==&lt;br /&gt;
You get all kinds of nifty toys to collect those things with, all fitting nicely in a crime scene kit that should be lying somewhere in the lab. The kit also fits on your belt for investigators on the go.&lt;br /&gt;
===[[File:Evidence_Bag.png|frameless]] Evidence Bag ===&lt;br /&gt;
Sealable plastic baggie to hold all kinds of nasty (or not) stuff.&lt;br /&gt;
You should get any evidence in there as soon as possible so people can carry it around without contaminating the materials with fibers or fingerprints.&lt;br /&gt;
The baggies aren’t scannable in any machinery, take the item out and use other tools on it.&lt;br /&gt;
===[[File:Luminol.gif|frameless]] Luminol &amp;amp; UV Light ===&lt;br /&gt;
Fun for rave parties and murder investigations.&lt;br /&gt;
Luminol is a chemical compound that reacts with blood traces that are invisible to naked eye. Spray it where you think blood was supposed to be, and observe the reaction.&lt;br /&gt;
&lt;br /&gt;
Said reaction makes blood visible in UV light as glowing blue stains, making it easy to identify even the most minute of trace bloodstains.&lt;br /&gt;
This assumes, of course, that the culprit didn&#039;t perform a deep cleaning of the scene.&lt;br /&gt;
&lt;br /&gt;
===[[File:Fprint dust.gif|frameless]] Fingerprint Powder ===&lt;br /&gt;
Aluminium powder and a brushie. Lets you collect those pesky fingerprint fragments off various surfaces.&lt;br /&gt;
Just use it on anything you need, and if there&#039;s any kind of prints there, a fingerprint card will appear.&lt;br /&gt;
=== Fingerprint Cards ===&lt;br /&gt;
Handy white plastic cards with malleable layer, used to hold full set of fingerprints.&lt;br /&gt;
Click in hand or aim at someone else&#039;s hands to take a complete set of fingerprints.&lt;br /&gt;
Analyze in the Microscope for details.&lt;br /&gt;
===[[File:Mag glass.gif|frameless]] Fiber Collection Kit ===&lt;br /&gt;
A magnifying glass for finding small bits of fibers, and tweezers for picking them up. All findings go into tiny baggies.&lt;br /&gt;
Can be used to get fibers off pretty much anything - just click on thing and if there are some fibers on it, they&#039;ll appear.&lt;br /&gt;
Analyze in the Microscope for details.&lt;br /&gt;
===[[File:Dnakit.gif|frameless]][[File:Swab.gif|frameless]] Swab Kit ===&lt;br /&gt;
A cotton swab and ann airtight vial. Used to get all kinds of sticky liquid (or powdered) stuff sampled and secured. &lt;br /&gt;
Can be used to:&lt;br /&gt;
* get DNA from saliva - target mouth on mob;&lt;br /&gt;
* get blood off something - click on item, select Blood if prompted;&lt;br /&gt;
* get GSR off a clothing item - click on item, select Gunshot Residu if prompted;&lt;br /&gt;
* get GSR off someone&#039;s hands - target hands on mob.&lt;br /&gt;
Analyze in Microscope for GSR or DNA Scanner for blood / DNA.&lt;br /&gt;
&lt;br /&gt;
== Machinery ==&lt;br /&gt;
=== Microscope [[File:Microscope.gif|frameless]] ===&lt;br /&gt;
Advanced machinery for looking really hard at really small things. Stick GSR swabs, fingerprint cards or fibers into it for full analysis. &lt;br /&gt;
Attack with sample to put it in, empty hand to start scan. Drag machine sprite on yourself to remove sample.&lt;br /&gt;
&lt;br /&gt;
=== DNA Scanner [[File:Dna scanner.gif|frameless]] ===&lt;br /&gt;
Machine for figuring out the DNA of sticky icky things you put in it. Accepts swabs with blood or saliva.&lt;br /&gt;
Attack with sample to put it in, empty hand to start scan. Drag machine sprite on yourself to remove sample.&lt;br /&gt;
&lt;br /&gt;
== Making The Arrest ==&lt;br /&gt;
While you, The detective or forensic investigator do not have the power to make arrests, you&#039;re a pretty helpful hand in the process.&lt;br /&gt;
If you have enough evidence, please present it to your fellow security team and hope they&#039;re competent enough to believe you if you figure out who the primary suspect is for the case (If you have any)&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Communication_Devices&amp;diff=38905</id>
		<title>Guide to Communication Devices</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Communication_Devices&amp;diff=38905"/>
		<updated>2026-04-03T14:11:41Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Radio polishing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spread throughout the Horizon, you will find multiple tools for Communication with your peers. This guide aims to help you do just that.&lt;br /&gt;
&lt;br /&gt;
===Hand-held Devices===&lt;br /&gt;
&lt;br /&gt;
====Headset====&lt;br /&gt;
[[File:Headset.png]]&lt;br /&gt;
The Headset is the main form of communication on the Horizon. You will use it every round, and every crew member has access to one at roundstart. You can examine your headset to see what channels it has access to, and the identifiers.&lt;br /&gt;
* &#039;&#039;&#039;:c&#039;&#039;&#039; for Command&lt;br /&gt;
* &#039;&#039;&#039;:s&#039;&#039;&#039; for Security&lt;br /&gt;
* &#039;&#039;&#039;:u&#039;&#039;&#039; for Supply&lt;br /&gt;
* &#039;&#039;&#039;:e&#039;&#039;&#039; for Engineering&lt;br /&gt;
* &#039;&#039;&#039;:m&#039;&#039;&#039; for Medical&lt;br /&gt;
* &#039;&#039;&#039;:n&#039;&#039;&#039; for Science&lt;br /&gt;
* &#039;&#039;&#039;:v&#039;&#039;&#039; for Service&lt;br /&gt;
* &#039;&#039;&#039;:z&#039;&#039;&#039; for Entertainment&lt;br /&gt;
* &#039;&#039;&#039;:h&#039;&#039;&#039; for quickly speaking on your departmental channel&lt;br /&gt;
* &#039;&#039;&#039;:y&#039;&#039;&#039; for Hailing, which is a special channel used to contact other vessels if they are within range&lt;br /&gt;
* &#039;&#039;&#039;:d&#039;&#039;&#039; for Expeditionary, which is a special channel used for personnel to communicate while away from the Horizon&lt;br /&gt;
* and just &#039;&#039;&#039;;&#039;&#039;&#039; for general channel&lt;br /&gt;
For your convenience, &amp;quot;:&amp;quot; can be replaced with &amp;quot;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====PDA Messaging Server====&lt;br /&gt;
[[File:Server.gif]][[File:PDA_standbye.gif]]&lt;br /&gt;
The PDA Server is available every round through telecommunications. It can be accessed through your PDA.&lt;br /&gt;
&lt;br /&gt;
* The PDA chat feature is active anywhere that telecomms is active. If telecomms goes down, so does the messaging server.&lt;br /&gt;
* To access this feature, simply access your PDA and click the &#039;Messenger&#039; button. You will get a full list of every active PDA, which can be clicked on to send text messages.&lt;br /&gt;
* The Messaging Server is a very unreliable form of communication, it&#039;s best used for casual conversation.&lt;br /&gt;
&lt;br /&gt;
====Station-Bounced Radio====&lt;br /&gt;
[[File:Station_Bounced_Radio.png]]&lt;br /&gt;
A station-bounced radio is, as the name implies, a compact radio meant for communication aboard the Horizon, or with it from away sites.&lt;br /&gt;
&lt;br /&gt;
* The station-bounced radio is capable of broadcasting and receiving from the vessel without telecomms being active. It is the first line of defense when it comes to emergency communication and one of the few options for communication while [[Guide_to_Away_Missions|off the ship]].&lt;br /&gt;
* Using the radio in-hand will allow you to toggle the microphone and speaker. The microphone must be enabled to broadcast, and the speaker must be on to receive inbound broadcasts. Keep in mind that the microphone catches and transmits &#039;&#039;&#039;everything&#039;&#039;&#039; you or others say.&lt;br /&gt;
* Alternatively, hold the radio in your hands and add &amp;quot;:r&amp;quot; or &amp;quot;:l&amp;quot; before your message to transmit just that message over the radio. Use &amp;quot;:r&amp;quot; if the device is in your right hand, and &amp;quot;:l&amp;quot; if it is in your left hand.&lt;br /&gt;
* Many Departments have special frequencies accessible only by their intercomms and bounced radios. Keep an eye out for them.&lt;br /&gt;
* Station-bounced radios can be printed from Autolathes.&lt;br /&gt;
&lt;br /&gt;
===Departmental Devices===&lt;br /&gt;
&lt;br /&gt;
====AI Holopad==== &lt;br /&gt;
[[File:Holopad_active.gif]][[File:Holopad0.png]]&lt;br /&gt;
A floor-mounted device for projecting holographic images.&lt;br /&gt;
&lt;br /&gt;
* The AI Holopad is capable of sending and receiving communication. It&#039;s most commonly used for personal communication with the AI, but the crew can call other Holopads as well to speak to each other.&lt;br /&gt;
* Stand on top of or next to the device, activate it, and choose to either contact the &#039;AI&#039; or &#039;Holocomms&#039;. Holocomms will give you a prompt to select the recipient Holopad.&lt;br /&gt;
* On receiving a Holocall, the recipient Holopad will ring until picked up.&lt;br /&gt;
* AI Holopads are found in most rooms where an intercom can be found, they are best used to contact and speak to specific Crewmembers without having to meet in person.&lt;br /&gt;
* A special variant of the AI Holopad can be found in certain command areas known as the Long-Range Holopad. This Holopad can only call other Long-Range Holopads and is used to contact other vessels.&lt;br /&gt;
&lt;br /&gt;
====Requests Console====&lt;br /&gt;
[[File:Req_comp-idle.gif]]&lt;br /&gt;
A console intended to send requests to different departments on the vessel.&lt;br /&gt;
&lt;br /&gt;
* The Requests Console is capable of printing forms, providing blank sheets of paper, sending faxes and sending messages to any other Request Console on the vessel.&lt;br /&gt;
* Move one tile away and click the device. It will bring up a menu with all of the information and buttons to operate the device.&lt;br /&gt;
** Request Supplies will allow you to message all &amp;quot;supplying&amp;quot; consoles such as the pharmacy, operations, etc.&lt;br /&gt;
** Request Assistance offers consoles designated for assistance.&lt;br /&gt;
** Send Anonymous Information allows anyone to send a report to Security and Command without revealing their identity. Useful if there is a fear of repercussions!&lt;br /&gt;
** Forms Database contains all SCC paperwork such as fax formats, reports, etc.&lt;br /&gt;
* The Console will blink when you receive messages from it. You can link your PDA to be notified directly. To link your PDA, click the Console with your PDA in your hand.&lt;br /&gt;
** Normal messages blink blue while high-priority messages blink between blue and orange.&lt;br /&gt;
** Faxes will beep when they are received, however do not cause the console to blink.&lt;br /&gt;
* To send a fax, ensure the console is on the main menu, then click the paper or paper stack you wish to send onto the console. After choosing the destination, it will print a copy at that console.&lt;br /&gt;
* Request Consoles are found inside of sub-departments and exist to send out information and requests throughout the vessel. It&#039;s a good idea to link your PDA if you want to keep an eye on it.&lt;br /&gt;
&lt;br /&gt;
====NTNet Relay Chat Client====&lt;br /&gt;
[[File:Modular_Computer.gif]][[File:Laptop_standby.gif]][[File:Tablet.png]]&lt;br /&gt;
This is a downloadable application that any device with a Network card and Storage can access. This includes most modular computers, including Laptops, Tablets, and many Departmental Consoles.&lt;br /&gt;
&lt;br /&gt;
* You can create your own Chatroom or join others. To do this, you will have to download the application on your device first, although most devices have it pre-installed.&lt;br /&gt;
* To access the application, you click the device that has the application, and simply click to join or create a room. You can change your nickname in the same area, as well as toggle administrative mode.&lt;br /&gt;
* Administrative mode is locked behind ID recognition hardware or Departmental Consoles.&lt;br /&gt;
&lt;br /&gt;
====Intercom====&lt;br /&gt;
[[File:Intercom.gif]]&lt;br /&gt;
Essentially a stationary station-bounced radio, intercoms ensure no department is without the ability to talk, so long as the vessel is still powered.&lt;br /&gt;
&lt;br /&gt;
* The intercom is capable of broadcasting and receiving from the vessel without telecomms being active and powered. It is the second line of defense when it comes to emergency communication.&lt;br /&gt;
* Clicking on the intercom allows you to toggle the microphone and speaker. The speaker is enabled by default.&lt;br /&gt;
* Most departments have special frequencies accessible only by their intercoms or bounced radios. Keep an eye out for them.&lt;br /&gt;
* Intercoms are found all over the vessel, very few rooms don&#039;t have one.&lt;br /&gt;
&lt;br /&gt;
====Ringer Terminal====&lt;br /&gt;
[[File:Bell-active.gif]]&lt;br /&gt;
A ringer terminal, PDAs can be linked to it.&lt;br /&gt;
&lt;br /&gt;
* Notifies any linked PDAs upon hitting the connected [[File:Ringer.png]] desk ringer.&lt;br /&gt;
* To enable or disable it, simply click it. &lt;br /&gt;
* Click it with your PDA in your hand to link it. The PDA should have an ID inside it, or it won&#039;t connect.&lt;br /&gt;
* Ringer terminals are most commonly found at department desks. &lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Communication_Devices&amp;diff=38904</id>
		<title>Guide to Communication Devices</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Communication_Devices&amp;diff=38904"/>
		<updated>2026-04-03T14:05:34Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Intercom polishing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spread throughout the Horizon, you will find multiple tools for Communication with your peers. This guide aims to help you do just that.&lt;br /&gt;
&lt;br /&gt;
===Hand-held Devices===&lt;br /&gt;
&lt;br /&gt;
====Headset====&lt;br /&gt;
[[File:Headset.png]]&lt;br /&gt;
The Headset is the main form of communication on the Horizon. You will use it every round, and every crew member has access to one at roundstart. You can examine your headset to see what channels it has access to, and the identifiers.&lt;br /&gt;
* &#039;&#039;&#039;:c&#039;&#039;&#039; for Command&lt;br /&gt;
* &#039;&#039;&#039;:s&#039;&#039;&#039; for Security&lt;br /&gt;
* &#039;&#039;&#039;:u&#039;&#039;&#039; for Supply&lt;br /&gt;
* &#039;&#039;&#039;:e&#039;&#039;&#039; for Engineering&lt;br /&gt;
* &#039;&#039;&#039;:m&#039;&#039;&#039; for Medical&lt;br /&gt;
* &#039;&#039;&#039;:n&#039;&#039;&#039; for Science&lt;br /&gt;
* &#039;&#039;&#039;:v&#039;&#039;&#039; for Service&lt;br /&gt;
* &#039;&#039;&#039;:z&#039;&#039;&#039; for Entertainment&lt;br /&gt;
* &#039;&#039;&#039;:h&#039;&#039;&#039; for quickly speaking on your departmental channel&lt;br /&gt;
* &#039;&#039;&#039;:y&#039;&#039;&#039; for Hailing, which is a special channel used to contact other vessels if they are within range&lt;br /&gt;
* &#039;&#039;&#039;:d&#039;&#039;&#039; for Expeditionary, which is a special channel used for personnel to communicate while away from the Horizon&lt;br /&gt;
* and just &#039;&#039;&#039;;&#039;&#039;&#039; for general channel&lt;br /&gt;
For your convenience, &amp;quot;:&amp;quot; can be replaced with &amp;quot;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====PDA Messaging Server====&lt;br /&gt;
[[File:Server.gif]][[File:PDA_standbye.gif]]&lt;br /&gt;
The PDA Server is available every round through telecommunications. It can be accessed through your PDA.&lt;br /&gt;
&lt;br /&gt;
* The PDA chat feature is active anywhere that telecomms is active. If telecomms goes down, so does the messaging server.&lt;br /&gt;
* To access this feature, simply access your PDA and click the &#039;Messenger&#039; button. You will get a full list of every active PDA, which can be clicked on to send text messages.&lt;br /&gt;
* The Messaging Server is a very unreliable form of communication, it&#039;s best used for casual conversation.&lt;br /&gt;
&lt;br /&gt;
====Station-bounced Radio====&lt;br /&gt;
[[File:Station_Bounced_Radio.png]]&lt;br /&gt;
A station bounced radio is a small, upright green device. The station bounced radio can not be modified or attached!&lt;br /&gt;
&lt;br /&gt;
* The station-bounced radio is capable of broadcasting and receiving from the vessel without Telecomms being active and powered. It is the first line of defense when it comes to emergency communication and one of the few options for communication while [[Guide_to_Away_Missions|off the ship]].&lt;br /&gt;
* Hold the Device in your pocket or hands and click it to enable the Microphone. The microphone must be enabled to broadcast. Keep in mind that the microphone catches and transmits &#039;&#039;&#039;everything&#039;&#039;&#039; you or others say.&lt;br /&gt;
* Alternatively, hold the Device in your hands and add &amp;quot;:r&amp;quot; or &amp;quot;:l&amp;quot; before your message to transmit just that message over the radio. Use &amp;quot;:r&amp;quot; if the device is in your right hand, and &amp;quot;:l&amp;quot; if it is in your left hand.&lt;br /&gt;
* Hold the Device in your pocket or hands and click it to enable the Speaker. The speaker must be enabled to receive communication.&lt;br /&gt;
* Many Departments have special frequencies accessible only by their intercomms and bounced radios. Keep an eye out for them.&lt;br /&gt;
* Station bounced radios can be printed from Autolathes.&lt;br /&gt;
&lt;br /&gt;
===Departmental Devices===&lt;br /&gt;
&lt;br /&gt;
====AI Holopad==== &lt;br /&gt;
[[File:Holopad_active.gif]][[File:Holopad0.png]]&lt;br /&gt;
A floor-mounted device for projecting holographic images.&lt;br /&gt;
&lt;br /&gt;
* The AI Holopad is capable of sending and receiving communication. It&#039;s most commonly used for personal communication with the AI, but the crew can call other Holopads as well to speak to each other.&lt;br /&gt;
* Stand on top of or next to the device, activate it, and choose to either contact the &#039;AI&#039; or &#039;Holocomms&#039;. Holocomms will give you a prompt to select the recipient Holopad.&lt;br /&gt;
* On receiving a Holocall, the recipient Holopad will ring until picked up.&lt;br /&gt;
* AI Holopads are found in most rooms where an intercom can be found, they are best used to contact and speak to specific Crewmembers without having to meet in person.&lt;br /&gt;
* A special variant of the AI Holopad can be found in certain command areas known as the Long-Range Holopad. This Holopad can only call other Long-Range Holopads and is used to contact other vessels.&lt;br /&gt;
&lt;br /&gt;
====Requests Console====&lt;br /&gt;
[[File:Req_comp-idle.gif]]&lt;br /&gt;
A console intended to send requests to different departments on the vessel.&lt;br /&gt;
&lt;br /&gt;
* The Requests Console is capable of printing forms, providing blank sheets of paper, sending faxes and sending messages to any other Request Console on the vessel.&lt;br /&gt;
* Move one tile away and click the device. It will bring up a menu with all of the information and buttons to operate the device.&lt;br /&gt;
** Request Supplies will allow you to message all &amp;quot;supplying&amp;quot; consoles such as the pharmacy, operations, etc.&lt;br /&gt;
** Request Assistance offers consoles designated for assistance.&lt;br /&gt;
** Send Anonymous Information allows anyone to send a report to Security and Command without revealing their identity. Useful if there is a fear of repercussions!&lt;br /&gt;
** Forms Database contains all SCC paperwork such as fax formats, reports, etc.&lt;br /&gt;
* The Console will blink when you receive messages from it. You can link your PDA to be notified directly. To link your PDA, click the Console with your PDA in your hand.&lt;br /&gt;
** Normal messages blink blue while high-priority messages blink between blue and orange.&lt;br /&gt;
** Faxes will beep when they are received, however do not cause the console to blink.&lt;br /&gt;
* To send a fax, ensure the console is on the main menu, then click the paper or paper stack you wish to send onto the console. After choosing the destination, it will print a copy at that console.&lt;br /&gt;
* Request Consoles are found inside of sub-departments and exist to send out information and requests throughout the vessel. It&#039;s a good idea to link your PDA if you want to keep an eye on it.&lt;br /&gt;
&lt;br /&gt;
====NTNet Relay Chat Client====&lt;br /&gt;
[[File:Modular_Computer.gif]][[File:Laptop_standby.gif]][[File:Tablet.png]]&lt;br /&gt;
This is a downloadable application that any device with a Network card and Storage can access. This includes most modular computers, including Laptops, Tablets, and many Departmental Consoles.&lt;br /&gt;
&lt;br /&gt;
* You can create your own Chatroom or join others. To do this, you will have to download the application on your device first, although most devices have it pre-installed.&lt;br /&gt;
* To access the application, you click the device that has the application, and simply click to join or create a room. You can change your nickname in the same area, as well as toggle administrative mode.&lt;br /&gt;
* Administrative mode is locked behind ID recognition hardware or Departmental Consoles.&lt;br /&gt;
&lt;br /&gt;
====Intercom====&lt;br /&gt;
[[File:Intercom.gif]]&lt;br /&gt;
Essentially a stationary station-bounced radio, intercoms ensure no department is without the ability to talk, so long as the vessel is still powered.&lt;br /&gt;
&lt;br /&gt;
* The intercom is capable of broadcasting and receiving from the vessel without telecomms being active and powered. It is the second line of defense when it comes to emergency communication.&lt;br /&gt;
* Clicking on the intercom allows you to toggle the microphone and speaker. The speaker is enabled by default.&lt;br /&gt;
* Most departments have special frequencies accessible only by their intercoms or bounced radios. Keep an eye out for them.&lt;br /&gt;
* Intercoms are found all over the vessel, very few rooms don&#039;t have one.&lt;br /&gt;
&lt;br /&gt;
====Ringer Terminal====&lt;br /&gt;
[[File:Bell-active.gif]]&lt;br /&gt;
A ringer terminal, PDAs can be linked to it.&lt;br /&gt;
&lt;br /&gt;
* Notifies any linked PDAs upon hitting the connected [[File:Ringer.png]] desk ringer.&lt;br /&gt;
* To enable or disable it, simply click it. &lt;br /&gt;
* Click it with your PDA in your hand to link it. The PDA should have an ID inside it, or it won&#039;t connect.&lt;br /&gt;
* Ringer terminals are most commonly found at department desks. &lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
</feed>