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		<id>https://wiki.aurorastation.org/index.php?title=The_Fleet_Of_The_Srom&amp;diff=29286</id>
		<title>The Fleet Of The Srom</title>
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		<updated>2023-07-30T23:23:22Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: &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 Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; for extended periods of time. This has led to a newfound cultural identity forming within the Fleet and being universally adopted by all of its members.&lt;br /&gt;
&lt;br /&gt;
During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the fleet will often leave the fleet for mandated cultural work at the age of 150&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur below the age of 150 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad have only been a thing for the past few years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship; this includes taking a Federation passport in the loadout. Escaped punished mind members will most likely have fake documents.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Fleet would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Fleet members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Fleet and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax and Zi&#039;Quarq falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Fleet has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
The Zi&#039;Pluax had fled Q&#039;elpi space around the same time as an increase in Marauder activity during &#039;&#039;&#039;July of 2464 CE&#039;&#039;&#039;, resulting in them being suspected of aiding the Marauders in some way and fleeing Federation authorities to evade punishment. Kala agents have worked tirelessly to investigate the matter, attempting to find the ship based on information acquired from fleet members abroad as well as flight patterns from just before contact was lost. It has been determined that a mutiny from the Punished Minds of the vessel allowed them to overtake the ship&#039;s security forces and commandeer the vessel.&lt;br /&gt;
&lt;br /&gt;
During the &#039;&#039;&#039;2464 CE mutiny&#039;&#039;&#039;, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising &#039;&#039;&#039;Ti&#039;Rakqi connections&#039;&#039;&#039;. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies. Federation citizens working abroad are expected to report any suspicious activity to their nearest Federation Representative. Those who are caught harbouring criminals or otherwise knowingly assisting them will see &#039;&#039;&#039;social credit score deductions, deportation, and criminal charges leading to rehabilitation.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the meantime, Captain Qua’Sar has allowed any Zi’Quarq crew, or members of the Zi’Pluax who escaped during the initial mutiny- either aboard the Zi’Quarq or through using escape pods, to &#039;&#039;&#039;extend their cultural exchange indefinitely.&#039;&#039;&#039; This invitation is only to members who are in good standing with both the Fleet and the Federation. These members are also allowed to freely travel between the Zi’Quarq and their work abroad when convenience and scheduling provides. Captain Qua’Sar does warn that cryo pod space is limited aboard the Zi’Quarq and members are expected to schedule their return with Zi’Quarq Fleet Command. The Zi’Quarq does however ask that returning members make a donation that is in some form intended to help the ship’s continual efforts and goals.&lt;br /&gt;
&lt;br /&gt;
===Captain Qua&#039;Sar&#039;s Press Conference===&lt;br /&gt;
&#039;&#039;[June 16th, 2465]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What exactly was the guidance vessel that Fleet Command evacuated on?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Were there any survivors on the Zi&#039;Quarq?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can you tell us about the mutiny aboard the Zi&#039;Pluax?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How was the mutiny successful?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What happens now?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes.&lt;br /&gt;
 &lt;br /&gt;
 We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members.&lt;br /&gt;
 &lt;br /&gt;
 As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Fleet were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Fleet and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Fleet to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
As of the &#039;&#039;&#039;2464 CE Mutiny&#039;&#039;&#039;; Skrell can choose to extend their cultural exchange indefinitely.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
==Notable Individuals==&lt;br /&gt;
&lt;br /&gt;
===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
&lt;br /&gt;
Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
Much of the Zi’Pluax is steeped in negative psionic energy due to the former Containment Zone members being allowed to roam freely aboard.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Fleet_Of_The_Srom&amp;diff=29285</id>
		<title>The Fleet Of The Srom</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Fleet_Of_The_Srom&amp;diff=29285"/>
		<updated>2023-07-30T23:22:44Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: Adds in Mutiny of 2464&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 Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
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Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; for extended periods of time. This has led to a newfound cultural identity forming within the Fleet and being universally adopted by all of its members.&lt;br /&gt;
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During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the fleet will often leave the fleet for mandated cultural work at the age of 150&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
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&#039;&#039;&#039;The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur below the age of 150 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad have only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship; this includes taking a Federation passport in the loadout. Escaped punished mind members will most likely have fake documents.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Fleet would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Fleet members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Fleet and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
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Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
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===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax and Zi&#039;Quarq falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
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The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Fleet has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
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==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
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Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
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Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
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During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
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==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
The Zi&#039;Pluax had fled Q&#039;elpi space around the same time as an increase in Marauder activity during &#039;&#039;&#039;July of 2464 CE&#039;&#039;&#039;, resulting in them being suspected of aiding the Marauders in some way and fleeing Federation authorities to evade punishment. Kala agents have worked tirelessly to investigate the matter, attempting to find the ship based on information acquired from fleet members abroad as well as flight patterns from just before contact was lost. It has been determined that a mutiny from the Punished Minds of the vessel allowed them to overtake the ship&#039;s security forces and commandeer the vessel.&lt;br /&gt;
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During the &#039;&#039;&#039;2464 CE mutiny&#039;&#039;&#039;, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
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There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising &#039;&#039;&#039;Ti&#039;Rakqi connections&#039;&#039;&#039;. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies. Federation citizens working abroad are expected to report any suspicious activity to their nearest Federation Representative. Those who are caught harbouring criminals or otherwise knowingly assisting them will see &#039;&#039;&#039;social credit score deductions, deportation, and criminal charges leading to rehabilitation.&#039;&#039;&#039;&lt;br /&gt;
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In the meantime, Captain Qua’Sar has allowed any Zi’Quarq crew, or members of the Zi’Pluax who escaped during the initial mutiny- either aboard the Zi’Quarq or through using escape pods, to &#039;&#039;&#039;extend their cultural exchange indefinitely.&#039;&#039;&#039; This invitation is only to members who are in good standing with both the Fleet and the Federation. These members are also allowed to freely travel between the Zi’Quarq and their work abroad when convenience and scheduling provides. Captain Qua’Sar does warn that cryo pod space is limited aboard the Zi’Quarq and members are expected to schedule their return with Zi’Quarq Fleet Command. The Zi’Quarq does however ask that returning members make a donation that is in some form intended to help the ship’s continual efforts and goals.&lt;br /&gt;
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===Captain Qua&#039;Sar&#039;s Press Conference===&lt;br /&gt;
&#039;&#039;[June 16th, 2465]&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;What exactly was the guidance vessel that Fleet Command evacuated on?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;Were there any survivors on the Zi&#039;Quarq?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;What can you tell us about the mutiny aboard the Zi&#039;Pluax?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;How was the mutiny successful?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;What happens now?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes.&lt;br /&gt;
 &lt;br /&gt;
 We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members.&lt;br /&gt;
 &lt;br /&gt;
 As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
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==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
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====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Fleet were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
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====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Fleet and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
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===Middle Decks===&lt;br /&gt;
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====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Fleet to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
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As of the &#039;&#039;&#039;2464 CE Mutiny&#039;&#039;&#039;; Skrell can choose to extend their cultural exchange indefinitely.&lt;br /&gt;
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====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
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===Lower Decks===&lt;br /&gt;
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====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
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====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
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==Notable Individuals==&lt;br /&gt;
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===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
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Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
Much of the Zi’Pluax is steeped in negative psionic energy due to the former Containment Zone members being allowed to roam freely aboard.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29284</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29284"/>
		<updated>2023-07-30T22:46:25Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* The Fleet of the Srom */&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;
=The Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; for extended periods of time. This has led to a newfound cultural identity forming within the Fleet and being universally adopted by all of its members.&lt;br /&gt;
&lt;br /&gt;
During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the fleet will often leave the fleet for mandated cultural work at the age of 150&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur below the age of 150 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad have only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship; this includes taking a Federation passport in the loadout. Escaped punished mind members will most likely have fake documents.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Fleet would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Fleet members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Fleet and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax and Zi&#039;Quarq falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Fleet has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
The Zi&#039;Pluax had fled Q&#039;elpi space around the same time as an increase in Marauder activity during &#039;&#039;&#039;July of 2464 CE&#039;&#039;&#039;, resulting in them being suspected of aiding the Marauders in some way and fleeing Federation authorities to evade punishment. Kala agents have worked tirelessly to investigate the matter, attempting to find the ship based on information acquired from fleet members abroad as well as flight patterns from just before contact was lost. It has been determined that a mutiny from the Punished Minds of the vessel allowed them to overtake the ship&#039;s security forces and commandeer the vessel.&lt;br /&gt;
&lt;br /&gt;
During the &#039;&#039;&#039;2464 CE mutiny&#039;&#039;&#039;, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising &#039;&#039;&#039;Ti&#039;Rakqi connections&#039;&#039;&#039;. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies. Federation citizens working abroad are expected to report any suspicious activity to their nearest Federation Representative. Those who are caught harbouring criminals or otherwise knowingly assisting them will see &#039;&#039;&#039;social credit score deductions, deportation, and criminal charges leading to rehabilitation.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the meantime, Captain Qua’Sar has allowed any Zi’Quarq crew, or members of the Zi’Pluax who escaped during the initial mutiny- either aboard the Zi’Quarq or through using escape pods, to &#039;&#039;&#039;extend their cultural exchange indefinitely.&#039;&#039;&#039; This invitation is only to members who are in good standing with both the Fleet and the Federation. These members are also allowed to freely travel between the Zi’Quarq and their work abroad when convenience and scheduling provides. Captain Qua’Sar does warn that cryo pod space is limited aboard the Zi’Quarq and members are expected to schedule their return with Zi’Quarq Fleet Command. The Zi’Quarq does however ask that returning members make a donation that is in some form intended to help the ship’s continual efforts and goals.&lt;br /&gt;
&lt;br /&gt;
===Captain Qua&#039;Sar&#039;s Press Conference===&lt;br /&gt;
&#039;&#039;[June 16th, 2465]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What exactly was the guidance vessel that Fleet Command evacuated on?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Were there any survivors on the Zi&#039;Quarq?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can you tell us about the mutiny aboard the Zi&#039;Pluax?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How was the mutiny successful?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What happens now?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes.&lt;br /&gt;
 &lt;br /&gt;
 We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members.&lt;br /&gt;
 &lt;br /&gt;
 As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Fleet were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Fleet and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Fleet to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
As of the &#039;&#039;&#039;2464 CE Mutiny&#039;&#039;&#039;; Skrell can choose to extend their cultural exchange indefinitely.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
==Notable Individuals==&lt;br /&gt;
&lt;br /&gt;
===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
&lt;br /&gt;
Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
Much of the Zi’Pluax is steeped in negative psionic energy due to the former Containment Zone members being allowed to roam freely aboard.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29283</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29283"/>
		<updated>2023-07-30T22:42:33Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Cultural Exchange Member */&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 Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the fleet will often leave the fleet for mandated cultural work at the age of 150&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur below the age of 150 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad have only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship; this includes taking a Federation passport in the loadout. Escaped punished mind members will most likely have fake documents.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
The Zi&#039;Pluax had fled Q&#039;elpi space around the same time as an increase in Marauder activity during &#039;&#039;&#039;July of 2464 CE&#039;&#039;&#039;, resulting in them being suspected of aiding the Marauders in some way and fleeing Federation authorities to evade punishment. Kala agents have worked tirelessly to investigate the matter, attempting to find the ship based on information acquired from fleet members abroad as well as flight patterns from just before contact was lost. It has been determined that a mutiny from the Punished Minds of the vessel allowed them to overtake the ship&#039;s security forces and commandeer the vessel.&lt;br /&gt;
&lt;br /&gt;
During the &#039;&#039;&#039;2464 CE mutiny&#039;&#039;&#039;, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising &#039;&#039;&#039;Ti&#039;Rakqi connections&#039;&#039;&#039;. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies. Federation citizens working abroad are expected to report any suspicious activity to their nearest Federation Representative. Those who are caught harbouring criminals or otherwise knowingly assisting them will see &#039;&#039;&#039;social credit score deductions, deportation, and criminal charges leading to rehabilitation.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the meantime, Captain Qua’Sar has allowed any Zi’Quarq crew, or members of the Zi’Pluax who escaped during the initial mutiny- either aboard the Zi’Quarq or through using escape pods, to &#039;&#039;&#039;extend their cultural exchange indefinitely.&#039;&#039;&#039; This invitation is only to members who are in good standing with both the Fleet and the Federation. These members are also allowed to freely travel between the Zi’Quarq and their work abroad when convenience and scheduling provides. Captain Qua’Sar does warn that cryo pod space is limited aboard the Zi’Quarq and members are expected to schedule their return with Zi’Quarq Fleet Command. The Zi’Quarq does however ask that returning members make a donation that is in some form intended to help the ship’s continual efforts and goals.&lt;br /&gt;
&lt;br /&gt;
===Captain Qua&#039;Sar&#039;s Press Conference===&lt;br /&gt;
&#039;&#039;[June 16th, 2465]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What exactly was the guidance vessel that Fleet Command evacuated on?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Were there any survivors on the Zi&#039;Quarq?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can you tell us about the mutiny aboard the Zi&#039;Pluax?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How was the mutiny successful?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What happens now?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes.&lt;br /&gt;
 &lt;br /&gt;
 We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members.&lt;br /&gt;
 &lt;br /&gt;
 As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
As of the &#039;&#039;&#039;2464 CE Mutiny&#039;&#039;&#039;; Skrell can choose to extend their cultural exchange indefinitely.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
==Notable Individuals==&lt;br /&gt;
&lt;br /&gt;
===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
&lt;br /&gt;
Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
Much of the Zi’Pluax is steeped in negative psionic energy due to the former Containment Zone members being allowed to roam freely aboard.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29282</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29282"/>
		<updated>2023-07-30T22:41:48Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Jul-Dronoq Viix */&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 Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the fleet will often leave the fleet for mandated cultural work at the age of 150&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur below the age of 150 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad have only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship; this includes taking a Federation passport in the loadout. Escaped punished mind members will most likely have fake documents.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
The Zi&#039;Pluax had fled Q&#039;elpi space around the same time as an increase in Marauder activity during &#039;&#039;&#039;July of 2464 CE&#039;&#039;&#039;, resulting in them being suspected of aiding the Marauders in some way and fleeing Federation authorities to evade punishment. Kala agents have worked tirelessly to investigate the matter, attempting to find the ship based on information acquired from fleet members abroad as well as flight patterns from just before contact was lost. It has been determined that a mutiny from the Punished Minds of the vessel allowed them to overtake the ship&#039;s security forces and commandeer the vessel.&lt;br /&gt;
&lt;br /&gt;
During the &#039;&#039;&#039;2464 CE mutiny&#039;&#039;&#039;, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising &#039;&#039;&#039;Ti&#039;Rakqi connections&#039;&#039;&#039;. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies. Federation citizens working abroad are expected to report any suspicious activity to their nearest Federation Representative. Those who are caught harbouring criminals or otherwise knowingly assisting them will see &#039;&#039;&#039;social credit score deductions, deportation, and criminal charges leading to rehabilitation.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the meantime, Captain Qua’Sar has allowed any Zi’Quarq crew, or members of the Zi’Pluax who escaped during the initial mutiny- either aboard the Zi’Quarq or through using escape pods, to &#039;&#039;&#039;extend their cultural exchange indefinitely.&#039;&#039;&#039; This invitation is only to members who are in good standing with both the Fleet and the Federation. These members are also allowed to freely travel between the Zi’Quarq and their work abroad when convenience and scheduling provides. Captain Qua’Sar does warn that cryo pod space is limited aboard the Zi’Quarq and members are expected to schedule their return with Zi’Quarq Fleet Command. The Zi’Quarq does however ask that returning members make a donation that is in some form intended to help the ship’s continual efforts and goals.&lt;br /&gt;
&lt;br /&gt;
===Captain Qua&#039;Sar&#039;s Press Conference===&lt;br /&gt;
&#039;&#039;[June 16th, 2465]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What exactly was the guidance vessel that Fleet Command evacuated on?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Were there any survivors on the Zi&#039;Quarq?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can you tell us about the mutiny aboard the Zi&#039;Pluax?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How was the mutiny successful?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What happens now?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes.&lt;br /&gt;
 &lt;br /&gt;
 We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members.&lt;br /&gt;
 &lt;br /&gt;
 As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
==Notable Individuals==&lt;br /&gt;
&lt;br /&gt;
===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
&lt;br /&gt;
Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
Much of the Zi’Pluax is steeped in negative psionic energy due to the former Containment Zone members being allowed to roam freely aboard.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29281</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29281"/>
		<updated>2023-07-30T22:40:45Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Mutiny of the Zi&amp;#039;Pluax */&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 Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the fleet will often leave the fleet for mandated cultural work at the age of 150&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur below the age of 150 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad have only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship; this includes taking a Federation passport in the loadout. Escaped punished mind members will most likely have fake documents.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
The Zi&#039;Pluax had fled Q&#039;elpi space around the same time as an increase in Marauder activity during &#039;&#039;&#039;July of 2464 CE&#039;&#039;&#039;, resulting in them being suspected of aiding the Marauders in some way and fleeing Federation authorities to evade punishment. Kala agents have worked tirelessly to investigate the matter, attempting to find the ship based on information acquired from fleet members abroad as well as flight patterns from just before contact was lost. It has been determined that a mutiny from the Punished Minds of the vessel allowed them to overtake the ship&#039;s security forces and commandeer the vessel.&lt;br /&gt;
&lt;br /&gt;
During the &#039;&#039;&#039;2464 CE mutiny&#039;&#039;&#039;, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising &#039;&#039;&#039;Ti&#039;Rakqi connections&#039;&#039;&#039;. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies. Federation citizens working abroad are expected to report any suspicious activity to their nearest Federation Representative. Those who are caught harbouring criminals or otherwise knowingly assisting them will see &#039;&#039;&#039;social credit score deductions, deportation, and criminal charges leading to rehabilitation.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the meantime, Captain Qua’Sar has allowed any Zi’Quarq crew, or members of the Zi’Pluax who escaped during the initial mutiny- either aboard the Zi’Quarq or through using escape pods, to &#039;&#039;&#039;extend their cultural exchange indefinitely.&#039;&#039;&#039; This invitation is only to members who are in good standing with both the Fleet and the Federation. These members are also allowed to freely travel between the Zi’Quarq and their work abroad when convenience and scheduling provides. Captain Qua’Sar does warn that cryo pod space is limited aboard the Zi’Quarq and members are expected to schedule their return with Zi’Quarq Fleet Command. The Zi’Quarq does however ask that returning members make a donation that is in some form intended to help the ship’s continual efforts and goals.&lt;br /&gt;
&lt;br /&gt;
===Captain Qua&#039;Sar&#039;s Press Conference===&lt;br /&gt;
&#039;&#039;[June 16th, 2465]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What exactly was the guidance vessel that Fleet Command evacuated on?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Were there any survivors on the Zi&#039;Quarq?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can you tell us about the mutiny aboard the Zi&#039;Pluax?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How was the mutiny successful?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What happens now?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes.&lt;br /&gt;
 &lt;br /&gt;
 We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members.&lt;br /&gt;
 &lt;br /&gt;
 As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
==Notable Individuals==&lt;br /&gt;
&lt;br /&gt;
===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
&lt;br /&gt;
Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29280</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29280"/>
		<updated>2023-07-30T22:40:28Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Mutiny of the Zi&amp;#039;Pluax */&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 Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the fleet will often leave the fleet for mandated cultural work at the age of 150&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur below the age of 150 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad have only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship; this includes taking a Federation passport in the loadout. Escaped punished mind members will most likely have fake documents.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
The Zi&#039;Pluax had fled Q&#039;elpi space around the same time as an increase in Marauder activity during &#039;&#039;&#039;July of 2464&#039;&#039;&#039;, resulting in them being suspected of aiding the Marauders in some way and fleeing Federation authorities to evade punishment. Kala agents have worked tirelessly to investigate the matter, attempting to find the ship based on information acquired from fleet members abroad as well as flight patterns from just before contact was lost. It has been determined that a mutiny from the Punished Minds of the vessel allowed them to overtake the ship&#039;s security forces and commandeer the vessel.&lt;br /&gt;
&lt;br /&gt;
During the &#039;&#039;&#039;2464 mutiny&#039;&#039;&#039;, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising &#039;&#039;&#039;Ti&#039;Rakqi connections&#039;&#039;&#039;. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies. Federation citizens working abroad are expected to report any suspicious activity to their nearest Federation Representative. Those who are caught harbouring criminals or otherwise knowingly assisting them will see &#039;&#039;&#039;social credit score deductions, deportation, and criminal charges leading to rehabilitation.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the meantime, Captain Qua’Sar has allowed any Zi’Quarq crew, or members of the Zi’Pluax who escaped during the initial mutiny- either aboard the Zi’Quarq or through using escape pods, to &#039;&#039;&#039;extend their cultural exchange indefinitely.&#039;&#039;&#039; This invitation is only to members who are in good standing with both the Fleet and the Federation. These members are also allowed to freely travel between the Zi’Quarq and their work abroad when convenience and scheduling provides. Captain Qua’Sar does warn that cryo pod space is limited aboard the Zi’Quarq and members are expected to schedule their return with Zi’Quarq Fleet Command. The Zi’Quarq does however ask that returning members make a donation that is in some form intended to help the ship’s continual efforts and goals.&lt;br /&gt;
&lt;br /&gt;
===Captain Qua&#039;Sar&#039;s Press Conference===&lt;br /&gt;
&#039;&#039;[June 16th, 2465]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What exactly was the guidance vessel that Fleet Command evacuated on?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Were there any survivors on the Zi&#039;Quarq?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can you tell us about the mutiny aboard the Zi&#039;Pluax?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How was the mutiny successful?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What happens now?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes.&lt;br /&gt;
 &lt;br /&gt;
 We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members.&lt;br /&gt;
 &lt;br /&gt;
 As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
==Notable Individuals==&lt;br /&gt;
&lt;br /&gt;
===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
&lt;br /&gt;
Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29279</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29279"/>
		<updated>2023-07-30T22:39:05Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Mutiny of the Zi&amp;#039;Pluax */&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 Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the fleet will often leave the fleet for mandated cultural work at the age of 150&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur below the age of 150 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad have only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship; this includes taking a Federation passport in the loadout. Escaped punished mind members will most likely have fake documents.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
The Zi&#039;Pluax had fled Q&#039;elpi space around the same time as an increase in Marauder activity during July of 2464, resulting in them being suspected of aiding the Marauders in some way and fleeing Federation authorities to evade punishment. Kala agents have worked tirelessly to investigate the matter, attempting to find the ship based on information acquired from fleet members abroad as well as flight patterns from just before contact was lost. It has been determined that a mutiny from the Punished Minds of the vessel allowed them to overtake the ship&#039;s security forces and commandeer the vessel.&lt;br /&gt;
&lt;br /&gt;
During the 2464 mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies. Federation citizens working abroad are expected to report any suspicious activity to their nearest Federation Representative. Those who are caught harbouring criminals or otherwise knowingly assisting them will see social credit score deductions, deportation, and criminal charges leading to rehabilitation.&lt;br /&gt;
&lt;br /&gt;
In the meantime, Captain Qua’Sar has allowed any Zi’Quarq crew, or members of the Zi’Pluax who escaped during the initial mutiny- either aboard the Zi’Quarq or through using escape pods, to extend their cultural exchange indefinitely. This invitation is only to members who are in good standing with both the Fleet and the Federation. These members are also allowed to freely travel between the Zi’Quarq and their work abroad when convenience and scheduling provides. Captain Qua’Sar does warn that cryo pod space is limited aboard the Zi’Quarq and members are expected to schedule their return with Zi’Quarq Fleet Command. The Zi’Quarq does however ask that returning members make a donation that is in some form intended to help the ship’s continual efforts and goals.&lt;br /&gt;
&lt;br /&gt;
===Captain Qua&#039;Sar&#039;s Press Conference===&lt;br /&gt;
&#039;&#039;[June 16th, 2465]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What exactly was the guidance vessel that Fleet Command evacuated on?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Were there any survivors on the Zi&#039;Quarq?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can you tell us about the mutiny aboard the Zi&#039;Pluax?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How was the mutiny successful?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What happens now?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes.&lt;br /&gt;
 &lt;br /&gt;
 We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members.&lt;br /&gt;
 &lt;br /&gt;
 As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
==Notable Individuals==&lt;br /&gt;
&lt;br /&gt;
===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
&lt;br /&gt;
Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29278</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29278"/>
		<updated>2023-07-30T22:38:11Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Mutiny of the Zi&amp;#039;Pluax */&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 Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the fleet will often leave the fleet for mandated cultural work at the age of 150&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur below the age of 150 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad have only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship; this includes taking a Federation passport in the loadout. Escaped punished mind members will most likely have fake documents.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
The Zi&#039;Pluax had fled Q&#039;elpi space around the same time as an increase in Marauder activity during July of 2464, resulting in them being suspected of aiding the Marauders in some way and fleeing Federation authorities to evade punishment. Kala agents have worked tirelessly to investigate the matter, attempting to find the ship based on information acquired from fleet members abroad as well as flight patterns from just before contact was lost. It has been determined that a mutiny from the Punished Minds of the vessel were able to overtake the ship&#039;s security forces and commandeer the vessel.&lt;br /&gt;
&lt;br /&gt;
During the 2464 mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies. Federation citizens working abroad are expected to report any suspicious activity to their nearest Federation Representative. Those who are caught harbouring criminals or otherwise knowingly assisting them will see social credit score deductions, deportation, and criminal charges leading to rehabilitation.&lt;br /&gt;
&lt;br /&gt;
In the meantime, Captain Qua’Sar has allowed any Zi’Quarq crew, or members of the Zi’Pluax who escaped during the initial mutiny- either aboard the Zi’Quarq or through using escape pods, to extend their cultural exchange indefinitely. This invitation is only to members who are in good standing with both the Fleet and the Federation. These members are also allowed to freely travel between the Zi’Quarq and their work abroad when convenience and scheduling provides. Captain Qua’Sar does warn that cryo pod space is limited aboard the Zi’Quarq and members are expected to schedule their return with Zi’Quarq Fleet Command. The Zi’Quarq does however ask that returning members make a donation that is in some form intended to help the ship’s continual efforts and goals.&lt;br /&gt;
&lt;br /&gt;
===Captain Qua&#039;Sar&#039;s Press Conference===&lt;br /&gt;
&#039;&#039;[June 16th, 2465]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What exactly was the guidance vessel that Fleet Command evacuated on?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Were there any survivors on the Zi&#039;Quarq?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can you tell us about the mutiny aboard the Zi&#039;Pluax?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How was the mutiny successful?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What happens now?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes.&lt;br /&gt;
 &lt;br /&gt;
 We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members.&lt;br /&gt;
 &lt;br /&gt;
 As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
==Notable Individuals==&lt;br /&gt;
&lt;br /&gt;
===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
&lt;br /&gt;
Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29277</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29277"/>
		<updated>2023-07-30T22:36:23Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Captain Qua&amp;#039;Sar&amp;#039;s press conference */&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 Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the fleet will often leave the fleet for mandated cultural work at the age of 150&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur below the age of 150 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad have only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship; this includes taking a Federation passport in the loadout. Escaped punished mind members will most likely have fake documents.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
&lt;br /&gt;
During the 2464 mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies. Federation citizens working abroad are expected to report any suspicious activity to their nearest Federation Representative. Those who are caught harbouring criminals or otherwise knowingly assisting them will see social credit score deductions, deportation, and criminal charges leading to rehabilitation.&lt;br /&gt;
&lt;br /&gt;
In the meantime, Captain Qua’Sar has allowed any Zi’Quarq crew, or members of the Zi’Pluax who escaped during the initial mutiny- either aboard the Zi’Quarq or through using escape pods, to extend their cultural exchange indefinitely. This invitation is only to members who are in good standing with both the Fleet and the Federation. These members are also allowed to freely travel between the Zi’Quarq and their work abroad when convenience and scheduling provides. Captain Qua’Sar does warn that cryo pod space is limited aboard the Zi’Quarq and members are expected to schedule their return with Zi’Quarq Fleet Command. The Zi’Quarq does however ask that returning members make a donation that is in some form intended to help the ship’s continual efforts and goals.&lt;br /&gt;
&lt;br /&gt;
===Captain Qua&#039;Sar&#039;s Press Conference===&lt;br /&gt;
&#039;&#039;[June 16th, 2465]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What exactly was the guidance vessel that Fleet Command evacuated on?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Were there any survivors on the Zi&#039;Quarq?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can you tell us about the mutiny aboard the Zi&#039;Pluax?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How was the mutiny successful?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What happens now?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes.&lt;br /&gt;
 &lt;br /&gt;
 We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members.&lt;br /&gt;
 &lt;br /&gt;
 As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
==Notable Individuals==&lt;br /&gt;
&lt;br /&gt;
===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
&lt;br /&gt;
Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29276</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29276"/>
		<updated>2023-07-30T22:35:25Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Mutiny of the Zi&amp;#039;Pluax */&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 Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the fleet will often leave the fleet for mandated cultural work at the age of 150&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur below the age of 150 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad have only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship; this includes taking a Federation passport in the loadout. Escaped punished mind members will most likely have fake documents.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
&lt;br /&gt;
During the 2464 mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies. Federation citizens working abroad are expected to report any suspicious activity to their nearest Federation Representative. Those who are caught harbouring criminals or otherwise knowingly assisting them will see social credit score deductions, deportation, and criminal charges leading to rehabilitation.&lt;br /&gt;
&lt;br /&gt;
In the meantime, Captain Qua’Sar has allowed any Zi’Quarq crew, or members of the Zi’Pluax who escaped during the initial mutiny- either aboard the Zi’Quarq or through using escape pods, to extend their cultural exchange indefinitely. This invitation is only to members who are in good standing with both the Fleet and the Federation. These members are also allowed to freely travel between the Zi’Quarq and their work abroad when convenience and scheduling provides. Captain Qua’Sar does warn that cryo pod space is limited aboard the Zi’Quarq and members are expected to schedule their return with Zi’Quarq Fleet Command. The Zi’Quarq does however ask that returning members make a donation that is in some form intended to help the ship’s continual efforts and goals.&lt;br /&gt;
&lt;br /&gt;
===Captain Qua&#039;Sar&#039;s press conference===&lt;br /&gt;
&#039;&#039;[June 16th, 2465]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What exactly was the guidance vessel that Fleet Command evacuated on?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Were there any survivors on the Zi&#039;Quarq?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can you tell us about the mutiny aboard the Zi&#039;Pluax?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How was the mutiny successful?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What happens now?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes.&lt;br /&gt;
 &lt;br /&gt;
 We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members.&lt;br /&gt;
 &lt;br /&gt;
 As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
==Notable Individuals==&lt;br /&gt;
&lt;br /&gt;
===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
&lt;br /&gt;
Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29275</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29275"/>
		<updated>2023-07-30T22:34:47Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: &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 Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the fleet will often leave the fleet for mandated cultural work at the age of 150&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur below the age of 150 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad have only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship; this includes taking a Federation passport in the loadout. Escaped punished mind members will most likely have fake documents.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies. Federation citizens working abroad are expected to report any suspicious activity to their nearest Federation Representative. Those who are caught harbouring criminals or otherwise knowingly assisting them will see social credit score deductions, deportation, and criminal charges leading to rehabilitation.&lt;br /&gt;
&lt;br /&gt;
In the meantime, Captain Qua’Sar has allowed any Zi’Quarq crew, or members of the Zi’Pluax who escaped during the initial mutiny- either aboard the Zi’Quarq or through using escape pods, to extend their cultural exchange indefinitely. This invitation is only to members who are in good standing with both the Fleet and the Federation. These members are also allowed to freely travel between the Zi’Quarq and their work abroad when convenience and scheduling provides. Captain Qua’Sar does warn that cryo pod space is limited aboard the Zi’Quarq and members are expected to schedule their return with Zi’Quarq Fleet Command. The Zi’Quarq does however ask that returning members make a donation that is in some form intended to help the ship’s continual efforts and goals.&lt;br /&gt;
&lt;br /&gt;
===Captain Qua&#039;Sar&#039;s press conference===&lt;br /&gt;
&#039;&#039;[June 16th, 2465]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What exactly was the guidance vessel that Fleet Command evacuated on?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Were there any survivors on the Zi&#039;Quarq?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can you tell us about the mutiny aboard the Zi&#039;Pluax?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How was the mutiny successful?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What happens now?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes.&lt;br /&gt;
 &lt;br /&gt;
 We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members.&lt;br /&gt;
 &lt;br /&gt;
 As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
==Notable Individuals==&lt;br /&gt;
&lt;br /&gt;
===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
&lt;br /&gt;
Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29274</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29274"/>
		<updated>2023-07-30T22:34:13Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* The Fleet of 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;
&lt;br /&gt;
=The Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the fleet will often leave the fleet for mandated cultural work at the age of 150&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur below the age of 150 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad have only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship; this includes taking a Federation passport in the loadout. Escaped punished mind members will most likely have fake documents.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies. Federation citizens working abroad are expected to report any suspicious activity to their nearest Federation Representative. Those who are caught harbouring criminals or otherwise knowingly assisting them will see social credit score deductions, deportation, and criminal charges leading to rehabilitation.&lt;br /&gt;
&lt;br /&gt;
In the meantime, Captain Qua’Sar has allowed any Zi’Quarq crew, or members of the Zi’Pluax who escaped during the initial mutiny- either aboard the Zi’Quarq or through using escape pods, to extend their cultural exchange indefinitely. This invitation is only to members who are in good standing with both the Fleet and the Federation. These members are also allowed to freely travel between the Zi’Quarq and their work abroad when convenience and scheduling provides. Captain Qua’Sar does warn that cryo pod space is limited aboard the Zi’Quarq and members are expected to schedule their return with Zi’Quarq Fleet Command. The Zi’Quarq does however ask that returning members make a donation that is in some form intended to help the ship’s continual efforts and goals.&lt;br /&gt;
&lt;br /&gt;
===Captain Qua&#039;Sar&#039;s press conference===&lt;br /&gt;
&#039;&#039;[June 16th, 2465]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What exactly was the guidance vessel that Fleet Command evacuated on?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Were there any survivors on the Zi&#039;Quarq?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can you tell us about the mutiny aboard the Zi&#039;Pluax?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How was the mutiny successful?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What happens now?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes.&lt;br /&gt;
 &lt;br /&gt;
 We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members.&lt;br /&gt;
 &lt;br /&gt;
 As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
==Notable Individuals==&lt;br /&gt;
&lt;br /&gt;
===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
&lt;br /&gt;
Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29273</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29273"/>
		<updated>2023-07-30T22:33:27Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: &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;
=The Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the fleet will often left the fleet for mandated cultural work from the ages of 150-250&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur below the age of 150 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad have only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship; this includes taking a Federation passport in the loadout. Escaped punished mind members will most likely have fake documents.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies. Federation citizens working abroad are expected to report any suspicious activity to their nearest Federation Representative. Those who are caught harbouring criminals or otherwise knowingly assisting them will see social credit score deductions, deportation, and criminal charges leading to rehabilitation.&lt;br /&gt;
&lt;br /&gt;
In the meantime, Captain Qua’Sar has allowed any Zi’Quarq crew, or members of the Zi’Pluax who escaped during the initial mutiny- either aboard the Zi’Quarq or through using escape pods, to extend their cultural exchange indefinitely. This invitation is only to members who are in good standing with both the Fleet and the Federation. These members are also allowed to freely travel between the Zi’Quarq and their work abroad when convenience and scheduling provides. Captain Qua’Sar does warn that cryo pod space is limited aboard the Zi’Quarq and members are expected to schedule their return with Zi’Quarq Fleet Command. The Zi’Quarq does however ask that returning members make a donation that is in some form intended to help the ship’s continual efforts and goals.&lt;br /&gt;
&lt;br /&gt;
===Captain Qua&#039;Sar&#039;s press conference===&lt;br /&gt;
&#039;&#039;[June 16th, 2465]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What exactly was the guidance vessel that Fleet Command evacuated on?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Were there any survivors on the Zi&#039;Quarq?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can you tell us about the mutiny aboard the Zi&#039;Pluax?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How was the mutiny successful?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What happens now?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes.&lt;br /&gt;
 &lt;br /&gt;
 We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members.&lt;br /&gt;
 &lt;br /&gt;
 As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
==Notable Individuals==&lt;br /&gt;
&lt;br /&gt;
===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
&lt;br /&gt;
Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29272</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29272"/>
		<updated>2023-07-30T22:32:24Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Mutiny of the Zi&amp;#039;Pluax */&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 Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the fleet will often left the fleet for mandated cultural work from the ages of 150-250&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur outside of the ages 150-250 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad has only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship; this includes taking a Federation passport in the loadout. Escaped punished mind members will most likely have fake documents.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies. Federation citizens working abroad are expected to report any suspicious activity to their nearest Federation Representative. Those who are caught harbouring criminals or otherwise knowingly assisting them will see social credit score deductions, deportation, and criminal charges leading to rehabilitation.&lt;br /&gt;
&lt;br /&gt;
In the meantime, Captain Qua’Sar has allowed any Zi’Quarq crew, or members of the Zi’Pluax who escaped during the initial mutiny- either aboard the Zi’Quarq or through using escape pods, to extend their cultural exchange indefinitely. This invitation is only to members who are in good standing with both the Fleet and the Federation. These members are also allowed to freely travel between the Zi’Quarq and their work abroad when convenience and scheduling provides. Captain Qua’Sar does warn that cryo pod space is limited aboard the Zi’Quarq and members are expected to schedule their return with Zi’Quarq Fleet Command. The Zi’Quarq does however ask that returning members make a donation that is in some form intended to help the ship’s continual efforts and goals.&lt;br /&gt;
&lt;br /&gt;
===Captain Qua&#039;Sar&#039;s press conference===&lt;br /&gt;
&#039;&#039;[June 16th, 2465]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What exactly was the guidance vessel that Fleet Command evacuated on?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Were there any survivors on the Zi&#039;Quarq?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can you tell us about the mutiny aboard the Zi&#039;Pluax?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How was the mutiny successful?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What happens now?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes.&lt;br /&gt;
 &lt;br /&gt;
 We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members.&lt;br /&gt;
 &lt;br /&gt;
 As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
==Notable Individuals==&lt;br /&gt;
&lt;br /&gt;
===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
&lt;br /&gt;
Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29271</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29271"/>
		<updated>2023-07-30T22:31:48Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Mutiny of the Zi&amp;#039;Pluax */&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 Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the fleet will often left the fleet for mandated cultural work from the ages of 150-250&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur outside of the ages 150-250 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad has only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship; this includes taking a Federation passport in the loadout. Escaped punished mind members will most likely have fake documents.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies. Federation citizens working abroad are expected to report any suspicious activity to their nearest Federation Representative. Those who are caught harbouring criminals or otherwise knowingly assisting them will see social credit score deductions, deportation, and criminal charges leading to rehabilitation.&lt;br /&gt;
&lt;br /&gt;
In the meantime, Captain Qua’Sar has allowed any Zi’Quarq crew, or members of the Zi’Pluax who escaped during the initial mutiny- either aboard the Zi’Quarq or through using escape pods, to extend their cultural exchange indefinitely. This invitation is only to members who are in good standing with both the Fleet and the Federation. These members are also allowed to freely travel between the Zi’Quarq and their work abroad when convenience and scheduling provides. Captain Qua’Sar does warn that cryo pod space is limited aboard the Zi’Quarq and members are expected to schedule their return with Zi’Quarq Fleet Command. The Zi’Quarq does however ask that returning members make a donation that is in some form intended to help the ship’s continual efforts and goals.&lt;br /&gt;
&lt;br /&gt;
=== Excerpts from Captain Qua&#039;Sar&#039;s press conference [June 16th, 2465]. ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What exactly was the guidance vessel that Fleet Command evacuated on?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Were there any survivors on the Zi&#039;Quarq?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can you tell us about the mutiny aboard the Zi&#039;Pluax?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How was the mutiny successful?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What happens now?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes.&lt;br /&gt;
 &lt;br /&gt;
 We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members.&lt;br /&gt;
 &lt;br /&gt;
 As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
==Notable Individuals==&lt;br /&gt;
&lt;br /&gt;
===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
&lt;br /&gt;
Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29270</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29270"/>
		<updated>2023-07-30T22:30:22Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Mutiny of the Zi&amp;#039;Pluax */&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 Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the fleet will often left the fleet for mandated cultural work from the ages of 150-250&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur outside of the ages 150-250 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad has only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship; this includes taking a Federation passport in the loadout. Escaped punished mind members will most likely have fake documents.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
Excerpts from Captain Qua&#039;Sar&#039;s press conference [June 16th, 2465].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What exactly was the guidance vessel that Fleet Command evacuated on?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Were there any survivors on the Zi&#039;Quarq?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can you tell us about the mutiny aboard the Zi&#039;Pluax?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How was the mutiny successful?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What happens now?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes.&lt;br /&gt;
 &lt;br /&gt;
 We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members.&lt;br /&gt;
 &lt;br /&gt;
 As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
==Notable Individuals==&lt;br /&gt;
&lt;br /&gt;
===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
&lt;br /&gt;
Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29269</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29269"/>
		<updated>2023-07-30T22:29:53Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Mutiny of the Zi&amp;#039;Pluax */&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 Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the fleet will often left the fleet for mandated cultural work from the ages of 150-250&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur outside of the ages 150-250 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad has only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship; this includes taking a Federation passport in the loadout. Escaped punished mind members will most likely have fake documents.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
Excerpts from Captain Qua&#039;Sar&#039;s press conference [June 16th, 2465].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What exactly was the guidance vessel that Fleet Command evacuated on?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Were there any survivors on the Zi&#039;Quarq?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can you tell us about the mutiny aboard the Zi&#039;Pluax?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How was the mutiny successful?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What happens now?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes. &lt;br /&gt;
&lt;br /&gt;
 &amp;quot;We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members. &lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
==Notable Individuals==&lt;br /&gt;
&lt;br /&gt;
===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
&lt;br /&gt;
Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29268</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29268"/>
		<updated>2023-07-30T22:29:18Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Mutiny of the Zi&amp;#039;Pluax */&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 Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the fleet will often left the fleet for mandated cultural work from the ages of 150-250&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur outside of the ages 150-250 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad has only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship; this includes taking a Federation passport in the loadout. Escaped punished mind members will most likely have fake documents.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
Excerpts from Captain Qua&#039;Sar&#039;s press conference [June 16th, 2465].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What exactly was the guidance vessel that Fleet Command evacuated on?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Were there any survivors on the Zi&#039;Quarq?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can you tell us about the mutiny aboard the Zi&#039;Pluax?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How was the mutiny successful?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What happens now?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes. We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. &lt;br /&gt;
We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members. &lt;br /&gt;
As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
==Notable Individuals==&lt;br /&gt;
&lt;br /&gt;
===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
&lt;br /&gt;
Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29267</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29267"/>
		<updated>2023-07-30T22:28:27Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Mutiny of the Zi&amp;#039;Pluax */&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 Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the fleet will often left the fleet for mandated cultural work from the ages of 150-250&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur outside of the ages 150-250 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad has only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship; this includes taking a Federation passport in the loadout. Escaped punished mind members will most likely have fake documents.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
Excerpts from Captain Qua&#039;Sar&#039;s press conference.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What exactly was the guidance vessel that Fleet Command evacuated on?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Were there any survivors on the Zi&#039;Quarq?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can you tell us about the mutiny aboard the Zi&#039;Pluax?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How was the mutiny successful?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What happens now?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes. We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members. As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
==Notable Individuals==&lt;br /&gt;
&lt;br /&gt;
===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
&lt;br /&gt;
Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29266</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29266"/>
		<updated>2023-07-30T22:27:55Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* The Fleet of the Srom */&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;
=The Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the fleet will often left the fleet for mandated cultural work from the ages of 150-250&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur outside of the ages 150-250 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad has only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship; this includes taking a Federation passport in the loadout. Escaped punished mind members will most likely have fake documents.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
Excerpts from Captain Qua&#039;Sar&#039;s press conference.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What exactly was the guidance vessel that Fleet Command evacuated on?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Were there any survivors on the Zi&#039;Quarq?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can you tell us about the mutiny aboard the Zi&#039;Pluax?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How was the mutiny successful?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What happens now?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes. We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members. As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
==Notable Individuals==&lt;br /&gt;
&lt;br /&gt;
===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
&lt;br /&gt;
Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29265</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29265"/>
		<updated>2023-07-30T22:26:34Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* The Fleet of 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;
&lt;br /&gt;
=The Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the Zi&#039;Pluax will often left the fleet for mandated cultural work from the ages of 150-250&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur outside of the ages 150-250 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad has only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship; this includes taking a Federation passport in the loadout. Escaped punished mind members will most likely have fake documents.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
Excerpts from Captain Qua&#039;Sar&#039;s press conference.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What exactly was the guidance vessel that Fleet Command evacuated on?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Were there any survivors on the Zi&#039;Quarq?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can you tell us about the mutiny aboard the Zi&#039;Pluax?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How was the mutiny successful?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What happens now?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes. We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members. As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
==Notable Individuals==&lt;br /&gt;
&lt;br /&gt;
===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
&lt;br /&gt;
Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29264</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29264"/>
		<updated>2023-07-30T22:24:38Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Captain Za&amp;#039;Sha Qua&amp;#039;Sar */&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 Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the Zi&#039;Pluax will often left the fleet for mandated cultural work from the ages of 150-250&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur outside of the ages 150-250 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad has only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship despite the Fleet considering itself independent; this includes taking a Federation passport in the loadout.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
Excerpts from Captain Qua&#039;Sar&#039;s press conference.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What exactly was the guidance vessel that Fleet Command evacuated on?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Were there any survivors on the Zi&#039;Quarq?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can you tell us about the mutiny aboard the Zi&#039;Pluax?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How was the mutiny successful?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What happens now?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes. We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members. As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
==Notable Individuals==&lt;br /&gt;
&lt;br /&gt;
===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
&lt;br /&gt;
Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29263</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29263"/>
		<updated>2023-07-30T22:24:22Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Mutiny of the Zi&amp;#039;Pluax */&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 Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the Zi&#039;Pluax will often left the fleet for mandated cultural work from the ages of 150-250&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur outside of the ages 150-250 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad has only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship despite the Fleet considering itself independent; this includes taking a Federation passport in the loadout.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
Excerpts from Captain Qua&#039;Sar&#039;s press conference.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What exactly was the guidance vessel that Fleet Command evacuated on?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Were there any survivors on the Zi&#039;Quarq?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can you tell us about the mutiny aboard the Zi&#039;Pluax?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How was the mutiny successful?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What happens now?&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes. We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members. As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
==Notable Individuals==&lt;br /&gt;
&lt;br /&gt;
===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
 Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
&lt;br /&gt;
Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29262</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29262"/>
		<updated>2023-07-30T22:22:49Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Mutiny of the Zi&amp;#039;Pluax */&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 Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the Zi&#039;Pluax will often left the fleet for mandated cultural work from the ages of 150-250&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur outside of the ages 150-250 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad has only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship despite the Fleet considering itself independent; this includes taking a Federation passport in the loadout.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
 &amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes. We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members. As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
==Notable Individuals==&lt;br /&gt;
&lt;br /&gt;
===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
 Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
&lt;br /&gt;
Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29261</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29261"/>
		<updated>2023-07-30T22:22:23Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: &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 Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq; &#039;&#039;&#039;which has recently been rediscovered in 2465&#039;&#039;&#039;. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax and Zi&#039;Quarq have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
During initial contact, the Zi&#039;Pluax had declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experienced little to no interruption from the government beyond preventative surveillance. The fleet command declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the Zi&#039;Pluax will often left the fleet for mandated cultural work from the ages of 150-250&#039;&#039;&#039;, something that had been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who had been disconnected from the ship’s Srom and they often found themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
The Zi&#039;Pluax&#039;s location is currently unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and their open involvement and [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. Fleet of the Srom Command members are now based out of the Zi&#039;Quarq and all operations will resume as normal from the vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur outside of the ages 150-250 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad has only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship despite the Fleet considering itself independent; this includes taking a Federation passport in the loadout.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Mutiny of the Zi&#039;Pluax==&lt;br /&gt;
&amp;quot;While our ship was moving through the Q&#039;elpi region the Zi&#039;Pluax detected a faint signal from a previously unexplored asteroid field… it appeared to be a faint SOS signal used by Skrellian vessels, so we moved in to investigate. As we maneuvered closer and made visual contact, we realised that it was our guidance vessel - the Zi&#039;Quarq - that we had lost contact with in the late 21st century. It is a modest vessel when compared to the Zi’Pluax, but its importance to our people and our fleet&#039;s history cannot be understated..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unfortunately, we discovered only the command members of the Zi&#039;Quarq still alive, locked away in cryosleep- an event not dissimilar to the situation faced on the Zi&#039;Pluax. Due to the limited number of cryosleep pods, many opted to live the rest of their life normally. While it was a welcome surprise to see our fellow fleet members, we were obviously not anticipating that they took the same drastic measures that we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Without revealing too much information regarding an ongoing investigation, I can tell you this: we believe that the mutiny was pre-planned. Many members of Fleet Command- myself included- along with several other members, elected to board the Zi&#039;Quarq once we realised what we discovered. While we were assessing the situation, members of Fleet Command that stayed behind opted to seize the ship… along with members that were held in the Containment Zone. We believe these members of the fleet have held anti-Federation views since rediscovery, and have bided their time until they could seize the ship and flee without any bloodshed. Without loyalist command members, and with members from the Containment Zone taking part, we are assuming that the regular crew have been strong-armed into following the Zi&#039;Pluax&#039;s new commanding officers and their goals. We don&#039;t know what their plan is exactly, but we do believe that the rediscovery of the Zi&#039;Quarq while in proximity to Marauder activity was not just a coincidence; the rogue fleet is more than likely now moving to a Marauder stronghold in order to offer their services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We were able to receive garbled communications from loyal members still aboard the Zi&#039;Pluax during the mutiny. As far as we can tell, the defunct research wing was used to outfit members held in the Containment Zone with improvised weapons, including drug-delivering devices such as aerosol grenades and makeshift stun batons. While we were well underway on the Zi&#039;Quarq, the traitorous members still aboard the Zi&#039;Pluax opened up the checkpoints to the Containment Zone and allowed its members to overwhelm security forces. As of now, we believe what is left of the loyalist members of the crew are locked up in the Containment Zone; a true perversion of justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;As of now, members of the fleet who are loyal to the Federation are represented by the Zi&#039;Quarq, while the mutineers and those who ally themselves with them are represented by the Zi&#039;Pluax. In the past we had elected to keep our distance from the Federation, instead choosing to lead our own path- while still adhering to the laws of the Federation and its Grand Council. With the threat that our ship poses being led by our Punished Minds, we can no longer offer nothing less than our full cooperation in good conscience. What resources we have left will be put towards finding and intercepting the Zi&#039;Pluax, preventing the Marauders from using the ship for their own nefarious purposes. We strongly urge our Qu&#039;Draa abroad to make contact with us or their nearest Federation officials, and to disassociate themselves with the Zi&#039;Pluax - those found still loyal or otherwise in contact with the Zi&#039;Pluax will be considered accomplices to the mutiny, and criminals under Federation law. We have already begun repairs on the Zi&#039;Quarq and expect to be fully operational soon. While keeping in mind that space is even more limited now that we are based out of our old guidance vessel, we still encourage members to return to the fleet- at least to reconnect before going back out to the Federation and wider Spur. We welcome you with open arms. I have also taken on a new position on the Zi&#039;Quarq… the role of Captain; elected by vote amongst the remaining loyal Fleet Command members. I will have overall authority over the Zi&#039;Quarq and its members. As before, I have spearheaded the implementation of a new Containment Zone for those we have found supporting the mutiny aboard the Zi&#039;Pluax, and the Nralakk Federation has agreed to allow us to take responsibility for handling the punishment of rogue fleet members. I am saddened to say that already our Containment Zone aboard the Zi’Quarq has a sizable population… The Zi&#039;Quarq will be accepting donations and new members as we complete repairs and install new cryo pods and hydroponic bays for returning members. Our new home is already well on its way to be outfitted with the majority of what we need, but we lack materials and specialised labour that we unfortunately lost due to the mutiny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
==Notable Individuals==&lt;br /&gt;
&lt;br /&gt;
===Captain Za&#039;Sha Qua&#039;Sar===&lt;br /&gt;
 Quvs. Qua&#039;Sar has been one of the leading voices aboard the Zi&#039;Pluax since the ship was first rediscovered in 2560. Officially, the fleet ran on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claimed Quvs. Qua&#039;Sar as the closest thing to a Captain the Zi&#039;Pluax has. During the Zi&#039;Pluax&#039;s escape to the marauder systems Quvs. Qua&#039;Sar has officially taken the title of Captain of the Fleet of the Srom.&lt;br /&gt;
&lt;br /&gt;
Za&#039;Sha Qua&#039;Sar has been given credit for implementing the &amp;quot;Containment Zone&amp;quot;, a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi&#039;Pluax&#039;s crew to work abroad.&lt;br /&gt;
&lt;br /&gt;
===Jul-Dronoq Viix===&lt;br /&gt;
&lt;br /&gt;
During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi&#039;Pluax.&lt;br /&gt;
&lt;br /&gt;
There are concerns that the Marauder-aligned Zi&#039;Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti&#039;Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi&#039;Pluax to fund itself and its new allies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29260</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=29260"/>
		<updated>2023-07-30T22:07:17Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: &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;
=The Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq and it has still not been found. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
Since contact, the Zi&#039;Pluax has declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experience little to no interruption from the government beyond preventative surveillance. The fleet command has declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the Zi&#039;Pluax will often leave the fleet for mandated cultural work from the ages of 150-250&#039;&#039;&#039;, something that has recently been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
The Zi&#039;Pluax is currently missing as of &#039;&#039;&#039;15/07/2464&#039;&#039;&#039;, with its location unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and the possibility of their [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. No Zi’Pluax members abroad or off-ship know where the Zi’Pluax has fled to; although many have their ideas. While those left behind are not currently under suspicion, members of the Fleet within Federation space are under stricter regulations regarding their freedom of movement. Members of the fleet wishing to go abroad must undergo more in-depth screenings and report to a Federation representative on a regular basis.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur outside of the ages 150-250 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad has only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship despite the Fleet considering itself independent; this includes taking a Federation passport in the loadout.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Fleet_Of_The_Srom&amp;diff=28842</id>
		<title>The Fleet Of The Srom</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Fleet_Of_The_Srom&amp;diff=28842"/>
		<updated>2023-06-03T21:59:47Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* The Fleet of 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;
&lt;br /&gt;
=The Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq and it has still not been found. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
Since contact, the Zi&#039;Pluax has declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experience little to no interruption from the government beyond preventative surveillance. The fleet command has declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the Zi&#039;Pluax will often leave the fleet for mandated cultural work from the ages of 150-250&#039;&#039;&#039;, something that has recently been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
The Zi&#039;Pluax is currently missing as of &#039;&#039;&#039;15/07/2464&#039;&#039;&#039;, with its location unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and the possibility of their [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. No Zi’Pluax members abroad or off-ship know where the Zi’Pluax has fled to; although many have their ideas. While those left behind are not currently under suspicion, members of the Fleet within Federation space are under stricter regulations regarding their freedom of movement. Members of the fleet wishing to go abroad must undergo more in-depth screenings and report to a Federation representative on a regular basis.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur outside of the ages 150-250 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad has only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship despite the Fleet considering itself independent; this includes taking a Federation passport in the loadout.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=28638</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=28638"/>
		<updated>2023-04-22T17:30:54Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Skrell Ethnicities */&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 Ethnicities=&lt;br /&gt;
&lt;br /&gt;
Since diverging from a shared ancestor known as the &amp;quot;Proto-Skrell&amp;quot; approximately ten million years ago, the [[Skrell]] are divided mainly into three ethnic groups: &#039;&#039;&#039;Axiori (Aquatics)&#039;&#039;&#039;, &#039;&#039;&#039;Xiialt (Coastals)&#039;&#039;&#039;, and &#039;&#039;&#039;Xiiori (Hybrids)&#039;&#039;&#039;. The variations between the two are due to adaptations to better fit their environment, while interbreeding maintained genetic diversity in both groups.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For information on how Skrell subspecies view each other outside of the Nralakk Federation see [[Starlight_Zone#Cross-Subspecies_Hostility|Starlight Zone]].&#039;&#039;&lt;br /&gt;
[[File:Skrell Subspecies.png|450px|thumb|left|A depiction of the three different Skrell subspecies. Those who had prominent Axiori/Xiiori/Xiialt ancestors will have facial structures resembling those above. It is possible for Xiialt to look like Axiori, and vice versa, depending on ancestry. &#039;&#039;Art by Låmp Inspector #5516&#039;&#039;]]&lt;br /&gt;
===Axiori===&lt;br /&gt;
Axiori, which can be approximately translated to “aquatics” or “ocean-dwellers”, are notably better adapted to survive within the depths of the Homeworld’s seas. Typically sporting much more pronounced webbings for faster swimming, as well as larger and more monocular eyes to better perceive their environment. They also tend to posses longer tails that are more fish-like in nature. These tails act as a rudder; making them capable of changing direction at high speeds when underwater. The high-pressure environments in which they thrived and evolved have also resulted in a lower metabolic rate for the ethnicity, resulting in easier fat accrual.&lt;br /&gt;
&lt;br /&gt;
Axiori, on average, tend to have far more raw psionic potential when compared to the Xiialt. Many studies that have dived into the topic in an attempt to answer why this occurs, suggest that is due to increased psionic usage and repeated interbreeding further strengthened these natural capabilities. Axiori also tend to have much darker skin tones, a trait believed to have helped them camouflage within the dark, deep depths of the Homeworld’s oceans many millennia ago.&lt;br /&gt;
&lt;br /&gt;
After the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Axioris Ranaera&#039;&#039;&#039; the Axiori lived in a relative primitive age for much longer than the Xiialt. While metallurgy was discovered by the Xiialt around the year &#039;&#039;&#039;~12000 BCE&#039;&#039;&#039; the Axiori lagged behind due to their lack of fire. This caused true metal production to lag far behind for the Axiori; starting when information between the two subspecies was shared around &#039;&#039;&#039;~10000 BCE&#039;&#039;&#039; due to Xiialt and Axiori coming back into contact. This relationship stays consistent today with many technological advancements being done above-water leading Axiori culture to emphasize traditional labor over research. Because of this lag in development the Axiori grew closer familial bonds than that of the Xiialt and communities of Axiori feel closer knit even to this day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For prominent Axiori cities and settlements see [[Qerrbalak#Cities_and_Landmarks|Qerr&#039;wesi, Eriuyushi, and Xy&#039;laxi]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Xiialt===&lt;br /&gt;
Xiialt can be approximately translated to “coastals” or “land-dwellers”. These Skrell are the biological cousins of the Axiori. They tend to be somewhat short, but the stout nature of the Xiialt helped them traverse the rough nature of their biome with bipedal movement. Due to this, their feet are somewhat bigger than those of an Axiori and their leg muscles are more defined. It is theorized that this helped early Xiialt outrun predators on land. Xiialt also tend to be much leaner; this is due to their slightly higher metabolic rate due to the abundant presence of food on the surface. While Xiialt are better adapted to live on land they are still able to breathe and see underwater; however, their swimming is not as agile. Those of Xiialt ancestry are more likely to not have a tail at all; however, if they do posses one- it is often short and resembles that of a turtle.&lt;br /&gt;
&lt;br /&gt;
Xiialt, on average, tend to have far less raw psionic potential when compared to the Axiori. It is theorized that the early population boom played a role in this. For instance, Xiialt societies were dense and well populated. This helped to ward off predators but it also staved natural selection and resulted in the ethnicity’s lower psionic potential. Continued interbreeding within the ethnicity resulted in lowered psionic potential and has led to stark differences between the subspecies.&lt;br /&gt;
&lt;br /&gt;
After the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Xiialtus Ranaera&#039;&#039;&#039; the Xiialt advanced technologically at a much faster rate than the Axiori. Quickly discovering metallurgy around the year &#039;&#039;&#039;~12000 BCE&#039;&#039;&#039; and advancing their research, the Xiialt were often far ahead the Axiori in terms of development. As a consequence, Xiialt occupy a large portion of the Federation&#039;s research and science society; however, this does not mean they are necessarily smarter. The different cultural shifts experienced at the beginning of the Ranaera Skrellis offshoot allowed Xiialt culture to place more emphasis on scientific curiosity than that of the Axiori. Due to this cultural divide the Xiialt often value their workplace bonds higher than that of their familial bonds; however, both are still important.&lt;br /&gt;
&lt;br /&gt;
===Xiiori===&lt;br /&gt;
Xiiori can be approximately translated to “hybrids”. These Skrell are the off-spring of a Xiialt and an Axiori (and in some cases a Xiiori and a Xiialt/Axiori). Xiiori genes typically tend to lean more towards their Axiori ancestry. This is due to most Axiori genes being dominant; therefore, Xiiori have more psionic potential than Xiialt but less than pure-blooded Axioris. Typically, a Xiiori will look like a 60/40 split when it comes to their Axiori and Xiialt parents. There is little to no discrimination towards Xiiori from either Axiori or Xiialt; however, Xiiori are at a greater risk for many of the disorders that plague Skrell (often having at least one). Xiiori will most likely have a tail (unless they are the off-spring of a Xiiori and a Xiialt). Those with mixed ancestry will often have a fringed tail resembling an axolotl&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: When playing a Xiiori you must pick the subspecies and tails that most closely resembles your character. You may also denote that your character is a Xiiori in your medical records and/or flavor text; however, this is not necessary if your character has a proper mix of body markings and tails.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Hybridization====&lt;br /&gt;
While most [[Skrell]] originally mated within their own ethnicities, as society evolved it became increasingly common to interbreed. This resulted in the designation of a new group known as the &#039;&#039;&#039;Xiiori (Hybrid)&#039;&#039;&#039;, a combination of its parent ethnicities. Due to the X&#039;Lu&#039;oa, however, a growing portion of newborn [[Skrell]] are Xiiori, which has all but ensured the slow decline of the other ethnicities as their DNA becomes more blurred in the face of the X&#039;Lu&#039;oa crisis.&lt;br /&gt;
&lt;br /&gt;
==Colours and Markings==&lt;br /&gt;
&lt;br /&gt;
Body colour is divided along species lines, with Axiori taking the darker colours and Xiialt taking the brighter colours; Axiori can naturally have dark shades of purple, red, brown or blue, while Xiialt will have lighter shades of yellow, green, blue, or red. The distinction also extends to body markings, with Axiori having simpler markings in comparison to Xiialt. Xiiori, just like with other physical attributes, will take after both their Axiori and Xiialt parents, with the Axiori genes being more dominant. The offspring of a red Axiori with dot markings and a blue Xiialt with splotches could create a purple-coloured Xiiori - with the markings being either a mix of both or just one. There is enough variance in both subspecies for outliers in natural body colour existing without being Xiiori, although modern-day spa treatments and the species&#039; societal views make this an unremarkable phenomenon.&lt;br /&gt;
&lt;br /&gt;
Diet can influence colouration, but cannot change a Skrell&#039;s colour entirely. The process can take a few years for any observable changes or it can be sped up by eating high quantities of food with the desired pigment, reducing the time from a few years to only a year. Through diet, a Skrell can change the shade of their skin to be lighter or darker depending on what they have been eating, but the most observable change is in the stomach region and any markings; bright yellow spots may turn brown over time if a Skrell only eats food containing dark pigments, or the abdomen could change from white to orange if their diet contains a lot of orange pigments.&lt;br /&gt;
&lt;br /&gt;
Spas are common enough both within and outside the Federation that unless finding themselves deep within the frontiers of space, Skrell are able to change how they look without being beholden to what was once unique to their subspecies; Spa treatments allow for any combination of colour or pattern and are neither especially promoted nor frowned upon by Skrell. This cosmetic genetic modification allows for Axiori to sport bright, vibrant colours and Xiialt to have deep, rich colours, or staying with their natural colouration. Spa treatments are permanent and can be passed onto offspring, while changes caused by diet will not carry onto offspring. Skrell are also known to use spa treatments to give themselves some form of advantage, in the same vein as animals evolving to better suit their environment; [[Aliose]] and [[New Gibson]] are notable examples of this, as Skrell hailing from both are known to undergo spa treatments that give them pale, opaque skin to further insulate themselves from the cold. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Examples of Skrell natural colours, along with an example of a Skrell who has had spa treatments&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|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|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|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|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|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 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;
==History==&lt;br /&gt;
Largely considered lost to the ravages of time, it is only through archaeological evidence excavated from numerous locations across [[Qerrbalak]] that the Skrell are able to gather even minuscule amounts of factual information. Through a combination of both archaeological excavations, and a bit of oral history passed through the generations, it is believed that &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; (the first Skrell) diverged from a primarily sea-dwelling creature. It is at some point in the development of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; that specific circumstances tailored the evolutionary path of the species to begin developing the ability to use psionics; mostly as a method of continued survival. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; really only expanded onto the surface of [[Qerrbalak]] after several extinction events that proved to be in skrellian favor. It was here that the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Axioris Ranaera&#039;&#039;&#039; and &#039;&#039;&#039;Xiialtus Ranaera&#039;&#039;&#039;. Whilst viewed upon as ethnicities in the modern-day, they are both in fact subspecies of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; that developed separately to live either primarily within the shallows and depths or along the coasts and dryer regions of the Homeworld. &lt;br /&gt;
&lt;br /&gt;
[[File:ZroseChart.png|thumb|350px|left|alt=ZroseGraph|Axiori typically have a higher number of psionically adept individuals compared to the Xiialt, while psionic receptivity doesn&#039;t appear to have any correlation with ethnicity.]]&lt;br /&gt;
&lt;br /&gt;
==Psionic Differences== &lt;br /&gt;
&lt;br /&gt;
While both have a similar range of intellectual ability, the Axiori tend to have a higher number of psionic prodigies than their counterparts. It is theorised that this occurs due to genes passed down from the Proto-Skrell, which are significantly more common in the Axiori (recorded to have interbred with the Proto-Skrell until their eventual extinction) than the Xiialt. The discovery, pioneered by Psionic Analysis professor [[Notable Skrell|Yleshir Zrose]], was titled the &#039;&#039;&#039;Zrose Graph&#039;&#039;&#039;. They conducted numerous inquiries into the psionic inclinations of both ethnicities during the [[Skrell History#Modernization And A Changing Era|modernisation of Skrell culture]] in the early 2300s BCE.&lt;br /&gt;
&lt;br /&gt;
The Zrose Graph is typically used as a visual representation of a Skrell&#039;s psionic ability - usually displayed after a Skrell has undergone a Psionic Capability Test where Skrell are tested on their psionic receptiveness by highly trained Skrell known as Nlom&#039;Qalq, roughly translated into Tau Ceti Basic as Wake Examiner. High-scoring individuals are pursued, oftentimes rather doggedly, by Federation officials and pressured into taking opportunities relating to either the Starkeepers or Sromkala. Those who refuse and fail to find an alternate path fast enough may soon find other doors to be closed to them—and the Federation is more than happy to extend a hand to such individuals, placing them in a role where their talent would not go unappreciated.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=28637</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=28637"/>
		<updated>2023-04-22T17:30:43Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Skrell Ethnicities */&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 Ethnicities=&lt;br /&gt;
&lt;br /&gt;
Since diverging from a shared ancestor known as the &amp;quot;Proto-Skrell&amp;quot; approximately ten million years ago, the [[Skrell]] are divided mainly into three ethnic groups: &#039;&#039;&#039;Axiori (Aquatics)&#039;&#039;&#039;, &#039;&#039;&#039;Xiialt (Coastals)&#039;&#039;&#039;, and &#039;&#039;&#039;Xiiori (Hybrids)&#039;&#039;&#039;. The variations between the two are due to adaptations to better fit their environment, while interbreeding maintained genetic diversity in both groups.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For information on how Skrell subspecies view each other outside of the Nralakk Federation see [[Starlight_Zone#Cross-Subspecies_Hostility|Starlight Zone]].&#039;&#039;&lt;br /&gt;
[[File:Skrell Subspecies.png|475px|thumb|left|A depiction of the three different Skrell subspecies. Those who had prominent Axiori/Xiiori/Xiialt ancestors will have facial structures resembling those above. It is possible for Xiialt to look like Axiori, and vice versa, depending on ancestry. &#039;&#039;Art by Låmp Inspector #5516&#039;&#039;]]&lt;br /&gt;
===Axiori===&lt;br /&gt;
Axiori, which can be approximately translated to “aquatics” or “ocean-dwellers”, are notably better adapted to survive within the depths of the Homeworld’s seas. Typically sporting much more pronounced webbings for faster swimming, as well as larger and more monocular eyes to better perceive their environment. They also tend to posses longer tails that are more fish-like in nature. These tails act as a rudder; making them capable of changing direction at high speeds when underwater. The high-pressure environments in which they thrived and evolved have also resulted in a lower metabolic rate for the ethnicity, resulting in easier fat accrual.&lt;br /&gt;
&lt;br /&gt;
Axiori, on average, tend to have far more raw psionic potential when compared to the Xiialt. Many studies that have dived into the topic in an attempt to answer why this occurs, suggest that is due to increased psionic usage and repeated interbreeding further strengthened these natural capabilities. Axiori also tend to have much darker skin tones, a trait believed to have helped them camouflage within the dark, deep depths of the Homeworld’s oceans many millennia ago.&lt;br /&gt;
&lt;br /&gt;
After the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Axioris Ranaera&#039;&#039;&#039; the Axiori lived in a relative primitive age for much longer than the Xiialt. While metallurgy was discovered by the Xiialt around the year &#039;&#039;&#039;~12000 BCE&#039;&#039;&#039; the Axiori lagged behind due to their lack of fire. This caused true metal production to lag far behind for the Axiori; starting when information between the two subspecies was shared around &#039;&#039;&#039;~10000 BCE&#039;&#039;&#039; due to Xiialt and Axiori coming back into contact. This relationship stays consistent today with many technological advancements being done above-water leading Axiori culture to emphasize traditional labor over research. Because of this lag in development the Axiori grew closer familial bonds than that of the Xiialt and communities of Axiori feel closer knit even to this day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For prominent Axiori cities and settlements see [[Qerrbalak#Cities_and_Landmarks|Qerr&#039;wesi, Eriuyushi, and Xy&#039;laxi]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Xiialt===&lt;br /&gt;
Xiialt can be approximately translated to “coastals” or “land-dwellers”. These Skrell are the biological cousins of the Axiori. They tend to be somewhat short, but the stout nature of the Xiialt helped them traverse the rough nature of their biome with bipedal movement. Due to this, their feet are somewhat bigger than those of an Axiori and their leg muscles are more defined. It is theorized that this helped early Xiialt outrun predators on land. Xiialt also tend to be much leaner; this is due to their slightly higher metabolic rate due to the abundant presence of food on the surface. While Xiialt are better adapted to live on land they are still able to breathe and see underwater; however, their swimming is not as agile. Those of Xiialt ancestry are more likely to not have a tail at all; however, if they do posses one- it is often short and resembles that of a turtle.&lt;br /&gt;
&lt;br /&gt;
Xiialt, on average, tend to have far less raw psionic potential when compared to the Axiori. It is theorized that the early population boom played a role in this. For instance, Xiialt societies were dense and well populated. This helped to ward off predators but it also staved natural selection and resulted in the ethnicity’s lower psionic potential. Continued interbreeding within the ethnicity resulted in lowered psionic potential and has led to stark differences between the subspecies.&lt;br /&gt;
&lt;br /&gt;
After the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Xiialtus Ranaera&#039;&#039;&#039; the Xiialt advanced technologically at a much faster rate than the Axiori. Quickly discovering metallurgy around the year &#039;&#039;&#039;~12000 BCE&#039;&#039;&#039; and advancing their research, the Xiialt were often far ahead the Axiori in terms of development. As a consequence, Xiialt occupy a large portion of the Federation&#039;s research and science society; however, this does not mean they are necessarily smarter. The different cultural shifts experienced at the beginning of the Ranaera Skrellis offshoot allowed Xiialt culture to place more emphasis on scientific curiosity than that of the Axiori. Due to this cultural divide the Xiialt often value their workplace bonds higher than that of their familial bonds; however, both are still important.&lt;br /&gt;
&lt;br /&gt;
===Xiiori===&lt;br /&gt;
Xiiori can be approximately translated to “hybrids”. These Skrell are the off-spring of a Xiialt and an Axiori (and in some cases a Xiiori and a Xiialt/Axiori). Xiiori genes typically tend to lean more towards their Axiori ancestry. This is due to most Axiori genes being dominant; therefore, Xiiori have more psionic potential than Xiialt but less than pure-blooded Axioris. Typically, a Xiiori will look like a 60/40 split when it comes to their Axiori and Xiialt parents. There is little to no discrimination towards Xiiori from either Axiori or Xiialt; however, Xiiori are at a greater risk for many of the disorders that plague Skrell (often having at least one). Xiiori will most likely have a tail (unless they are the off-spring of a Xiiori and a Xiialt). Those with mixed ancestry will often have a fringed tail resembling an axolotl&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: When playing a Xiiori you must pick the subspecies and tails that most closely resembles your character. You may also denote that your character is a Xiiori in your medical records and/or flavor text; however, this is not necessary if your character has a proper mix of body markings and tails.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Hybridization====&lt;br /&gt;
While most [[Skrell]] originally mated within their own ethnicities, as society evolved it became increasingly common to interbreed. This resulted in the designation of a new group known as the &#039;&#039;&#039;Xiiori (Hybrid)&#039;&#039;&#039;, a combination of its parent ethnicities. Due to the X&#039;Lu&#039;oa, however, a growing portion of newborn [[Skrell]] are Xiiori, which has all but ensured the slow decline of the other ethnicities as their DNA becomes more blurred in the face of the X&#039;Lu&#039;oa crisis.&lt;br /&gt;
&lt;br /&gt;
==Colours and Markings==&lt;br /&gt;
&lt;br /&gt;
Body colour is divided along species lines, with Axiori taking the darker colours and Xiialt taking the brighter colours; Axiori can naturally have dark shades of purple, red, brown or blue, while Xiialt will have lighter shades of yellow, green, blue, or red. The distinction also extends to body markings, with Axiori having simpler markings in comparison to Xiialt. Xiiori, just like with other physical attributes, will take after both their Axiori and Xiialt parents, with the Axiori genes being more dominant. The offspring of a red Axiori with dot markings and a blue Xiialt with splotches could create a purple-coloured Xiiori - with the markings being either a mix of both or just one. There is enough variance in both subspecies for outliers in natural body colour existing without being Xiiori, although modern-day spa treatments and the species&#039; societal views make this an unremarkable phenomenon.&lt;br /&gt;
&lt;br /&gt;
Diet can influence colouration, but cannot change a Skrell&#039;s colour entirely. The process can take a few years for any observable changes or it can be sped up by eating high quantities of food with the desired pigment, reducing the time from a few years to only a year. Through diet, a Skrell can change the shade of their skin to be lighter or darker depending on what they have been eating, but the most observable change is in the stomach region and any markings; bright yellow spots may turn brown over time if a Skrell only eats food containing dark pigments, or the abdomen could change from white to orange if their diet contains a lot of orange pigments.&lt;br /&gt;
&lt;br /&gt;
Spas are common enough both within and outside the Federation that unless finding themselves deep within the frontiers of space, Skrell are able to change how they look without being beholden to what was once unique to their subspecies; Spa treatments allow for any combination of colour or pattern and are neither especially promoted nor frowned upon by Skrell. This cosmetic genetic modification allows for Axiori to sport bright, vibrant colours and Xiialt to have deep, rich colours, or staying with their natural colouration. Spa treatments are permanent and can be passed onto offspring, while changes caused by diet will not carry onto offspring. Skrell are also known to use spa treatments to give themselves some form of advantage, in the same vein as animals evolving to better suit their environment; [[Aliose]] and [[New Gibson]] are notable examples of this, as Skrell hailing from both are known to undergo spa treatments that give them pale, opaque skin to further insulate themselves from the cold. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Examples of Skrell natural colours, along with an example of a Skrell who has had spa treatments&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|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|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|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|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|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 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;
==History==&lt;br /&gt;
Largely considered lost to the ravages of time, it is only through archaeological evidence excavated from numerous locations across [[Qerrbalak]] that the Skrell are able to gather even minuscule amounts of factual information. Through a combination of both archaeological excavations, and a bit of oral history passed through the generations, it is believed that &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; (the first Skrell) diverged from a primarily sea-dwelling creature. It is at some point in the development of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; that specific circumstances tailored the evolutionary path of the species to begin developing the ability to use psionics; mostly as a method of continued survival. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; really only expanded onto the surface of [[Qerrbalak]] after several extinction events that proved to be in skrellian favor. It was here that the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Axioris Ranaera&#039;&#039;&#039; and &#039;&#039;&#039;Xiialtus Ranaera&#039;&#039;&#039;. Whilst viewed upon as ethnicities in the modern-day, they are both in fact subspecies of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; that developed separately to live either primarily within the shallows and depths or along the coasts and dryer regions of the Homeworld. &lt;br /&gt;
&lt;br /&gt;
[[File:ZroseChart.png|thumb|350px|left|alt=ZroseGraph|Axiori typically have a higher number of psionically adept individuals compared to the Xiialt, while psionic receptivity doesn&#039;t appear to have any correlation with ethnicity.]]&lt;br /&gt;
&lt;br /&gt;
==Psionic Differences== &lt;br /&gt;
&lt;br /&gt;
While both have a similar range of intellectual ability, the Axiori tend to have a higher number of psionic prodigies than their counterparts. It is theorised that this occurs due to genes passed down from the Proto-Skrell, which are significantly more common in the Axiori (recorded to have interbred with the Proto-Skrell until their eventual extinction) than the Xiialt. The discovery, pioneered by Psionic Analysis professor [[Notable Skrell|Yleshir Zrose]], was titled the &#039;&#039;&#039;Zrose Graph&#039;&#039;&#039;. They conducted numerous inquiries into the psionic inclinations of both ethnicities during the [[Skrell History#Modernization And A Changing Era|modernisation of Skrell culture]] in the early 2300s BCE.&lt;br /&gt;
&lt;br /&gt;
The Zrose Graph is typically used as a visual representation of a Skrell&#039;s psionic ability - usually displayed after a Skrell has undergone a Psionic Capability Test where Skrell are tested on their psionic receptiveness by highly trained Skrell known as Nlom&#039;Qalq, roughly translated into Tau Ceti Basic as Wake Examiner. High-scoring individuals are pursued, oftentimes rather doggedly, by Federation officials and pressured into taking opportunities relating to either the Starkeepers or Sromkala. Those who refuse and fail to find an alternate path fast enough may soon find other doors to be closed to them—and the Federation is more than happy to extend a hand to such individuals, placing them in a role where their talent would not go unappreciated.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=28636</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=28636"/>
		<updated>2023-04-22T17:30:30Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Skrell Ethnicities */&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 Ethnicities=&lt;br /&gt;
&lt;br /&gt;
Since diverging from a shared ancestor known as the &amp;quot;Proto-Skrell&amp;quot; approximately ten million years ago, the [[Skrell]] are divided mainly into three ethnic groups: &#039;&#039;&#039;Axiori (Aquatics)&#039;&#039;&#039;, &#039;&#039;&#039;Xiialt (Coastals)&#039;&#039;&#039;, and &#039;&#039;&#039;Xiiori (Hybrids)&#039;&#039;&#039;. The variations between the two are due to adaptations to better fit their environment, while interbreeding maintained genetic diversity in both groups.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For information on how Skrell subspecies view each other outside of the Nralakk Federation see [[Starlight_Zone#Cross-Subspecies_Hostility|Starlight Zone]].&#039;&#039;&lt;br /&gt;
[[File:Skrell Subspecies.png|490px|thumb|left|A depiction of the three different Skrell subspecies. Those who had prominent Axiori/Xiiori/Xiialt ancestors will have facial structures resembling those above. It is possible for Xiialt to look like Axiori, and vice versa, depending on ancestry. &#039;&#039;Art by Låmp Inspector #5516&#039;&#039;]]&lt;br /&gt;
===Axiori===&lt;br /&gt;
Axiori, which can be approximately translated to “aquatics” or “ocean-dwellers”, are notably better adapted to survive within the depths of the Homeworld’s seas. Typically sporting much more pronounced webbings for faster swimming, as well as larger and more monocular eyes to better perceive their environment. They also tend to posses longer tails that are more fish-like in nature. These tails act as a rudder; making them capable of changing direction at high speeds when underwater. The high-pressure environments in which they thrived and evolved have also resulted in a lower metabolic rate for the ethnicity, resulting in easier fat accrual.&lt;br /&gt;
&lt;br /&gt;
Axiori, on average, tend to have far more raw psionic potential when compared to the Xiialt. Many studies that have dived into the topic in an attempt to answer why this occurs, suggest that is due to increased psionic usage and repeated interbreeding further strengthened these natural capabilities. Axiori also tend to have much darker skin tones, a trait believed to have helped them camouflage within the dark, deep depths of the Homeworld’s oceans many millennia ago.&lt;br /&gt;
&lt;br /&gt;
After the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Axioris Ranaera&#039;&#039;&#039; the Axiori lived in a relative primitive age for much longer than the Xiialt. While metallurgy was discovered by the Xiialt around the year &#039;&#039;&#039;~12000 BCE&#039;&#039;&#039; the Axiori lagged behind due to their lack of fire. This caused true metal production to lag far behind for the Axiori; starting when information between the two subspecies was shared around &#039;&#039;&#039;~10000 BCE&#039;&#039;&#039; due to Xiialt and Axiori coming back into contact. This relationship stays consistent today with many technological advancements being done above-water leading Axiori culture to emphasize traditional labor over research. Because of this lag in development the Axiori grew closer familial bonds than that of the Xiialt and communities of Axiori feel closer knit even to this day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For prominent Axiori cities and settlements see [[Qerrbalak#Cities_and_Landmarks|Qerr&#039;wesi, Eriuyushi, and Xy&#039;laxi]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Xiialt===&lt;br /&gt;
Xiialt can be approximately translated to “coastals” or “land-dwellers”. These Skrell are the biological cousins of the Axiori. They tend to be somewhat short, but the stout nature of the Xiialt helped them traverse the rough nature of their biome with bipedal movement. Due to this, their feet are somewhat bigger than those of an Axiori and their leg muscles are more defined. It is theorized that this helped early Xiialt outrun predators on land. Xiialt also tend to be much leaner; this is due to their slightly higher metabolic rate due to the abundant presence of food on the surface. While Xiialt are better adapted to live on land they are still able to breathe and see underwater; however, their swimming is not as agile. Those of Xiialt ancestry are more likely to not have a tail at all; however, if they do posses one- it is often short and resembles that of a turtle.&lt;br /&gt;
&lt;br /&gt;
Xiialt, on average, tend to have far less raw psionic potential when compared to the Axiori. It is theorized that the early population boom played a role in this. For instance, Xiialt societies were dense and well populated. This helped to ward off predators but it also staved natural selection and resulted in the ethnicity’s lower psionic potential. Continued interbreeding within the ethnicity resulted in lowered psionic potential and has led to stark differences between the subspecies.&lt;br /&gt;
&lt;br /&gt;
After the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Xiialtus Ranaera&#039;&#039;&#039; the Xiialt advanced technologically at a much faster rate than the Axiori. Quickly discovering metallurgy around the year &#039;&#039;&#039;~12000 BCE&#039;&#039;&#039; and advancing their research, the Xiialt were often far ahead the Axiori in terms of development. As a consequence, Xiialt occupy a large portion of the Federation&#039;s research and science society; however, this does not mean they are necessarily smarter. The different cultural shifts experienced at the beginning of the Ranaera Skrellis offshoot allowed Xiialt culture to place more emphasis on scientific curiosity than that of the Axiori. Due to this cultural divide the Xiialt often value their workplace bonds higher than that of their familial bonds; however, both are still important.&lt;br /&gt;
&lt;br /&gt;
===Xiiori===&lt;br /&gt;
Xiiori can be approximately translated to “hybrids”. These Skrell are the off-spring of a Xiialt and an Axiori (and in some cases a Xiiori and a Xiialt/Axiori). Xiiori genes typically tend to lean more towards their Axiori ancestry. This is due to most Axiori genes being dominant; therefore, Xiiori have more psionic potential than Xiialt but less than pure-blooded Axioris. Typically, a Xiiori will look like a 60/40 split when it comes to their Axiori and Xiialt parents. There is little to no discrimination towards Xiiori from either Axiori or Xiialt; however, Xiiori are at a greater risk for many of the disorders that plague Skrell (often having at least one). Xiiori will most likely have a tail (unless they are the off-spring of a Xiiori and a Xiialt). Those with mixed ancestry will often have a fringed tail resembling an axolotl&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: When playing a Xiiori you must pick the subspecies and tails that most closely resembles your character. You may also denote that your character is a Xiiori in your medical records and/or flavor text; however, this is not necessary if your character has a proper mix of body markings and tails.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Hybridization====&lt;br /&gt;
While most [[Skrell]] originally mated within their own ethnicities, as society evolved it became increasingly common to interbreed. This resulted in the designation of a new group known as the &#039;&#039;&#039;Xiiori (Hybrid)&#039;&#039;&#039;, a combination of its parent ethnicities. Due to the X&#039;Lu&#039;oa, however, a growing portion of newborn [[Skrell]] are Xiiori, which has all but ensured the slow decline of the other ethnicities as their DNA becomes more blurred in the face of the X&#039;Lu&#039;oa crisis.&lt;br /&gt;
&lt;br /&gt;
==Colours and Markings==&lt;br /&gt;
&lt;br /&gt;
Body colour is divided along species lines, with Axiori taking the darker colours and Xiialt taking the brighter colours; Axiori can naturally have dark shades of purple, red, brown or blue, while Xiialt will have lighter shades of yellow, green, blue, or red. The distinction also extends to body markings, with Axiori having simpler markings in comparison to Xiialt. Xiiori, just like with other physical attributes, will take after both their Axiori and Xiialt parents, with the Axiori genes being more dominant. The offspring of a red Axiori with dot markings and a blue Xiialt with splotches could create a purple-coloured Xiiori - with the markings being either a mix of both or just one. There is enough variance in both subspecies for outliers in natural body colour existing without being Xiiori, although modern-day spa treatments and the species&#039; societal views make this an unremarkable phenomenon.&lt;br /&gt;
&lt;br /&gt;
Diet can influence colouration, but cannot change a Skrell&#039;s colour entirely. The process can take a few years for any observable changes or it can be sped up by eating high quantities of food with the desired pigment, reducing the time from a few years to only a year. Through diet, a Skrell can change the shade of their skin to be lighter or darker depending on what they have been eating, but the most observable change is in the stomach region and any markings; bright yellow spots may turn brown over time if a Skrell only eats food containing dark pigments, or the abdomen could change from white to orange if their diet contains a lot of orange pigments.&lt;br /&gt;
&lt;br /&gt;
Spas are common enough both within and outside the Federation that unless finding themselves deep within the frontiers of space, Skrell are able to change how they look without being beholden to what was once unique to their subspecies; Spa treatments allow for any combination of colour or pattern and are neither especially promoted nor frowned upon by Skrell. This cosmetic genetic modification allows for Axiori to sport bright, vibrant colours and Xiialt to have deep, rich colours, or staying with their natural colouration. Spa treatments are permanent and can be passed onto offspring, while changes caused by diet will not carry onto offspring. Skrell are also known to use spa treatments to give themselves some form of advantage, in the same vein as animals evolving to better suit their environment; [[Aliose]] and [[New Gibson]] are notable examples of this, as Skrell hailing from both are known to undergo spa treatments that give them pale, opaque skin to further insulate themselves from the cold. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Examples of Skrell natural colours, along with an example of a Skrell who has had spa treatments&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|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|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|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|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|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 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;
==History==&lt;br /&gt;
Largely considered lost to the ravages of time, it is only through archaeological evidence excavated from numerous locations across [[Qerrbalak]] that the Skrell are able to gather even minuscule amounts of factual information. Through a combination of both archaeological excavations, and a bit of oral history passed through the generations, it is believed that &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; (the first Skrell) diverged from a primarily sea-dwelling creature. It is at some point in the development of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; that specific circumstances tailored the evolutionary path of the species to begin developing the ability to use psionics; mostly as a method of continued survival. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; really only expanded onto the surface of [[Qerrbalak]] after several extinction events that proved to be in skrellian favor. It was here that the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Axioris Ranaera&#039;&#039;&#039; and &#039;&#039;&#039;Xiialtus Ranaera&#039;&#039;&#039;. Whilst viewed upon as ethnicities in the modern-day, they are both in fact subspecies of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; that developed separately to live either primarily within the shallows and depths or along the coasts and dryer regions of the Homeworld. &lt;br /&gt;
&lt;br /&gt;
[[File:ZroseChart.png|thumb|350px|left|alt=ZroseGraph|Axiori typically have a higher number of psionically adept individuals compared to the Xiialt, while psionic receptivity doesn&#039;t appear to have any correlation with ethnicity.]]&lt;br /&gt;
&lt;br /&gt;
==Psionic Differences== &lt;br /&gt;
&lt;br /&gt;
While both have a similar range of intellectual ability, the Axiori tend to have a higher number of psionic prodigies than their counterparts. It is theorised that this occurs due to genes passed down from the Proto-Skrell, which are significantly more common in the Axiori (recorded to have interbred with the Proto-Skrell until their eventual extinction) than the Xiialt. The discovery, pioneered by Psionic Analysis professor [[Notable Skrell|Yleshir Zrose]], was titled the &#039;&#039;&#039;Zrose Graph&#039;&#039;&#039;. They conducted numerous inquiries into the psionic inclinations of both ethnicities during the [[Skrell History#Modernization And A Changing Era|modernisation of Skrell culture]] in the early 2300s BCE.&lt;br /&gt;
&lt;br /&gt;
The Zrose Graph is typically used as a visual representation of a Skrell&#039;s psionic ability - usually displayed after a Skrell has undergone a Psionic Capability Test where Skrell are tested on their psionic receptiveness by highly trained Skrell known as Nlom&#039;Qalq, roughly translated into Tau Ceti Basic as Wake Examiner. High-scoring individuals are pursued, oftentimes rather doggedly, by Federation officials and pressured into taking opportunities relating to either the Starkeepers or Sromkala. Those who refuse and fail to find an alternate path fast enough may soon find other doors to be closed to them—and the Federation is more than happy to extend a hand to such individuals, placing them in a role where their talent would not go unappreciated.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=28635</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=28635"/>
		<updated>2023-04-22T17:30:09Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Skrell Ethnicities */&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 Ethnicities=&lt;br /&gt;
&lt;br /&gt;
Since diverging from a shared ancestor known as the &amp;quot;Proto-Skrell&amp;quot; approximately ten million years ago, the [[Skrell]] are divided mainly into three ethnic groups: &#039;&#039;&#039;Axiori (Aquatics)&#039;&#039;&#039;, &#039;&#039;&#039;Xiialt (Coastals)&#039;&#039;&#039;, and &#039;&#039;&#039;Xiiori (Hybrids)&#039;&#039;&#039;. The variations between the two are due to adaptations to better fit their environment, while interbreeding maintained genetic diversity in both groups.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For information on how Skrell subspecies view each other outside of the Nralakk Federation see [[Starlight_Zone#Cross-Subspecies_Hostility|Starlight Zone]].&#039;&#039;&lt;br /&gt;
[[File:Skrell Subspecies.png|500px|thumb|left|A depiction of the three different Skrell subspecies. Those who had prominent Axiori/Xiiori/Xiialt ancestors will have facial structures resembling those above. It is possible for Xiialt to look like Axiori, and vice versa, depending on ancestry. &#039;&#039;Art by Låmp Inspector #5516&#039;&#039;]]&lt;br /&gt;
===Axiori===&lt;br /&gt;
Axiori, which can be approximately translated to “aquatics” or “ocean-dwellers”, are notably better adapted to survive within the depths of the Homeworld’s seas. Typically sporting much more pronounced webbings for faster swimming, as well as larger and more monocular eyes to better perceive their environment. They also tend to posses longer tails that are more fish-like in nature. These tails act as a rudder; making them capable of changing direction at high speeds when underwater. The high-pressure environments in which they thrived and evolved have also resulted in a lower metabolic rate for the ethnicity, resulting in easier fat accrual.&lt;br /&gt;
&lt;br /&gt;
Axiori, on average, tend to have far more raw psionic potential when compared to the Xiialt. Many studies that have dived into the topic in an attempt to answer why this occurs, suggest that is due to increased psionic usage and repeated interbreeding further strengthened these natural capabilities. Axiori also tend to have much darker skin tones, a trait believed to have helped them camouflage within the dark, deep depths of the Homeworld’s oceans many millennia ago.&lt;br /&gt;
&lt;br /&gt;
After the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Axioris Ranaera&#039;&#039;&#039; the Axiori lived in a relative primitive age for much longer than the Xiialt. While metallurgy was discovered by the Xiialt around the year &#039;&#039;&#039;~12000 BCE&#039;&#039;&#039; the Axiori lagged behind due to their lack of fire. This caused true metal production to lag far behind for the Axiori; starting when information between the two subspecies was shared around &#039;&#039;&#039;~10000 BCE&#039;&#039;&#039; due to Xiialt and Axiori coming back into contact. This relationship stays consistent today with many technological advancements being done above-water leading Axiori culture to emphasize traditional labor over research. Because of this lag in development the Axiori grew closer familial bonds than that of the Xiialt and communities of Axiori feel closer knit even to this day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For prominent Axiori cities and settlements see [[Qerrbalak#Cities_and_Landmarks|Qerr&#039;wesi, Eriuyushi, and Xy&#039;laxi]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Xiialt===&lt;br /&gt;
Xiialt can be approximately translated to “coastals” or “land-dwellers”. These Skrell are the biological cousins of the Axiori. They tend to be somewhat short, but the stout nature of the Xiialt helped them traverse the rough nature of their biome with bipedal movement. Due to this, their feet are somewhat bigger than those of an Axiori and their leg muscles are more defined. It is theorized that this helped early Xiialt outrun predators on land. Xiialt also tend to be much leaner; this is due to their slightly higher metabolic rate due to the abundant presence of food on the surface. While Xiialt are better adapted to live on land they are still able to breathe and see underwater; however, their swimming is not as agile. Those of Xiialt ancestry are more likely to not have a tail at all; however, if they do posses one- it is often short and resembles that of a turtle.&lt;br /&gt;
&lt;br /&gt;
Xiialt, on average, tend to have far less raw psionic potential when compared to the Axiori. It is theorized that the early population boom played a role in this. For instance, Xiialt societies were dense and well populated. This helped to ward off predators but it also staved natural selection and resulted in the ethnicity’s lower psionic potential. Continued interbreeding within the ethnicity resulted in lowered psionic potential and has led to stark differences between the subspecies.&lt;br /&gt;
&lt;br /&gt;
After the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Xiialtus Ranaera&#039;&#039;&#039; the Xiialt advanced technologically at a much faster rate than the Axiori. Quickly discovering metallurgy around the year &#039;&#039;&#039;~12000 BCE&#039;&#039;&#039; and advancing their research, the Xiialt were often far ahead the Axiori in terms of development. As a consequence, Xiialt occupy a large portion of the Federation&#039;s research and science society; however, this does not mean they are necessarily smarter. The different cultural shifts experienced at the beginning of the Ranaera Skrellis offshoot allowed Xiialt culture to place more emphasis on scientific curiosity than that of the Axiori. Due to this cultural divide the Xiialt often value their workplace bonds higher than that of their familial bonds; however, both are still important.&lt;br /&gt;
&lt;br /&gt;
===Xiiori===&lt;br /&gt;
Xiiori can be approximately translated to “hybrids”. These Skrell are the off-spring of a Xiialt and an Axiori (and in some cases a Xiiori and a Xiialt/Axiori). Xiiori genes typically tend to lean more towards their Axiori ancestry. This is due to most Axiori genes being dominant; therefore, Xiiori have more psionic potential than Xiialt but less than pure-blooded Axioris. Typically, a Xiiori will look like a 60/40 split when it comes to their Axiori and Xiialt parents. There is little to no discrimination towards Xiiori from either Axiori or Xiialt; however, Xiiori are at a greater risk for many of the disorders that plague Skrell (often having at least one). Xiiori will most likely have a tail (unless they are the off-spring of a Xiiori and a Xiialt). Those with mixed ancestry will often have a fringed tail resembling an axolotl&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: When playing a Xiiori you must pick the subspecies and tails that most closely resembles your character. You may also denote that your character is a Xiiori in your medical records and/or flavor text; however, this is not necessary if your character has a proper mix of body markings and tails.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Hybridization====&lt;br /&gt;
While most [[Skrell]] originally mated within their own ethnicities, as society evolved it became increasingly common to interbreed. This resulted in the designation of a new group known as the &#039;&#039;&#039;Xiiori (Hybrid)&#039;&#039;&#039;, a combination of its parent ethnicities. Due to the X&#039;Lu&#039;oa, however, a growing portion of newborn [[Skrell]] are Xiiori, which has all but ensured the slow decline of the other ethnicities as their DNA becomes more blurred in the face of the X&#039;Lu&#039;oa crisis.&lt;br /&gt;
&lt;br /&gt;
==Colours and Markings==&lt;br /&gt;
&lt;br /&gt;
Body colour is divided along species lines, with Axiori taking the darker colours and Xiialt taking the brighter colours; Axiori can naturally have dark shades of purple, red, brown or blue, while Xiialt will have lighter shades of yellow, green, blue, or red. The distinction also extends to body markings, with Axiori having simpler markings in comparison to Xiialt. Xiiori, just like with other physical attributes, will take after both their Axiori and Xiialt parents, with the Axiori genes being more dominant. The offspring of a red Axiori with dot markings and a blue Xiialt with splotches could create a purple-coloured Xiiori - with the markings being either a mix of both or just one. There is enough variance in both subspecies for outliers in natural body colour existing without being Xiiori, although modern-day spa treatments and the species&#039; societal views make this an unremarkable phenomenon.&lt;br /&gt;
&lt;br /&gt;
Diet can influence colouration, but cannot change a Skrell&#039;s colour entirely. The process can take a few years for any observable changes or it can be sped up by eating high quantities of food with the desired pigment, reducing the time from a few years to only a year. Through diet, a Skrell can change the shade of their skin to be lighter or darker depending on what they have been eating, but the most observable change is in the stomach region and any markings; bright yellow spots may turn brown over time if a Skrell only eats food containing dark pigments, or the abdomen could change from white to orange if their diet contains a lot of orange pigments.&lt;br /&gt;
&lt;br /&gt;
Spas are common enough both within and outside the Federation that unless finding themselves deep within the frontiers of space, Skrell are able to change how they look without being beholden to what was once unique to their subspecies; Spa treatments allow for any combination of colour or pattern and are neither especially promoted nor frowned upon by Skrell. This cosmetic genetic modification allows for Axiori to sport bright, vibrant colours and Xiialt to have deep, rich colours, or staying with their natural colouration. Spa treatments are permanent and can be passed onto offspring, while changes caused by diet will not carry onto offspring. Skrell are also known to use spa treatments to give themselves some form of advantage, in the same vein as animals evolving to better suit their environment; [[Aliose]] and [[New Gibson]] are notable examples of this, as Skrell hailing from both are known to undergo spa treatments that give them pale, opaque skin to further insulate themselves from the cold. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Examples of Skrell natural colours, along with an example of a Skrell who has had spa treatments&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|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|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|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|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|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 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;
==History==&lt;br /&gt;
Largely considered lost to the ravages of time, it is only through archaeological evidence excavated from numerous locations across [[Qerrbalak]] that the Skrell are able to gather even minuscule amounts of factual information. Through a combination of both archaeological excavations, and a bit of oral history passed through the generations, it is believed that &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; (the first Skrell) diverged from a primarily sea-dwelling creature. It is at some point in the development of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; that specific circumstances tailored the evolutionary path of the species to begin developing the ability to use psionics; mostly as a method of continued survival. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; really only expanded onto the surface of [[Qerrbalak]] after several extinction events that proved to be in skrellian favor. It was here that the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Axioris Ranaera&#039;&#039;&#039; and &#039;&#039;&#039;Xiialtus Ranaera&#039;&#039;&#039;. Whilst viewed upon as ethnicities in the modern-day, they are both in fact subspecies of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; that developed separately to live either primarily within the shallows and depths or along the coasts and dryer regions of the Homeworld. &lt;br /&gt;
&lt;br /&gt;
[[File:ZroseChart.png|thumb|350px|left|alt=ZroseGraph|Axiori typically have a higher number of psionically adept individuals compared to the Xiialt, while psionic receptivity doesn&#039;t appear to have any correlation with ethnicity.]]&lt;br /&gt;
&lt;br /&gt;
==Psionic Differences== &lt;br /&gt;
&lt;br /&gt;
While both have a similar range of intellectual ability, the Axiori tend to have a higher number of psionic prodigies than their counterparts. It is theorised that this occurs due to genes passed down from the Proto-Skrell, which are significantly more common in the Axiori (recorded to have interbred with the Proto-Skrell until their eventual extinction) than the Xiialt. The discovery, pioneered by Psionic Analysis professor [[Notable Skrell|Yleshir Zrose]], was titled the &#039;&#039;&#039;Zrose Graph&#039;&#039;&#039;. They conducted numerous inquiries into the psionic inclinations of both ethnicities during the [[Skrell History#Modernization And A Changing Era|modernisation of Skrell culture]] in the early 2300s BCE.&lt;br /&gt;
&lt;br /&gt;
The Zrose Graph is typically used as a visual representation of a Skrell&#039;s psionic ability - usually displayed after a Skrell has undergone a Psionic Capability Test where Skrell are tested on their psionic receptiveness by highly trained Skrell known as Nlom&#039;Qalq, roughly translated into Tau Ceti Basic as Wake Examiner. High-scoring individuals are pursued, oftentimes rather doggedly, by Federation officials and pressured into taking opportunities relating to either the Starkeepers or Sromkala. Those who refuse and fail to find an alternate path fast enough may soon find other doors to be closed to them—and the Federation is more than happy to extend a hand to such individuals, placing them in a role where their talent would not go unappreciated.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=28634</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=28634"/>
		<updated>2023-04-22T17:29:45Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Skrell Ethnicities */&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 Ethnicities=&lt;br /&gt;
[[File:Skrell Subspecies.png|450px|thumb|left|A depiction of the three different Skrell subspecies. Those who had prominent Axiori/Xiiori/Xiialt ancestors will have facial structures resembling those above. It is possible for Xiialt to look like Axiori, and vice versa, depending on ancestry.&lt;br /&gt;
&#039;&#039;Art by Låmp Inspector #5516&#039;&#039;]]&lt;br /&gt;
Since diverging from a shared ancestor known as the &amp;quot;Proto-Skrell&amp;quot; approximately ten million years ago, the [[Skrell]] are divided mainly into three ethnic groups: &#039;&#039;&#039;Axiori (Aquatics)&#039;&#039;&#039;, &#039;&#039;&#039;Xiialt (Coastals)&#039;&#039;&#039;, and &#039;&#039;&#039;Xiiori (Hybrids)&#039;&#039;&#039;. The variations between the two are due to adaptations to better fit their environment, while interbreeding maintained genetic diversity in both groups.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For information on how Skrell subspecies view each other outside of the Nralakk Federation see [[Starlight_Zone#Cross-Subspecies_Hostility|Starlight Zone]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Axiori===&lt;br /&gt;
Axiori, which can be approximately translated to “aquatics” or “ocean-dwellers”, are notably better adapted to survive within the depths of the Homeworld’s seas. Typically sporting much more pronounced webbings for faster swimming, as well as larger and more monocular eyes to better perceive their environment. They also tend to posses longer tails that are more fish-like in nature. These tails act as a rudder; making them capable of changing direction at high speeds when underwater. The high-pressure environments in which they thrived and evolved have also resulted in a lower metabolic rate for the ethnicity, resulting in easier fat accrual.&lt;br /&gt;
&lt;br /&gt;
Axiori, on average, tend to have far more raw psionic potential when compared to the Xiialt. Many studies that have dived into the topic in an attempt to answer why this occurs, suggest that is due to increased psionic usage and repeated interbreeding further strengthened these natural capabilities. Axiori also tend to have much darker skin tones, a trait believed to have helped them camouflage within the dark, deep depths of the Homeworld’s oceans many millennia ago.&lt;br /&gt;
&lt;br /&gt;
After the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Axioris Ranaera&#039;&#039;&#039; the Axiori lived in a relative primitive age for much longer than the Xiialt. While metallurgy was discovered by the Xiialt around the year &#039;&#039;&#039;~12000 BCE&#039;&#039;&#039; the Axiori lagged behind due to their lack of fire. This caused true metal production to lag far behind for the Axiori; starting when information between the two subspecies was shared around &#039;&#039;&#039;~10000 BCE&#039;&#039;&#039; due to Xiialt and Axiori coming back into contact. This relationship stays consistent today with many technological advancements being done above-water leading Axiori culture to emphasize traditional labor over research. Because of this lag in development the Axiori grew closer familial bonds than that of the Xiialt and communities of Axiori feel closer knit even to this day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For prominent Axiori cities and settlements see [[Qerrbalak#Cities_and_Landmarks|Qerr&#039;wesi, Eriuyushi, and Xy&#039;laxi]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Xiialt===&lt;br /&gt;
Xiialt can be approximately translated to “coastals” or “land-dwellers”. These Skrell are the biological cousins of the Axiori. They tend to be somewhat short, but the stout nature of the Xiialt helped them traverse the rough nature of their biome with bipedal movement. Due to this, their feet are somewhat bigger than those of an Axiori and their leg muscles are more defined. It is theorized that this helped early Xiialt outrun predators on land. Xiialt also tend to be much leaner; this is due to their slightly higher metabolic rate due to the abundant presence of food on the surface. While Xiialt are better adapted to live on land they are still able to breathe and see underwater; however, their swimming is not as agile. Those of Xiialt ancestry are more likely to not have a tail at all; however, if they do posses one- it is often short and resembles that of a turtle.&lt;br /&gt;
&lt;br /&gt;
Xiialt, on average, tend to have far less raw psionic potential when compared to the Axiori. It is theorized that the early population boom played a role in this. For instance, Xiialt societies were dense and well populated. This helped to ward off predators but it also staved natural selection and resulted in the ethnicity’s lower psionic potential. Continued interbreeding within the ethnicity resulted in lowered psionic potential and has led to stark differences between the subspecies.&lt;br /&gt;
&lt;br /&gt;
After the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Xiialtus Ranaera&#039;&#039;&#039; the Xiialt advanced technologically at a much faster rate than the Axiori. Quickly discovering metallurgy around the year &#039;&#039;&#039;~12000 BCE&#039;&#039;&#039; and advancing their research, the Xiialt were often far ahead the Axiori in terms of development. As a consequence, Xiialt occupy a large portion of the Federation&#039;s research and science society; however, this does not mean they are necessarily smarter. The different cultural shifts experienced at the beginning of the Ranaera Skrellis offshoot allowed Xiialt culture to place more emphasis on scientific curiosity than that of the Axiori. Due to this cultural divide the Xiialt often value their workplace bonds higher than that of their familial bonds; however, both are still important.&lt;br /&gt;
&lt;br /&gt;
===Xiiori===&lt;br /&gt;
Xiiori can be approximately translated to “hybrids”. These Skrell are the off-spring of a Xiialt and an Axiori (and in some cases a Xiiori and a Xiialt/Axiori). Xiiori genes typically tend to lean more towards their Axiori ancestry. This is due to most Axiori genes being dominant; therefore, Xiiori have more psionic potential than Xiialt but less than pure-blooded Axioris. Typically, a Xiiori will look like a 60/40 split when it comes to their Axiori and Xiialt parents. There is little to no discrimination towards Xiiori from either Axiori or Xiialt; however, Xiiori are at a greater risk for many of the disorders that plague Skrell (often having at least one). Xiiori will most likely have a tail (unless they are the off-spring of a Xiiori and a Xiialt). Those with mixed ancestry will often have a fringed tail resembling an axolotl&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: When playing a Xiiori you must pick the subspecies and tails that most closely resembles your character. You may also denote that your character is a Xiiori in your medical records and/or flavor text; however, this is not necessary if your character has a proper mix of body markings and tails.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Hybridization====&lt;br /&gt;
While most [[Skrell]] originally mated within their own ethnicities, as society evolved it became increasingly common to interbreed. This resulted in the designation of a new group known as the &#039;&#039;&#039;Xiiori (Hybrid)&#039;&#039;&#039;, a combination of its parent ethnicities. Due to the X&#039;Lu&#039;oa, however, a growing portion of newborn [[Skrell]] are Xiiori, which has all but ensured the slow decline of the other ethnicities as their DNA becomes more blurred in the face of the X&#039;Lu&#039;oa crisis.&lt;br /&gt;
&lt;br /&gt;
==Colours and Markings==&lt;br /&gt;
&lt;br /&gt;
Body colour is divided along species lines, with Axiori taking the darker colours and Xiialt taking the brighter colours; Axiori can naturally have dark shades of purple, red, brown or blue, while Xiialt will have lighter shades of yellow, green, blue, or red. The distinction also extends to body markings, with Axiori having simpler markings in comparison to Xiialt. Xiiori, just like with other physical attributes, will take after both their Axiori and Xiialt parents, with the Axiori genes being more dominant. The offspring of a red Axiori with dot markings and a blue Xiialt with splotches could create a purple-coloured Xiiori - with the markings being either a mix of both or just one. There is enough variance in both subspecies for outliers in natural body colour existing without being Xiiori, although modern-day spa treatments and the species&#039; societal views make this an unremarkable phenomenon.&lt;br /&gt;
&lt;br /&gt;
Diet can influence colouration, but cannot change a Skrell&#039;s colour entirely. The process can take a few years for any observable changes or it can be sped up by eating high quantities of food with the desired pigment, reducing the time from a few years to only a year. Through diet, a Skrell can change the shade of their skin to be lighter or darker depending on what they have been eating, but the most observable change is in the stomach region and any markings; bright yellow spots may turn brown over time if a Skrell only eats food containing dark pigments, or the abdomen could change from white to orange if their diet contains a lot of orange pigments.&lt;br /&gt;
&lt;br /&gt;
Spas are common enough both within and outside the Federation that unless finding themselves deep within the frontiers of space, Skrell are able to change how they look without being beholden to what was once unique to their subspecies; Spa treatments allow for any combination of colour or pattern and are neither especially promoted nor frowned upon by Skrell. This cosmetic genetic modification allows for Axiori to sport bright, vibrant colours and Xiialt to have deep, rich colours, or staying with their natural colouration. Spa treatments are permanent and can be passed onto offspring, while changes caused by diet will not carry onto offspring. Skrell are also known to use spa treatments to give themselves some form of advantage, in the same vein as animals evolving to better suit their environment; [[Aliose]] and [[New Gibson]] are notable examples of this, as Skrell hailing from both are known to undergo spa treatments that give them pale, opaque skin to further insulate themselves from the cold. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Examples of Skrell natural colours, along with an example of a Skrell who has had spa treatments&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|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|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|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|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|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 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;
==History==&lt;br /&gt;
Largely considered lost to the ravages of time, it is only through archaeological evidence excavated from numerous locations across [[Qerrbalak]] that the Skrell are able to gather even minuscule amounts of factual information. Through a combination of both archaeological excavations, and a bit of oral history passed through the generations, it is believed that &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; (the first Skrell) diverged from a primarily sea-dwelling creature. It is at some point in the development of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; that specific circumstances tailored the evolutionary path of the species to begin developing the ability to use psionics; mostly as a method of continued survival. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; really only expanded onto the surface of [[Qerrbalak]] after several extinction events that proved to be in skrellian favor. It was here that the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Axioris Ranaera&#039;&#039;&#039; and &#039;&#039;&#039;Xiialtus Ranaera&#039;&#039;&#039;. Whilst viewed upon as ethnicities in the modern-day, they are both in fact subspecies of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; that developed separately to live either primarily within the shallows and depths or along the coasts and dryer regions of the Homeworld. &lt;br /&gt;
&lt;br /&gt;
[[File:ZroseChart.png|thumb|350px|left|alt=ZroseGraph|Axiori typically have a higher number of psionically adept individuals compared to the Xiialt, while psionic receptivity doesn&#039;t appear to have any correlation with ethnicity.]]&lt;br /&gt;
&lt;br /&gt;
==Psionic Differences== &lt;br /&gt;
&lt;br /&gt;
While both have a similar range of intellectual ability, the Axiori tend to have a higher number of psionic prodigies than their counterparts. It is theorised that this occurs due to genes passed down from the Proto-Skrell, which are significantly more common in the Axiori (recorded to have interbred with the Proto-Skrell until their eventual extinction) than the Xiialt. The discovery, pioneered by Psionic Analysis professor [[Notable Skrell|Yleshir Zrose]], was titled the &#039;&#039;&#039;Zrose Graph&#039;&#039;&#039;. They conducted numerous inquiries into the psionic inclinations of both ethnicities during the [[Skrell History#Modernization And A Changing Era|modernisation of Skrell culture]] in the early 2300s BCE.&lt;br /&gt;
&lt;br /&gt;
The Zrose Graph is typically used as a visual representation of a Skrell&#039;s psionic ability - usually displayed after a Skrell has undergone a Psionic Capability Test where Skrell are tested on their psionic receptiveness by highly trained Skrell known as Nlom&#039;Qalq, roughly translated into Tau Ceti Basic as Wake Examiner. High-scoring individuals are pursued, oftentimes rather doggedly, by Federation officials and pressured into taking opportunities relating to either the Starkeepers or Sromkala. Those who refuse and fail to find an alternate path fast enough may soon find other doors to be closed to them—and the Federation is more than happy to extend a hand to such individuals, placing them in a role where their talent would not go unappreciated.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=28633</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=28633"/>
		<updated>2023-04-22T17:29:18Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Xiialt */&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 Ethnicities=&lt;br /&gt;
[[File:Skrell Subspecies.png|450px|thumb|left|A depiction of the three different Skrell subspecies. Those who had prominent Axiori/Xiiori/Xiialt ancestors will have facial structures resembling those above. It is possible for Xiialt to look like Axiori, and vice versa, depending on ancestry.&#039;&#039;Art by Låmp Inspector #5516&#039;&#039;]]&lt;br /&gt;
Since diverging from a shared ancestor known as the &amp;quot;Proto-Skrell&amp;quot; approximately ten million years ago, the [[Skrell]] are divided mainly into three ethnic groups: &#039;&#039;&#039;Axiori (Aquatics)&#039;&#039;&#039;, &#039;&#039;&#039;Xiialt (Coastals)&#039;&#039;&#039;, and &#039;&#039;&#039;Xiiori (Hybrids)&#039;&#039;&#039;. The variations between the two are due to adaptations to better fit their environment, while interbreeding maintained genetic diversity in both groups.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For information on how Skrell subspecies view each other outside of the Nralakk Federation see [[Starlight_Zone#Cross-Subspecies_Hostility|Starlight Zone]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Axiori===&lt;br /&gt;
Axiori, which can be approximately translated to “aquatics” or “ocean-dwellers”, are notably better adapted to survive within the depths of the Homeworld’s seas. Typically sporting much more pronounced webbings for faster swimming, as well as larger and more monocular eyes to better perceive their environment. They also tend to posses longer tails that are more fish-like in nature. These tails act as a rudder; making them capable of changing direction at high speeds when underwater. The high-pressure environments in which they thrived and evolved have also resulted in a lower metabolic rate for the ethnicity, resulting in easier fat accrual.&lt;br /&gt;
&lt;br /&gt;
Axiori, on average, tend to have far more raw psionic potential when compared to the Xiialt. Many studies that have dived into the topic in an attempt to answer why this occurs, suggest that is due to increased psionic usage and repeated interbreeding further strengthened these natural capabilities. Axiori also tend to have much darker skin tones, a trait believed to have helped them camouflage within the dark, deep depths of the Homeworld’s oceans many millennia ago.&lt;br /&gt;
&lt;br /&gt;
After the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Axioris Ranaera&#039;&#039;&#039; the Axiori lived in a relative primitive age for much longer than the Xiialt. While metallurgy was discovered by the Xiialt around the year &#039;&#039;&#039;~12000 BCE&#039;&#039;&#039; the Axiori lagged behind due to their lack of fire. This caused true metal production to lag far behind for the Axiori; starting when information between the two subspecies was shared around &#039;&#039;&#039;~10000 BCE&#039;&#039;&#039; due to Xiialt and Axiori coming back into contact. This relationship stays consistent today with many technological advancements being done above-water leading Axiori culture to emphasize traditional labor over research. Because of this lag in development the Axiori grew closer familial bonds than that of the Xiialt and communities of Axiori feel closer knit even to this day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For prominent Axiori cities and settlements see [[Qerrbalak#Cities_and_Landmarks|Qerr&#039;wesi, Eriuyushi, and Xy&#039;laxi]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Xiialt===&lt;br /&gt;
Xiialt can be approximately translated to “coastals” or “land-dwellers”. These Skrell are the biological cousins of the Axiori. They tend to be somewhat short, but the stout nature of the Xiialt helped them traverse the rough nature of their biome with bipedal movement. Due to this, their feet are somewhat bigger than those of an Axiori and their leg muscles are more defined. It is theorized that this helped early Xiialt outrun predators on land. Xiialt also tend to be much leaner; this is due to their slightly higher metabolic rate due to the abundant presence of food on the surface. While Xiialt are better adapted to live on land they are still able to breathe and see underwater; however, their swimming is not as agile. Those of Xiialt ancestry are more likely to not have a tail at all; however, if they do posses one- it is often short and resembles that of a turtle.&lt;br /&gt;
&lt;br /&gt;
Xiialt, on average, tend to have far less raw psionic potential when compared to the Axiori. It is theorized that the early population boom played a role in this. For instance, Xiialt societies were dense and well populated. This helped to ward off predators but it also staved natural selection and resulted in the ethnicity’s lower psionic potential. Continued interbreeding within the ethnicity resulted in lowered psionic potential and has led to stark differences between the subspecies.&lt;br /&gt;
&lt;br /&gt;
After the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Xiialtus Ranaera&#039;&#039;&#039; the Xiialt advanced technologically at a much faster rate than the Axiori. Quickly discovering metallurgy around the year &#039;&#039;&#039;~12000 BCE&#039;&#039;&#039; and advancing their research, the Xiialt were often far ahead the Axiori in terms of development. As a consequence, Xiialt occupy a large portion of the Federation&#039;s research and science society; however, this does not mean they are necessarily smarter. The different cultural shifts experienced at the beginning of the Ranaera Skrellis offshoot allowed Xiialt culture to place more emphasis on scientific curiosity than that of the Axiori. Due to this cultural divide the Xiialt often value their workplace bonds higher than that of their familial bonds; however, both are still important.&lt;br /&gt;
&lt;br /&gt;
===Xiiori===&lt;br /&gt;
Xiiori can be approximately translated to “hybrids”. These Skrell are the off-spring of a Xiialt and an Axiori (and in some cases a Xiiori and a Xiialt/Axiori). Xiiori genes typically tend to lean more towards their Axiori ancestry. This is due to most Axiori genes being dominant; therefore, Xiiori have more psionic potential than Xiialt but less than pure-blooded Axioris. Typically, a Xiiori will look like a 60/40 split when it comes to their Axiori and Xiialt parents. There is little to no discrimination towards Xiiori from either Axiori or Xiialt; however, Xiiori are at a greater risk for many of the disorders that plague Skrell (often having at least one). Xiiori will most likely have a tail (unless they are the off-spring of a Xiiori and a Xiialt). Those with mixed ancestry will often have a fringed tail resembling an axolotl&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: When playing a Xiiori you must pick the subspecies and tails that most closely resembles your character. You may also denote that your character is a Xiiori in your medical records and/or flavor text; however, this is not necessary if your character has a proper mix of body markings and tails.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Hybridization====&lt;br /&gt;
While most [[Skrell]] originally mated within their own ethnicities, as society evolved it became increasingly common to interbreed. This resulted in the designation of a new group known as the &#039;&#039;&#039;Xiiori (Hybrid)&#039;&#039;&#039;, a combination of its parent ethnicities. Due to the X&#039;Lu&#039;oa, however, a growing portion of newborn [[Skrell]] are Xiiori, which has all but ensured the slow decline of the other ethnicities as their DNA becomes more blurred in the face of the X&#039;Lu&#039;oa crisis.&lt;br /&gt;
&lt;br /&gt;
==Colours and Markings==&lt;br /&gt;
&lt;br /&gt;
Body colour is divided along species lines, with Axiori taking the darker colours and Xiialt taking the brighter colours; Axiori can naturally have dark shades of purple, red, brown or blue, while Xiialt will have lighter shades of yellow, green, blue, or red. The distinction also extends to body markings, with Axiori having simpler markings in comparison to Xiialt. Xiiori, just like with other physical attributes, will take after both their Axiori and Xiialt parents, with the Axiori genes being more dominant. The offspring of a red Axiori with dot markings and a blue Xiialt with splotches could create a purple-coloured Xiiori - with the markings being either a mix of both or just one. There is enough variance in both subspecies for outliers in natural body colour existing without being Xiiori, although modern-day spa treatments and the species&#039; societal views make this an unremarkable phenomenon.&lt;br /&gt;
&lt;br /&gt;
Diet can influence colouration, but cannot change a Skrell&#039;s colour entirely. The process can take a few years for any observable changes or it can be sped up by eating high quantities of food with the desired pigment, reducing the time from a few years to only a year. Through diet, a Skrell can change the shade of their skin to be lighter or darker depending on what they have been eating, but the most observable change is in the stomach region and any markings; bright yellow spots may turn brown over time if a Skrell only eats food containing dark pigments, or the abdomen could change from white to orange if their diet contains a lot of orange pigments.&lt;br /&gt;
&lt;br /&gt;
Spas are common enough both within and outside the Federation that unless finding themselves deep within the frontiers of space, Skrell are able to change how they look without being beholden to what was once unique to their subspecies; Spa treatments allow for any combination of colour or pattern and are neither especially promoted nor frowned upon by Skrell. This cosmetic genetic modification allows for Axiori to sport bright, vibrant colours and Xiialt to have deep, rich colours, or staying with their natural colouration. Spa treatments are permanent and can be passed onto offspring, while changes caused by diet will not carry onto offspring. Skrell are also known to use spa treatments to give themselves some form of advantage, in the same vein as animals evolving to better suit their environment; [[Aliose]] and [[New Gibson]] are notable examples of this, as Skrell hailing from both are known to undergo spa treatments that give them pale, opaque skin to further insulate themselves from the cold. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Examples of Skrell natural colours, along with an example of a Skrell who has had spa treatments&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|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|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|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|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|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 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;
==History==&lt;br /&gt;
Largely considered lost to the ravages of time, it is only through archaeological evidence excavated from numerous locations across [[Qerrbalak]] that the Skrell are able to gather even minuscule amounts of factual information. Through a combination of both archaeological excavations, and a bit of oral history passed through the generations, it is believed that &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; (the first Skrell) diverged from a primarily sea-dwelling creature. It is at some point in the development of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; that specific circumstances tailored the evolutionary path of the species to begin developing the ability to use psionics; mostly as a method of continued survival. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; really only expanded onto the surface of [[Qerrbalak]] after several extinction events that proved to be in skrellian favor. It was here that the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Axioris Ranaera&#039;&#039;&#039; and &#039;&#039;&#039;Xiialtus Ranaera&#039;&#039;&#039;. Whilst viewed upon as ethnicities in the modern-day, they are both in fact subspecies of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; that developed separately to live either primarily within the shallows and depths or along the coasts and dryer regions of the Homeworld. &lt;br /&gt;
&lt;br /&gt;
[[File:ZroseChart.png|thumb|350px|left|alt=ZroseGraph|Axiori typically have a higher number of psionically adept individuals compared to the Xiialt, while psionic receptivity doesn&#039;t appear to have any correlation with ethnicity.]]&lt;br /&gt;
&lt;br /&gt;
==Psionic Differences== &lt;br /&gt;
&lt;br /&gt;
While both have a similar range of intellectual ability, the Axiori tend to have a higher number of psionic prodigies than their counterparts. It is theorised that this occurs due to genes passed down from the Proto-Skrell, which are significantly more common in the Axiori (recorded to have interbred with the Proto-Skrell until their eventual extinction) than the Xiialt. The discovery, pioneered by Psionic Analysis professor [[Notable Skrell|Yleshir Zrose]], was titled the &#039;&#039;&#039;Zrose Graph&#039;&#039;&#039;. They conducted numerous inquiries into the psionic inclinations of both ethnicities during the [[Skrell History#Modernization And A Changing Era|modernisation of Skrell culture]] in the early 2300s BCE.&lt;br /&gt;
&lt;br /&gt;
The Zrose Graph is typically used as a visual representation of a Skrell&#039;s psionic ability - usually displayed after a Skrell has undergone a Psionic Capability Test where Skrell are tested on their psionic receptiveness by highly trained Skrell known as Nlom&#039;Qalq, roughly translated into Tau Ceti Basic as Wake Examiner. High-scoring individuals are pursued, oftentimes rather doggedly, by Federation officials and pressured into taking opportunities relating to either the Starkeepers or Sromkala. Those who refuse and fail to find an alternate path fast enough may soon find other doors to be closed to them—and the Federation is more than happy to extend a hand to such individuals, placing them in a role where their talent would not go unappreciated.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=28632</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=28632"/>
		<updated>2023-04-22T17:28:46Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Skrell Ethnicities */&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 Ethnicities=&lt;br /&gt;
[[File:Skrell Subspecies.png|450px|thumb|left|A depiction of the three different Skrell subspecies. Those who had prominent Axiori/Xiiori/Xiialt ancestors will have facial structures resembling those above. It is possible for Xiialt to look like Axiori, and vice versa, depending on ancestry.&#039;&#039;Art by Låmp Inspector #5516&#039;&#039;]]&lt;br /&gt;
Since diverging from a shared ancestor known as the &amp;quot;Proto-Skrell&amp;quot; approximately ten million years ago, the [[Skrell]] are divided mainly into three ethnic groups: &#039;&#039;&#039;Axiori (Aquatics)&#039;&#039;&#039;, &#039;&#039;&#039;Xiialt (Coastals)&#039;&#039;&#039;, and &#039;&#039;&#039;Xiiori (Hybrids)&#039;&#039;&#039;. The variations between the two are due to adaptations to better fit their environment, while interbreeding maintained genetic diversity in both groups.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For information on how Skrell subspecies view each other outside of the Nralakk Federation see [[Starlight_Zone#Cross-Subspecies_Hostility|Starlight Zone]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Axiori===&lt;br /&gt;
Axiori, which can be approximately translated to “aquatics” or “ocean-dwellers”, are notably better adapted to survive within the depths of the Homeworld’s seas. Typically sporting much more pronounced webbings for faster swimming, as well as larger and more monocular eyes to better perceive their environment. They also tend to posses longer tails that are more fish-like in nature. These tails act as a rudder; making them capable of changing direction at high speeds when underwater. The high-pressure environments in which they thrived and evolved have also resulted in a lower metabolic rate for the ethnicity, resulting in easier fat accrual.&lt;br /&gt;
&lt;br /&gt;
Axiori, on average, tend to have far more raw psionic potential when compared to the Xiialt. Many studies that have dived into the topic in an attempt to answer why this occurs, suggest that is due to increased psionic usage and repeated interbreeding further strengthened these natural capabilities. Axiori also tend to have much darker skin tones, a trait believed to have helped them camouflage within the dark, deep depths of the Homeworld’s oceans many millennia ago.&lt;br /&gt;
&lt;br /&gt;
After the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Axioris Ranaera&#039;&#039;&#039; the Axiori lived in a relative primitive age for much longer than the Xiialt. While metallurgy was discovered by the Xiialt around the year &#039;&#039;&#039;~12000 BCE&#039;&#039;&#039; the Axiori lagged behind due to their lack of fire. This caused true metal production to lag far behind for the Axiori; starting when information between the two subspecies was shared around &#039;&#039;&#039;~10000 BCE&#039;&#039;&#039; due to Xiialt and Axiori coming back into contact. This relationship stays consistent today with many technological advancements being done above-water leading Axiori culture to emphasize traditional labor over research. Because of this lag in development the Axiori grew closer familial bonds than that of the Xiialt and communities of Axiori feel closer knit even to this day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For prominent Axiori cities and settlements see [[Qerrbalak#Cities_and_Landmarks|Qerr&#039;wesi, Eriuyushi, and Xy&#039;laxi]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Xiialt===&lt;br /&gt;
Xiialt can be approximately translated to “coastals” or “land-dwellers”. These Skrell are the biological cousins of the Axiori. They tend to be somewhat short, but the stout nature of the Xiialt helped them traverse the rough nature of their biome with bipedal movement. Due to this, their feet are somewhat bigger than those of an Axiori and their leg muscles are more defined. It is theorized that this helped early Xiialt outrun predators on land. Xiialt also tend to be much leaner; this is due to their slightly higher metabolic rate due to the abundant presence of food on the surface. While Xiialt are better adapted to live on land they are still able to breathe and see underwater; however, their swimming is not as agile. Those of Xiialt ancestry are more likely to not have a tail at all; however, if they do posses one it is often short and resembles that of a turtle.&lt;br /&gt;
&lt;br /&gt;
Xiialt, on average, tend to have far less raw psionic potential when compared to the Axiori. It is theorized that the early population boom played a role in this. For instance, Xiialt societies were dense and well populated. This helped to ward off predators but it also staved natural selection and resulted in the ethnicity’s lower psionic potential. Continued interbreeding within the ethnicity resulted in lowered psionic potential and has led to stark differences between the subspecies.&lt;br /&gt;
&lt;br /&gt;
After the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Xiialtus Ranaera&#039;&#039;&#039; the Xiialt advanced technologically at a much faster rate than the Axiori. Quickly discovering metallurgy around the year &#039;&#039;&#039;~12000 BCE&#039;&#039;&#039; and advancing their research, the Xiialt were often far ahead the Axiori in terms of development. As a consequence, Xiialt occupy a large portion of the Federation&#039;s research and science society; however, this does not mean they are necessarily smarter. The different cultural shifts experienced at the beginning of the Ranaera Skrellis offshoot allowed Xiialt culture to place more emphasis on scientific curiosity than that of the Axiori. Due to this cultural divide the Xiialt often value their workplace bonds higher than that of their familial bonds; however, both are still important.&lt;br /&gt;
&lt;br /&gt;
===Xiiori===&lt;br /&gt;
Xiiori can be approximately translated to “hybrids”. These Skrell are the off-spring of a Xiialt and an Axiori (and in some cases a Xiiori and a Xiialt/Axiori). Xiiori genes typically tend to lean more towards their Axiori ancestry. This is due to most Axiori genes being dominant; therefore, Xiiori have more psionic potential than Xiialt but less than pure-blooded Axioris. Typically, a Xiiori will look like a 60/40 split when it comes to their Axiori and Xiialt parents. There is little to no discrimination towards Xiiori from either Axiori or Xiialt; however, Xiiori are at a greater risk for many of the disorders that plague Skrell (often having at least one). Xiiori will most likely have a tail (unless they are the off-spring of a Xiiori and a Xiialt). Those with mixed ancestry will often have a fringed tail resembling an axolotl&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: When playing a Xiiori you must pick the subspecies and tails that most closely resembles your character. You may also denote that your character is a Xiiori in your medical records and/or flavor text; however, this is not necessary if your character has a proper mix of body markings and tails.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Hybridization====&lt;br /&gt;
While most [[Skrell]] originally mated within their own ethnicities, as society evolved it became increasingly common to interbreed. This resulted in the designation of a new group known as the &#039;&#039;&#039;Xiiori (Hybrid)&#039;&#039;&#039;, a combination of its parent ethnicities. Due to the X&#039;Lu&#039;oa, however, a growing portion of newborn [[Skrell]] are Xiiori, which has all but ensured the slow decline of the other ethnicities as their DNA becomes more blurred in the face of the X&#039;Lu&#039;oa crisis.&lt;br /&gt;
&lt;br /&gt;
==Colours and Markings==&lt;br /&gt;
&lt;br /&gt;
Body colour is divided along species lines, with Axiori taking the darker colours and Xiialt taking the brighter colours; Axiori can naturally have dark shades of purple, red, brown or blue, while Xiialt will have lighter shades of yellow, green, blue, or red. The distinction also extends to body markings, with Axiori having simpler markings in comparison to Xiialt. Xiiori, just like with other physical attributes, will take after both their Axiori and Xiialt parents, with the Axiori genes being more dominant. The offspring of a red Axiori with dot markings and a blue Xiialt with splotches could create a purple-coloured Xiiori - with the markings being either a mix of both or just one. There is enough variance in both subspecies for outliers in natural body colour existing without being Xiiori, although modern-day spa treatments and the species&#039; societal views make this an unremarkable phenomenon.&lt;br /&gt;
&lt;br /&gt;
Diet can influence colouration, but cannot change a Skrell&#039;s colour entirely. The process can take a few years for any observable changes or it can be sped up by eating high quantities of food with the desired pigment, reducing the time from a few years to only a year. Through diet, a Skrell can change the shade of their skin to be lighter or darker depending on what they have been eating, but the most observable change is in the stomach region and any markings; bright yellow spots may turn brown over time if a Skrell only eats food containing dark pigments, or the abdomen could change from white to orange if their diet contains a lot of orange pigments.&lt;br /&gt;
&lt;br /&gt;
Spas are common enough both within and outside the Federation that unless finding themselves deep within the frontiers of space, Skrell are able to change how they look without being beholden to what was once unique to their subspecies; Spa treatments allow for any combination of colour or pattern and are neither especially promoted nor frowned upon by Skrell. This cosmetic genetic modification allows for Axiori to sport bright, vibrant colours and Xiialt to have deep, rich colours, or staying with their natural colouration. Spa treatments are permanent and can be passed onto offspring, while changes caused by diet will not carry onto offspring. Skrell are also known to use spa treatments to give themselves some form of advantage, in the same vein as animals evolving to better suit their environment; [[Aliose]] and [[New Gibson]] are notable examples of this, as Skrell hailing from both are known to undergo spa treatments that give them pale, opaque skin to further insulate themselves from the cold. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Examples of Skrell natural colours, along with an example of a Skrell who has had spa treatments&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|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|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|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|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|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 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;
==History==&lt;br /&gt;
Largely considered lost to the ravages of time, it is only through archaeological evidence excavated from numerous locations across [[Qerrbalak]] that the Skrell are able to gather even minuscule amounts of factual information. Through a combination of both archaeological excavations, and a bit of oral history passed through the generations, it is believed that &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; (the first Skrell) diverged from a primarily sea-dwelling creature. It is at some point in the development of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; that specific circumstances tailored the evolutionary path of the species to begin developing the ability to use psionics; mostly as a method of continued survival. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; really only expanded onto the surface of [[Qerrbalak]] after several extinction events that proved to be in skrellian favor. It was here that the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Axioris Ranaera&#039;&#039;&#039; and &#039;&#039;&#039;Xiialtus Ranaera&#039;&#039;&#039;. Whilst viewed upon as ethnicities in the modern-day, they are both in fact subspecies of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; that developed separately to live either primarily within the shallows and depths or along the coasts and dryer regions of the Homeworld. &lt;br /&gt;
&lt;br /&gt;
[[File:ZroseChart.png|thumb|350px|left|alt=ZroseGraph|Axiori typically have a higher number of psionically adept individuals compared to the Xiialt, while psionic receptivity doesn&#039;t appear to have any correlation with ethnicity.]]&lt;br /&gt;
&lt;br /&gt;
==Psionic Differences== &lt;br /&gt;
&lt;br /&gt;
While both have a similar range of intellectual ability, the Axiori tend to have a higher number of psionic prodigies than their counterparts. It is theorised that this occurs due to genes passed down from the Proto-Skrell, which are significantly more common in the Axiori (recorded to have interbred with the Proto-Skrell until their eventual extinction) than the Xiialt. The discovery, pioneered by Psionic Analysis professor [[Notable Skrell|Yleshir Zrose]], was titled the &#039;&#039;&#039;Zrose Graph&#039;&#039;&#039;. They conducted numerous inquiries into the psionic inclinations of both ethnicities during the [[Skrell History#Modernization And A Changing Era|modernisation of Skrell culture]] in the early 2300s BCE.&lt;br /&gt;
&lt;br /&gt;
The Zrose Graph is typically used as a visual representation of a Skrell&#039;s psionic ability - usually displayed after a Skrell has undergone a Psionic Capability Test where Skrell are tested on their psionic receptiveness by highly trained Skrell known as Nlom&#039;Qalq, roughly translated into Tau Ceti Basic as Wake Examiner. High-scoring individuals are pursued, oftentimes rather doggedly, by Federation officials and pressured into taking opportunities relating to either the Starkeepers or Sromkala. Those who refuse and fail to find an alternate path fast enough may soon find other doors to be closed to them—and the Federation is more than happy to extend a hand to such individuals, placing them in a role where their talent would not go unappreciated.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=28631</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=28631"/>
		<updated>2023-04-22T17:22:05Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Skrell Ethnicities */&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 Ethnicities=&lt;br /&gt;
[[File:Skrell Subspecies.png|450px|thumb|left|A depiction of the three different Skrell subspecies. Those who had prominent Axiori/Xiiori/Xiialt ancestors will have facial structures resembling those above.]]&lt;br /&gt;
Since diverging from a shared ancestor known as the &amp;quot;Proto-Skrell&amp;quot; approximately ten million years ago, the [[Skrell]] are divided mainly into three ethnic groups: &#039;&#039;&#039;Axiori (Aquatics)&#039;&#039;&#039;, &#039;&#039;&#039;Xiialt (Coastals)&#039;&#039;&#039;, and &#039;&#039;&#039;Xiiori (Hybrids)&#039;&#039;&#039;. The variations between the two are due to adaptations to better fit their environment, while interbreeding maintained genetic diversity in both groups.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For information on how Skrell subspecies view each other outside of the Nralakk Federation see [[Starlight_Zone#Cross-Subspecies_Hostility|Starlight Zone]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Axiori===&lt;br /&gt;
Axiori, which can be approximately translated to “aquatics” or “ocean-dwellers”, are notably better adapted to survive within the depths of the Homeworld’s seas. Typically sporting much more pronounced webbings for faster swimming, as well as larger and more monocular eyes to better perceive their environment. They also possess a small tail that acts as a rudder; making them capable of changing direction at high speeds when underwater. The high-pressure environments in which they thrived and evolved have also resulted in a lower metabolic rate for the ethnicity, resulting in easier fat accrual.&lt;br /&gt;
&lt;br /&gt;
Axiori, on average, tend to have far more raw psionic potential when compared to the Xiialt. Many studies that have dived into the topic in an attempt to answer why this occurs, suggest that is due to increased psionic usage and repeated interbreeding further strengthened these natural capabilities. Axiori also tend to have much darker skin tones, a trait believed to have helped them camouflage within the dark, deep depths of the Homeworld’s oceans many millennia ago.&lt;br /&gt;
&lt;br /&gt;
After the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Axioris Ranaera&#039;&#039;&#039; the Axiori lived in a relative primitive age for much longer than the Xiialt. While metallurgy was discovered by the Xiialt around the year &#039;&#039;&#039;~12000 BCE&#039;&#039;&#039; the Axiori lagged behind due to their lack of fire. This caused true metal production to lag far behind for the Axiori; starting when information between the two subspecies was shared around &#039;&#039;&#039;~10000 BCE&#039;&#039;&#039; due to Xiialt and Axiori coming back into contact. This relationship stays consistent today with many technological advancements being done above-water leading Axiori culture to emphasize traditional labor over research. Because of this lag in development the Axiori grew closer familial bonds than that of the Xiialt and communities of Axiori feel closer knit even to this day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For prominent Axiori cities and settlements see [[Qerrbalak#Cities_and_Landmarks|Qerr&#039;wesi, Eriuyushi, and Xy&#039;laxi]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Xiialt===&lt;br /&gt;
Xiialt can be approximately translated to “coastals” or “land-dwellers”. These Skrell are the biological cousins of the Axiori. They tend to be somewhat short, but the stout nature of the Xiialt helped them traverse the rough nature of their biome with bipedal movement. Due to this, their feet are somewhat bigger than those of an Axiori and their leg muscles are more defined. It is theorized that this helped early Xiialt outrun predators on land. Xiialt also tend to be much leaner; this is due to their slightly higher metabolic rate due to the abundant presence of food on the surface. While Xiialt are better adapted to live on land they are still able to breathe and see underwater; however, their swimming is not as agile.&lt;br /&gt;
&lt;br /&gt;
Xiialt, on average, tend to have far less raw psionic potential when compared to the Axiori. It is theorized that the early population boom played a role in this. For instance, Xiialt societies were dense and well populated. This helped to ward off predators but it also staved natural selection and resulted in the ethnicity’s lower psionic potential. Continued interbreeding within the ethnicity resulted in lowered psionic potential and has led to stark differences between the subspecies.&lt;br /&gt;
&lt;br /&gt;
After the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Xiialtus Ranaera&#039;&#039;&#039; the Xiialt advanced technologically at a much faster rate than the Axiori. Quickly discovering metallurgy around the year &#039;&#039;&#039;~12000 BCE&#039;&#039;&#039; and advancing their research, the Xiialt were often far ahead the Axiori in terms of development. As a consequence, Xiialt occupy a large portion of the Federation&#039;s research and science society; however, this does not mean they are necessarily smarter. The different cultural shifts experienced at the beginning of the Ranaera Skrellis offshoot allowed Xiialt culture to place more emphasis on scientific curiosity than that of the Axiori. Due to this cultural divide the Xiialt often value their workplace bonds higher than that of their familial bonds; however, both are still important.&lt;br /&gt;
&lt;br /&gt;
===Xiiori===&lt;br /&gt;
Xiiori can be approximately translated to “hybrids”. These Skrell are the off-spring of a Xiialt and an Axiori (and in some cases a Xiiori and a Xiialt/Axiori). Xiiori genes typically tend to lean more towards their Axiori ancestry. This is due to most Axiori genes being dominant; therefore, Xiiori have more psionic potential than Xiialt but less than pure-blooded Axioris. Typically, a Xiiori will look like a 60/40 split when it comes to their Axiori and Xiialt parents. There is little to no discrimination towards Xiiori from either Axiori or Xiialt; however, Xiiori are at a greater risk for many of the disorders that plague Skrell (often having at least one). Xiiori will most likely have a tail (unless they are the off-spring of a Xiiori and a Xiialt).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: When playing a Xiiori you must pick the subspecies that most closely resembles your character. You also must denote that your character is a Xiiori in your medical records and/or flavor text.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Hybridization====&lt;br /&gt;
While most [[Skrell]] originally mated within their own ethnicities, as society evolved it became increasingly common to interbreed. This resulted in the designation of a new group known as the &#039;&#039;&#039;Xiiori (Hybrid)&#039;&#039;&#039;, a combination of its parent ethnicities. Due to the X&#039;Lu&#039;oa, however, a growing portion of newborn [[Skrell]] are Xiiori, which has all but ensured the slow decline of the other ethnicities as their DNA becomes more blurred in the face of the X&#039;Lu&#039;oa crisis.&lt;br /&gt;
&lt;br /&gt;
==Colours and Markings==&lt;br /&gt;
&lt;br /&gt;
Body colour is divided along species lines, with Axiori taking the darker colours and Xiialt taking the brighter colours; Axiori can naturally have dark shades of purple, red, brown or blue, while Xiialt will have lighter shades of yellow, green, blue, or red. The distinction also extends to body markings, with Axiori having simpler markings in comparison to Xiialt. Xiiori, just like with other physical attributes, will take after both their Axiori and Xiialt parents, with the Axiori genes being more dominant. The offspring of a red Axiori with dot markings and a blue Xiialt with splotches could create a purple-coloured Xiiori - with the markings being either a mix of both or just one. There is enough variance in both subspecies for outliers in natural body colour existing without being Xiiori, although modern-day spa treatments and the species&#039; societal views make this an unremarkable phenomenon.&lt;br /&gt;
&lt;br /&gt;
Diet can influence colouration, but cannot change a Skrell&#039;s colour entirely. The process can take a few years for any observable changes or it can be sped up by eating high quantities of food with the desired pigment, reducing the time from a few years to only a year. Through diet, a Skrell can change the shade of their skin to be lighter or darker depending on what they have been eating, but the most observable change is in the stomach region and any markings; bright yellow spots may turn brown over time if a Skrell only eats food containing dark pigments, or the abdomen could change from white to orange if their diet contains a lot of orange pigments.&lt;br /&gt;
&lt;br /&gt;
Spas are common enough both within and outside the Federation that unless finding themselves deep within the frontiers of space, Skrell are able to change how they look without being beholden to what was once unique to their subspecies; Spa treatments allow for any combination of colour or pattern and are neither especially promoted nor frowned upon by Skrell. This cosmetic genetic modification allows for Axiori to sport bright, vibrant colours and Xiialt to have deep, rich colours, or staying with their natural colouration. Spa treatments are permanent and can be passed onto offspring, while changes caused by diet will not carry onto offspring. Skrell are also known to use spa treatments to give themselves some form of advantage, in the same vein as animals evolving to better suit their environment; [[Aliose]] and [[New Gibson]] are notable examples of this, as Skrell hailing from both are known to undergo spa treatments that give them pale, opaque skin to further insulate themselves from the cold. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Examples of Skrell natural colours, along with an example of a Skrell who has had spa treatments&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|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|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|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|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|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 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;
==History==&lt;br /&gt;
Largely considered lost to the ravages of time, it is only through archaeological evidence excavated from numerous locations across [[Qerrbalak]] that the Skrell are able to gather even minuscule amounts of factual information. Through a combination of both archaeological excavations, and a bit of oral history passed through the generations, it is believed that &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; (the first Skrell) diverged from a primarily sea-dwelling creature. It is at some point in the development of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; that specific circumstances tailored the evolutionary path of the species to begin developing the ability to use psionics; mostly as a method of continued survival. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; really only expanded onto the surface of [[Qerrbalak]] after several extinction events that proved to be in skrellian favor. It was here that the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Axioris Ranaera&#039;&#039;&#039; and &#039;&#039;&#039;Xiialtus Ranaera&#039;&#039;&#039;. Whilst viewed upon as ethnicities in the modern-day, they are both in fact subspecies of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; that developed separately to live either primarily within the shallows and depths or along the coasts and dryer regions of the Homeworld. &lt;br /&gt;
&lt;br /&gt;
[[File:ZroseChart.png|thumb|350px|left|alt=ZroseGraph|Axiori typically have a higher number of psionically adept individuals compared to the Xiialt, while psionic receptivity doesn&#039;t appear to have any correlation with ethnicity.]]&lt;br /&gt;
&lt;br /&gt;
==Psionic Differences== &lt;br /&gt;
&lt;br /&gt;
While both have a similar range of intellectual ability, the Axiori tend to have a higher number of psionic prodigies than their counterparts. It is theorised that this occurs due to genes passed down from the Proto-Skrell, which are significantly more common in the Axiori (recorded to have interbred with the Proto-Skrell until their eventual extinction) than the Xiialt. The discovery, pioneered by Psionic Analysis professor [[Notable Skrell|Yleshir Zrose]], was titled the &#039;&#039;&#039;Zrose Graph&#039;&#039;&#039;. They conducted numerous inquiries into the psionic inclinations of both ethnicities during the [[Skrell History#Modernization And A Changing Era|modernisation of Skrell culture]] in the early 2300s BCE.&lt;br /&gt;
&lt;br /&gt;
The Zrose Graph is typically used as a visual representation of a Skrell&#039;s psionic ability - usually displayed after a Skrell has undergone a Psionic Capability Test where Skrell are tested on their psionic receptiveness by highly trained Skrell known as Nlom&#039;Qalq, roughly translated into Tau Ceti Basic as Wake Examiner. High-scoring individuals are pursued, oftentimes rather doggedly, by Federation officials and pressured into taking opportunities relating to either the Starkeepers or Sromkala. Those who refuse and fail to find an alternate path fast enough may soon find other doors to be closed to them—and the Federation is more than happy to extend a hand to such individuals, placing them in a role where their talent would not go unappreciated.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=28630</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=28630"/>
		<updated>2023-04-22T17:21:53Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Skrell Ethnicities */&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 Ethnicities=&lt;br /&gt;
[[File:Skrell Subspecies.png|600px|thumb|left|A depiction of the three different Skrell subspecies. Those who had prominent Axiori/Xiiori/Xiialt ancestors will have facial structures resembling those above.]]&lt;br /&gt;
Since diverging from a shared ancestor known as the &amp;quot;Proto-Skrell&amp;quot; approximately ten million years ago, the [[Skrell]] are divided mainly into three ethnic groups: &#039;&#039;&#039;Axiori (Aquatics)&#039;&#039;&#039;, &#039;&#039;&#039;Xiialt (Coastals)&#039;&#039;&#039;, and &#039;&#039;&#039;Xiiori (Hybrids)&#039;&#039;&#039;. The variations between the two are due to adaptations to better fit their environment, while interbreeding maintained genetic diversity in both groups.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For information on how Skrell subspecies view each other outside of the Nralakk Federation see [[Starlight_Zone#Cross-Subspecies_Hostility|Starlight Zone]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Axiori===&lt;br /&gt;
Axiori, which can be approximately translated to “aquatics” or “ocean-dwellers”, are notably better adapted to survive within the depths of the Homeworld’s seas. Typically sporting much more pronounced webbings for faster swimming, as well as larger and more monocular eyes to better perceive their environment. They also possess a small tail that acts as a rudder; making them capable of changing direction at high speeds when underwater. The high-pressure environments in which they thrived and evolved have also resulted in a lower metabolic rate for the ethnicity, resulting in easier fat accrual.&lt;br /&gt;
&lt;br /&gt;
Axiori, on average, tend to have far more raw psionic potential when compared to the Xiialt. Many studies that have dived into the topic in an attempt to answer why this occurs, suggest that is due to increased psionic usage and repeated interbreeding further strengthened these natural capabilities. Axiori also tend to have much darker skin tones, a trait believed to have helped them camouflage within the dark, deep depths of the Homeworld’s oceans many millennia ago.&lt;br /&gt;
&lt;br /&gt;
After the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Axioris Ranaera&#039;&#039;&#039; the Axiori lived in a relative primitive age for much longer than the Xiialt. While metallurgy was discovered by the Xiialt around the year &#039;&#039;&#039;~12000 BCE&#039;&#039;&#039; the Axiori lagged behind due to their lack of fire. This caused true metal production to lag far behind for the Axiori; starting when information between the two subspecies was shared around &#039;&#039;&#039;~10000 BCE&#039;&#039;&#039; due to Xiialt and Axiori coming back into contact. This relationship stays consistent today with many technological advancements being done above-water leading Axiori culture to emphasize traditional labor over research. Because of this lag in development the Axiori grew closer familial bonds than that of the Xiialt and communities of Axiori feel closer knit even to this day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For prominent Axiori cities and settlements see [[Qerrbalak#Cities_and_Landmarks|Qerr&#039;wesi, Eriuyushi, and Xy&#039;laxi]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Xiialt===&lt;br /&gt;
Xiialt can be approximately translated to “coastals” or “land-dwellers”. These Skrell are the biological cousins of the Axiori. They tend to be somewhat short, but the stout nature of the Xiialt helped them traverse the rough nature of their biome with bipedal movement. Due to this, their feet are somewhat bigger than those of an Axiori and their leg muscles are more defined. It is theorized that this helped early Xiialt outrun predators on land. Xiialt also tend to be much leaner; this is due to their slightly higher metabolic rate due to the abundant presence of food on the surface. While Xiialt are better adapted to live on land they are still able to breathe and see underwater; however, their swimming is not as agile.&lt;br /&gt;
&lt;br /&gt;
Xiialt, on average, tend to have far less raw psionic potential when compared to the Axiori. It is theorized that the early population boom played a role in this. For instance, Xiialt societies were dense and well populated. This helped to ward off predators but it also staved natural selection and resulted in the ethnicity’s lower psionic potential. Continued interbreeding within the ethnicity resulted in lowered psionic potential and has led to stark differences between the subspecies.&lt;br /&gt;
&lt;br /&gt;
After the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Xiialtus Ranaera&#039;&#039;&#039; the Xiialt advanced technologically at a much faster rate than the Axiori. Quickly discovering metallurgy around the year &#039;&#039;&#039;~12000 BCE&#039;&#039;&#039; and advancing their research, the Xiialt were often far ahead the Axiori in terms of development. As a consequence, Xiialt occupy a large portion of the Federation&#039;s research and science society; however, this does not mean they are necessarily smarter. The different cultural shifts experienced at the beginning of the Ranaera Skrellis offshoot allowed Xiialt culture to place more emphasis on scientific curiosity than that of the Axiori. Due to this cultural divide the Xiialt often value their workplace bonds higher than that of their familial bonds; however, both are still important.&lt;br /&gt;
&lt;br /&gt;
===Xiiori===&lt;br /&gt;
Xiiori can be approximately translated to “hybrids”. These Skrell are the off-spring of a Xiialt and an Axiori (and in some cases a Xiiori and a Xiialt/Axiori). Xiiori genes typically tend to lean more towards their Axiori ancestry. This is due to most Axiori genes being dominant; therefore, Xiiori have more psionic potential than Xiialt but less than pure-blooded Axioris. Typically, a Xiiori will look like a 60/40 split when it comes to their Axiori and Xiialt parents. There is little to no discrimination towards Xiiori from either Axiori or Xiialt; however, Xiiori are at a greater risk for many of the disorders that plague Skrell (often having at least one). Xiiori will most likely have a tail (unless they are the off-spring of a Xiiori and a Xiialt).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: When playing a Xiiori you must pick the subspecies that most closely resembles your character. You also must denote that your character is a Xiiori in your medical records and/or flavor text.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Hybridization====&lt;br /&gt;
While most [[Skrell]] originally mated within their own ethnicities, as society evolved it became increasingly common to interbreed. This resulted in the designation of a new group known as the &#039;&#039;&#039;Xiiori (Hybrid)&#039;&#039;&#039;, a combination of its parent ethnicities. Due to the X&#039;Lu&#039;oa, however, a growing portion of newborn [[Skrell]] are Xiiori, which has all but ensured the slow decline of the other ethnicities as their DNA becomes more blurred in the face of the X&#039;Lu&#039;oa crisis.&lt;br /&gt;
&lt;br /&gt;
==Colours and Markings==&lt;br /&gt;
&lt;br /&gt;
Body colour is divided along species lines, with Axiori taking the darker colours and Xiialt taking the brighter colours; Axiori can naturally have dark shades of purple, red, brown or blue, while Xiialt will have lighter shades of yellow, green, blue, or red. The distinction also extends to body markings, with Axiori having simpler markings in comparison to Xiialt. Xiiori, just like with other physical attributes, will take after both their Axiori and Xiialt parents, with the Axiori genes being more dominant. The offspring of a red Axiori with dot markings and a blue Xiialt with splotches could create a purple-coloured Xiiori - with the markings being either a mix of both or just one. There is enough variance in both subspecies for outliers in natural body colour existing without being Xiiori, although modern-day spa treatments and the species&#039; societal views make this an unremarkable phenomenon.&lt;br /&gt;
&lt;br /&gt;
Diet can influence colouration, but cannot change a Skrell&#039;s colour entirely. The process can take a few years for any observable changes or it can be sped up by eating high quantities of food with the desired pigment, reducing the time from a few years to only a year. Through diet, a Skrell can change the shade of their skin to be lighter or darker depending on what they have been eating, but the most observable change is in the stomach region and any markings; bright yellow spots may turn brown over time if a Skrell only eats food containing dark pigments, or the abdomen could change from white to orange if their diet contains a lot of orange pigments.&lt;br /&gt;
&lt;br /&gt;
Spas are common enough both within and outside the Federation that unless finding themselves deep within the frontiers of space, Skrell are able to change how they look without being beholden to what was once unique to their subspecies; Spa treatments allow for any combination of colour or pattern and are neither especially promoted nor frowned upon by Skrell. This cosmetic genetic modification allows for Axiori to sport bright, vibrant colours and Xiialt to have deep, rich colours, or staying with their natural colouration. Spa treatments are permanent and can be passed onto offspring, while changes caused by diet will not carry onto offspring. Skrell are also known to use spa treatments to give themselves some form of advantage, in the same vein as animals evolving to better suit their environment; [[Aliose]] and [[New Gibson]] are notable examples of this, as Skrell hailing from both are known to undergo spa treatments that give them pale, opaque skin to further insulate themselves from the cold. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Examples of Skrell natural colours, along with an example of a Skrell who has had spa treatments&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|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|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|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|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|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 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;
==History==&lt;br /&gt;
Largely considered lost to the ravages of time, it is only through archaeological evidence excavated from numerous locations across [[Qerrbalak]] that the Skrell are able to gather even minuscule amounts of factual information. Through a combination of both archaeological excavations, and a bit of oral history passed through the generations, it is believed that &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; (the first Skrell) diverged from a primarily sea-dwelling creature. It is at some point in the development of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; that specific circumstances tailored the evolutionary path of the species to begin developing the ability to use psionics; mostly as a method of continued survival. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; really only expanded onto the surface of [[Qerrbalak]] after several extinction events that proved to be in skrellian favor. It was here that the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Axioris Ranaera&#039;&#039;&#039; and &#039;&#039;&#039;Xiialtus Ranaera&#039;&#039;&#039;. Whilst viewed upon as ethnicities in the modern-day, they are both in fact subspecies of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; that developed separately to live either primarily within the shallows and depths or along the coasts and dryer regions of the Homeworld. &lt;br /&gt;
&lt;br /&gt;
[[File:ZroseChart.png|thumb|350px|left|alt=ZroseGraph|Axiori typically have a higher number of psionically adept individuals compared to the Xiialt, while psionic receptivity doesn&#039;t appear to have any correlation with ethnicity.]]&lt;br /&gt;
&lt;br /&gt;
==Psionic Differences== &lt;br /&gt;
&lt;br /&gt;
While both have a similar range of intellectual ability, the Axiori tend to have a higher number of psionic prodigies than their counterparts. It is theorised that this occurs due to genes passed down from the Proto-Skrell, which are significantly more common in the Axiori (recorded to have interbred with the Proto-Skrell until their eventual extinction) than the Xiialt. The discovery, pioneered by Psionic Analysis professor [[Notable Skrell|Yleshir Zrose]], was titled the &#039;&#039;&#039;Zrose Graph&#039;&#039;&#039;. They conducted numerous inquiries into the psionic inclinations of both ethnicities during the [[Skrell History#Modernization And A Changing Era|modernisation of Skrell culture]] in the early 2300s BCE.&lt;br /&gt;
&lt;br /&gt;
The Zrose Graph is typically used as a visual representation of a Skrell&#039;s psionic ability - usually displayed after a Skrell has undergone a Psionic Capability Test where Skrell are tested on their psionic receptiveness by highly trained Skrell known as Nlom&#039;Qalq, roughly translated into Tau Ceti Basic as Wake Examiner. High-scoring individuals are pursued, oftentimes rather doggedly, by Federation officials and pressured into taking opportunities relating to either the Starkeepers or Sromkala. Those who refuse and fail to find an alternate path fast enough may soon find other doors to be closed to them—and the Federation is more than happy to extend a hand to such individuals, placing them in a role where their talent would not go unappreciated.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=28629</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=28629"/>
		<updated>2023-04-22T17:21:32Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Skrell Ethnicities */&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 Ethnicities=&lt;br /&gt;
[[File:Skrell Subspecies.png|500px|thumb|right|A depiction of the three different Skrell subspecies. Those who had prominent Axiori/Xiiori/Xiialt ancestors will have facial structures resembling those above.]]&lt;br /&gt;
Since diverging from a shared ancestor known as the &amp;quot;Proto-Skrell&amp;quot; approximately ten million years ago, the [[Skrell]] are divided mainly into three ethnic groups: &#039;&#039;&#039;Axiori (Aquatics)&#039;&#039;&#039;, &#039;&#039;&#039;Xiialt (Coastals)&#039;&#039;&#039;, and &#039;&#039;&#039;Xiiori (Hybrids)&#039;&#039;&#039;. The variations between the two are due to adaptations to better fit their environment, while interbreeding maintained genetic diversity in both groups.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For information on how Skrell subspecies view each other outside of the Nralakk Federation see [[Starlight_Zone#Cross-Subspecies_Hostility|Starlight Zone]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Axiori===&lt;br /&gt;
Axiori, which can be approximately translated to “aquatics” or “ocean-dwellers”, are notably better adapted to survive within the depths of the Homeworld’s seas. Typically sporting much more pronounced webbings for faster swimming, as well as larger and more monocular eyes to better perceive their environment. They also possess a small tail that acts as a rudder; making them capable of changing direction at high speeds when underwater. The high-pressure environments in which they thrived and evolved have also resulted in a lower metabolic rate for the ethnicity, resulting in easier fat accrual.&lt;br /&gt;
&lt;br /&gt;
Axiori, on average, tend to have far more raw psionic potential when compared to the Xiialt. Many studies that have dived into the topic in an attempt to answer why this occurs, suggest that is due to increased psionic usage and repeated interbreeding further strengthened these natural capabilities. Axiori also tend to have much darker skin tones, a trait believed to have helped them camouflage within the dark, deep depths of the Homeworld’s oceans many millennia ago.&lt;br /&gt;
&lt;br /&gt;
After the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Axioris Ranaera&#039;&#039;&#039; the Axiori lived in a relative primitive age for much longer than the Xiialt. While metallurgy was discovered by the Xiialt around the year &#039;&#039;&#039;~12000 BCE&#039;&#039;&#039; the Axiori lagged behind due to their lack of fire. This caused true metal production to lag far behind for the Axiori; starting when information between the two subspecies was shared around &#039;&#039;&#039;~10000 BCE&#039;&#039;&#039; due to Xiialt and Axiori coming back into contact. This relationship stays consistent today with many technological advancements being done above-water leading Axiori culture to emphasize traditional labor over research. Because of this lag in development the Axiori grew closer familial bonds than that of the Xiialt and communities of Axiori feel closer knit even to this day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For prominent Axiori cities and settlements see [[Qerrbalak#Cities_and_Landmarks|Qerr&#039;wesi, Eriuyushi, and Xy&#039;laxi]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Xiialt===&lt;br /&gt;
Xiialt can be approximately translated to “coastals” or “land-dwellers”. These Skrell are the biological cousins of the Axiori. They tend to be somewhat short, but the stout nature of the Xiialt helped them traverse the rough nature of their biome with bipedal movement. Due to this, their feet are somewhat bigger than those of an Axiori and their leg muscles are more defined. It is theorized that this helped early Xiialt outrun predators on land. Xiialt also tend to be much leaner; this is due to their slightly higher metabolic rate due to the abundant presence of food on the surface. While Xiialt are better adapted to live on land they are still able to breathe and see underwater; however, their swimming is not as agile.&lt;br /&gt;
&lt;br /&gt;
Xiialt, on average, tend to have far less raw psionic potential when compared to the Axiori. It is theorized that the early population boom played a role in this. For instance, Xiialt societies were dense and well populated. This helped to ward off predators but it also staved natural selection and resulted in the ethnicity’s lower psionic potential. Continued interbreeding within the ethnicity resulted in lowered psionic potential and has led to stark differences between the subspecies.&lt;br /&gt;
&lt;br /&gt;
After the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Xiialtus Ranaera&#039;&#039;&#039; the Xiialt advanced technologically at a much faster rate than the Axiori. Quickly discovering metallurgy around the year &#039;&#039;&#039;~12000 BCE&#039;&#039;&#039; and advancing their research, the Xiialt were often far ahead the Axiori in terms of development. As a consequence, Xiialt occupy a large portion of the Federation&#039;s research and science society; however, this does not mean they are necessarily smarter. The different cultural shifts experienced at the beginning of the Ranaera Skrellis offshoot allowed Xiialt culture to place more emphasis on scientific curiosity than that of the Axiori. Due to this cultural divide the Xiialt often value their workplace bonds higher than that of their familial bonds; however, both are still important.&lt;br /&gt;
&lt;br /&gt;
===Xiiori===&lt;br /&gt;
Xiiori can be approximately translated to “hybrids”. These Skrell are the off-spring of a Xiialt and an Axiori (and in some cases a Xiiori and a Xiialt/Axiori). Xiiori genes typically tend to lean more towards their Axiori ancestry. This is due to most Axiori genes being dominant; therefore, Xiiori have more psionic potential than Xiialt but less than pure-blooded Axioris. Typically, a Xiiori will look like a 60/40 split when it comes to their Axiori and Xiialt parents. There is little to no discrimination towards Xiiori from either Axiori or Xiialt; however, Xiiori are at a greater risk for many of the disorders that plague Skrell (often having at least one). Xiiori will most likely have a tail (unless they are the off-spring of a Xiiori and a Xiialt).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: When playing a Xiiori you must pick the subspecies that most closely resembles your character. You also must denote that your character is a Xiiori in your medical records and/or flavor text.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Hybridization====&lt;br /&gt;
While most [[Skrell]] originally mated within their own ethnicities, as society evolved it became increasingly common to interbreed. This resulted in the designation of a new group known as the &#039;&#039;&#039;Xiiori (Hybrid)&#039;&#039;&#039;, a combination of its parent ethnicities. Due to the X&#039;Lu&#039;oa, however, a growing portion of newborn [[Skrell]] are Xiiori, which has all but ensured the slow decline of the other ethnicities as their DNA becomes more blurred in the face of the X&#039;Lu&#039;oa crisis.&lt;br /&gt;
&lt;br /&gt;
==Colours and Markings==&lt;br /&gt;
&lt;br /&gt;
Body colour is divided along species lines, with Axiori taking the darker colours and Xiialt taking the brighter colours; Axiori can naturally have dark shades of purple, red, brown or blue, while Xiialt will have lighter shades of yellow, green, blue, or red. The distinction also extends to body markings, with Axiori having simpler markings in comparison to Xiialt. Xiiori, just like with other physical attributes, will take after both their Axiori and Xiialt parents, with the Axiori genes being more dominant. The offspring of a red Axiori with dot markings and a blue Xiialt with splotches could create a purple-coloured Xiiori - with the markings being either a mix of both or just one. There is enough variance in both subspecies for outliers in natural body colour existing without being Xiiori, although modern-day spa treatments and the species&#039; societal views make this an unremarkable phenomenon.&lt;br /&gt;
&lt;br /&gt;
Diet can influence colouration, but cannot change a Skrell&#039;s colour entirely. The process can take a few years for any observable changes or it can be sped up by eating high quantities of food with the desired pigment, reducing the time from a few years to only a year. Through diet, a Skrell can change the shade of their skin to be lighter or darker depending on what they have been eating, but the most observable change is in the stomach region and any markings; bright yellow spots may turn brown over time if a Skrell only eats food containing dark pigments, or the abdomen could change from white to orange if their diet contains a lot of orange pigments.&lt;br /&gt;
&lt;br /&gt;
Spas are common enough both within and outside the Federation that unless finding themselves deep within the frontiers of space, Skrell are able to change how they look without being beholden to what was once unique to their subspecies; Spa treatments allow for any combination of colour or pattern and are neither especially promoted nor frowned upon by Skrell. This cosmetic genetic modification allows for Axiori to sport bright, vibrant colours and Xiialt to have deep, rich colours, or staying with their natural colouration. Spa treatments are permanent and can be passed onto offspring, while changes caused by diet will not carry onto offspring. Skrell are also known to use spa treatments to give themselves some form of advantage, in the same vein as animals evolving to better suit their environment; [[Aliose]] and [[New Gibson]] are notable examples of this, as Skrell hailing from both are known to undergo spa treatments that give them pale, opaque skin to further insulate themselves from the cold. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Examples of Skrell natural colours, along with an example of a Skrell who has had spa treatments&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|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|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|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|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|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 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;
==History==&lt;br /&gt;
Largely considered lost to the ravages of time, it is only through archaeological evidence excavated from numerous locations across [[Qerrbalak]] that the Skrell are able to gather even minuscule amounts of factual information. Through a combination of both archaeological excavations, and a bit of oral history passed through the generations, it is believed that &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; (the first Skrell) diverged from a primarily sea-dwelling creature. It is at some point in the development of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; that specific circumstances tailored the evolutionary path of the species to begin developing the ability to use psionics; mostly as a method of continued survival. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; really only expanded onto the surface of [[Qerrbalak]] after several extinction events that proved to be in skrellian favor. It was here that the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Axioris Ranaera&#039;&#039;&#039; and &#039;&#039;&#039;Xiialtus Ranaera&#039;&#039;&#039;. Whilst viewed upon as ethnicities in the modern-day, they are both in fact subspecies of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; that developed separately to live either primarily within the shallows and depths or along the coasts and dryer regions of the Homeworld. &lt;br /&gt;
&lt;br /&gt;
[[File:ZroseChart.png|thumb|350px|left|alt=ZroseGraph|Axiori typically have a higher number of psionically adept individuals compared to the Xiialt, while psionic receptivity doesn&#039;t appear to have any correlation with ethnicity.]]&lt;br /&gt;
&lt;br /&gt;
==Psionic Differences== &lt;br /&gt;
&lt;br /&gt;
While both have a similar range of intellectual ability, the Axiori tend to have a higher number of psionic prodigies than their counterparts. It is theorised that this occurs due to genes passed down from the Proto-Skrell, which are significantly more common in the Axiori (recorded to have interbred with the Proto-Skrell until their eventual extinction) than the Xiialt. The discovery, pioneered by Psionic Analysis professor [[Notable Skrell|Yleshir Zrose]], was titled the &#039;&#039;&#039;Zrose Graph&#039;&#039;&#039;. They conducted numerous inquiries into the psionic inclinations of both ethnicities during the [[Skrell History#Modernization And A Changing Era|modernisation of Skrell culture]] in the early 2300s BCE.&lt;br /&gt;
&lt;br /&gt;
The Zrose Graph is typically used as a visual representation of a Skrell&#039;s psionic ability - usually displayed after a Skrell has undergone a Psionic Capability Test where Skrell are tested on their psionic receptiveness by highly trained Skrell known as Nlom&#039;Qalq, roughly translated into Tau Ceti Basic as Wake Examiner. High-scoring individuals are pursued, oftentimes rather doggedly, by Federation officials and pressured into taking opportunities relating to either the Starkeepers or Sromkala. Those who refuse and fail to find an alternate path fast enough may soon find other doors to be closed to them—and the Federation is more than happy to extend a hand to such individuals, placing them in a role where their talent would not go unappreciated.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=28628</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=28628"/>
		<updated>2023-04-22T17:21:09Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Skrell Ethnicities */&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 Ethnicities=&lt;br /&gt;
[[File:Skrell Subspecies.png|500px|thumb|left|A depiction of the three different Skrell subspecies. Those who had prominent Axiori/Xiiori/Xiialt ancestors will have facial structures resembling those above.]]&lt;br /&gt;
Since diverging from a shared ancestor known as the &amp;quot;Proto-Skrell&amp;quot; approximately ten million years ago, the [[Skrell]] are divided mainly into three ethnic groups: &#039;&#039;&#039;Axiori (Aquatics)&#039;&#039;&#039;, &#039;&#039;&#039;Xiialt (Coastals)&#039;&#039;&#039;, and &#039;&#039;&#039;Xiiori (Hybrids)&#039;&#039;&#039;. The variations between the two are due to adaptations to better fit their environment, while interbreeding maintained genetic diversity in both groups.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For information on how Skrell subspecies view each other outside of the Nralakk Federation see [[Starlight_Zone#Cross-Subspecies_Hostility|Starlight Zone]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Axiori===&lt;br /&gt;
Axiori, which can be approximately translated to “aquatics” or “ocean-dwellers”, are notably better adapted to survive within the depths of the Homeworld’s seas. Typically sporting much more pronounced webbings for faster swimming, as well as larger and more monocular eyes to better perceive their environment. They also possess a small tail that acts as a rudder; making them capable of changing direction at high speeds when underwater. The high-pressure environments in which they thrived and evolved have also resulted in a lower metabolic rate for the ethnicity, resulting in easier fat accrual.&lt;br /&gt;
&lt;br /&gt;
Axiori, on average, tend to have far more raw psionic potential when compared to the Xiialt. Many studies that have dived into the topic in an attempt to answer why this occurs, suggest that is due to increased psionic usage and repeated interbreeding further strengthened these natural capabilities. Axiori also tend to have much darker skin tones, a trait believed to have helped them camouflage within the dark, deep depths of the Homeworld’s oceans many millennia ago.&lt;br /&gt;
&lt;br /&gt;
After the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Axioris Ranaera&#039;&#039;&#039; the Axiori lived in a relative primitive age for much longer than the Xiialt. While metallurgy was discovered by the Xiialt around the year &#039;&#039;&#039;~12000 BCE&#039;&#039;&#039; the Axiori lagged behind due to their lack of fire. This caused true metal production to lag far behind for the Axiori; starting when information between the two subspecies was shared around &#039;&#039;&#039;~10000 BCE&#039;&#039;&#039; due to Xiialt and Axiori coming back into contact. This relationship stays consistent today with many technological advancements being done above-water leading Axiori culture to emphasize traditional labor over research. Because of this lag in development the Axiori grew closer familial bonds than that of the Xiialt and communities of Axiori feel closer knit even to this day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For prominent Axiori cities and settlements see [[Qerrbalak#Cities_and_Landmarks|Qerr&#039;wesi, Eriuyushi, and Xy&#039;laxi]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Xiialt===&lt;br /&gt;
Xiialt can be approximately translated to “coastals” or “land-dwellers”. These Skrell are the biological cousins of the Axiori. They tend to be somewhat short, but the stout nature of the Xiialt helped them traverse the rough nature of their biome with bipedal movement. Due to this, their feet are somewhat bigger than those of an Axiori and their leg muscles are more defined. It is theorized that this helped early Xiialt outrun predators on land. Xiialt also tend to be much leaner; this is due to their slightly higher metabolic rate due to the abundant presence of food on the surface. While Xiialt are better adapted to live on land they are still able to breathe and see underwater; however, their swimming is not as agile.&lt;br /&gt;
&lt;br /&gt;
Xiialt, on average, tend to have far less raw psionic potential when compared to the Axiori. It is theorized that the early population boom played a role in this. For instance, Xiialt societies were dense and well populated. This helped to ward off predators but it also staved natural selection and resulted in the ethnicity’s lower psionic potential. Continued interbreeding within the ethnicity resulted in lowered psionic potential and has led to stark differences between the subspecies.&lt;br /&gt;
&lt;br /&gt;
After the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Xiialtus Ranaera&#039;&#039;&#039; the Xiialt advanced technologically at a much faster rate than the Axiori. Quickly discovering metallurgy around the year &#039;&#039;&#039;~12000 BCE&#039;&#039;&#039; and advancing their research, the Xiialt were often far ahead the Axiori in terms of development. As a consequence, Xiialt occupy a large portion of the Federation&#039;s research and science society; however, this does not mean they are necessarily smarter. The different cultural shifts experienced at the beginning of the Ranaera Skrellis offshoot allowed Xiialt culture to place more emphasis on scientific curiosity than that of the Axiori. Due to this cultural divide the Xiialt often value their workplace bonds higher than that of their familial bonds; however, both are still important.&lt;br /&gt;
&lt;br /&gt;
===Xiiori===&lt;br /&gt;
Xiiori can be approximately translated to “hybrids”. These Skrell are the off-spring of a Xiialt and an Axiori (and in some cases a Xiiori and a Xiialt/Axiori). Xiiori genes typically tend to lean more towards their Axiori ancestry. This is due to most Axiori genes being dominant; therefore, Xiiori have more psionic potential than Xiialt but less than pure-blooded Axioris. Typically, a Xiiori will look like a 60/40 split when it comes to their Axiori and Xiialt parents. There is little to no discrimination towards Xiiori from either Axiori or Xiialt; however, Xiiori are at a greater risk for many of the disorders that plague Skrell (often having at least one). Xiiori will most likely have a tail (unless they are the off-spring of a Xiiori and a Xiialt).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: When playing a Xiiori you must pick the subspecies that most closely resembles your character. You also must denote that your character is a Xiiori in your medical records and/or flavor text.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Hybridization====&lt;br /&gt;
While most [[Skrell]] originally mated within their own ethnicities, as society evolved it became increasingly common to interbreed. This resulted in the designation of a new group known as the &#039;&#039;&#039;Xiiori (Hybrid)&#039;&#039;&#039;, a combination of its parent ethnicities. Due to the X&#039;Lu&#039;oa, however, a growing portion of newborn [[Skrell]] are Xiiori, which has all but ensured the slow decline of the other ethnicities as their DNA becomes more blurred in the face of the X&#039;Lu&#039;oa crisis.&lt;br /&gt;
&lt;br /&gt;
==Colours and Markings==&lt;br /&gt;
&lt;br /&gt;
Body colour is divided along species lines, with Axiori taking the darker colours and Xiialt taking the brighter colours; Axiori can naturally have dark shades of purple, red, brown or blue, while Xiialt will have lighter shades of yellow, green, blue, or red. The distinction also extends to body markings, with Axiori having simpler markings in comparison to Xiialt. Xiiori, just like with other physical attributes, will take after both their Axiori and Xiialt parents, with the Axiori genes being more dominant. The offspring of a red Axiori with dot markings and a blue Xiialt with splotches could create a purple-coloured Xiiori - with the markings being either a mix of both or just one. There is enough variance in both subspecies for outliers in natural body colour existing without being Xiiori, although modern-day spa treatments and the species&#039; societal views make this an unremarkable phenomenon.&lt;br /&gt;
&lt;br /&gt;
Diet can influence colouration, but cannot change a Skrell&#039;s colour entirely. The process can take a few years for any observable changes or it can be sped up by eating high quantities of food with the desired pigment, reducing the time from a few years to only a year. Through diet, a Skrell can change the shade of their skin to be lighter or darker depending on what they have been eating, but the most observable change is in the stomach region and any markings; bright yellow spots may turn brown over time if a Skrell only eats food containing dark pigments, or the abdomen could change from white to orange if their diet contains a lot of orange pigments.&lt;br /&gt;
&lt;br /&gt;
Spas are common enough both within and outside the Federation that unless finding themselves deep within the frontiers of space, Skrell are able to change how they look without being beholden to what was once unique to their subspecies; Spa treatments allow for any combination of colour or pattern and are neither especially promoted nor frowned upon by Skrell. This cosmetic genetic modification allows for Axiori to sport bright, vibrant colours and Xiialt to have deep, rich colours, or staying with their natural colouration. Spa treatments are permanent and can be passed onto offspring, while changes caused by diet will not carry onto offspring. Skrell are also known to use spa treatments to give themselves some form of advantage, in the same vein as animals evolving to better suit their environment; [[Aliose]] and [[New Gibson]] are notable examples of this, as Skrell hailing from both are known to undergo spa treatments that give them pale, opaque skin to further insulate themselves from the cold. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Examples of Skrell natural colours, along with an example of a Skrell who has had spa treatments&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|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|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|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|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|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 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;
==History==&lt;br /&gt;
Largely considered lost to the ravages of time, it is only through archaeological evidence excavated from numerous locations across [[Qerrbalak]] that the Skrell are able to gather even minuscule amounts of factual information. Through a combination of both archaeological excavations, and a bit of oral history passed through the generations, it is believed that &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; (the first Skrell) diverged from a primarily sea-dwelling creature. It is at some point in the development of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; that specific circumstances tailored the evolutionary path of the species to begin developing the ability to use psionics; mostly as a method of continued survival. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; really only expanded onto the surface of [[Qerrbalak]] after several extinction events that proved to be in skrellian favor. It was here that the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Axioris Ranaera&#039;&#039;&#039; and &#039;&#039;&#039;Xiialtus Ranaera&#039;&#039;&#039;. Whilst viewed upon as ethnicities in the modern-day, they are both in fact subspecies of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; that developed separately to live either primarily within the shallows and depths or along the coasts and dryer regions of the Homeworld. &lt;br /&gt;
&lt;br /&gt;
[[File:ZroseChart.png|thumb|350px|left|alt=ZroseGraph|Axiori typically have a higher number of psionically adept individuals compared to the Xiialt, while psionic receptivity doesn&#039;t appear to have any correlation with ethnicity.]]&lt;br /&gt;
&lt;br /&gt;
==Psionic Differences== &lt;br /&gt;
&lt;br /&gt;
While both have a similar range of intellectual ability, the Axiori tend to have a higher number of psionic prodigies than their counterparts. It is theorised that this occurs due to genes passed down from the Proto-Skrell, which are significantly more common in the Axiori (recorded to have interbred with the Proto-Skrell until their eventual extinction) than the Xiialt. The discovery, pioneered by Psionic Analysis professor [[Notable Skrell|Yleshir Zrose]], was titled the &#039;&#039;&#039;Zrose Graph&#039;&#039;&#039;. They conducted numerous inquiries into the psionic inclinations of both ethnicities during the [[Skrell History#Modernization And A Changing Era|modernisation of Skrell culture]] in the early 2300s BCE.&lt;br /&gt;
&lt;br /&gt;
The Zrose Graph is typically used as a visual representation of a Skrell&#039;s psionic ability - usually displayed after a Skrell has undergone a Psionic Capability Test where Skrell are tested on their psionic receptiveness by highly trained Skrell known as Nlom&#039;Qalq, roughly translated into Tau Ceti Basic as Wake Examiner. High-scoring individuals are pursued, oftentimes rather doggedly, by Federation officials and pressured into taking opportunities relating to either the Starkeepers or Sromkala. Those who refuse and fail to find an alternate path fast enough may soon find other doors to be closed to them—and the Federation is more than happy to extend a hand to such individuals, placing them in a role where their talent would not go unappreciated.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Skrell_Subspecies.png&amp;diff=28627</id>
		<title>File:Skrell Subspecies.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Skrell_Subspecies.png&amp;diff=28627"/>
		<updated>2023-04-22T17:20:08Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A depiction of the three Skrell subspecies (art by Låmp Inspector #5516).&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=28626</id>
		<title>RyverStyx: Sandbox2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=RyverStyx:_Sandbox2&amp;diff=28626"/>
		<updated>2023-04-22T17:17:00Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: &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 Ethnicities=&lt;br /&gt;
&lt;br /&gt;
Since diverging from a shared ancestor known as the &amp;quot;Proto-Skrell&amp;quot; approximately ten million years ago, the [[Skrell]] are divided mainly into three ethnic groups: &#039;&#039;&#039;Axiori (Aquatics)&#039;&#039;&#039;, &#039;&#039;&#039;Xiialt (Coastals)&#039;&#039;&#039;, and &#039;&#039;&#039;Xiiori (Hybrids)&#039;&#039;&#039;. The variations between the two are due to adaptations to better fit their environment, while interbreeding maintained genetic diversity in both groups.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For information on how Skrell subspecies view each other outside of the Nralakk Federation see [[Starlight_Zone#Cross-Subspecies_Hostility|Starlight Zone]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Axiori===&lt;br /&gt;
Axiori, which can be approximately translated to “aquatics” or “ocean-dwellers”, are notably better adapted to survive within the depths of the Homeworld’s seas. Typically sporting much more pronounced webbings for faster swimming, as well as larger and more monocular eyes to better perceive their environment. They also possess a small tail that acts as a rudder; making them capable of changing direction at high speeds when underwater. The high-pressure environments in which they thrived and evolved have also resulted in a lower metabolic rate for the ethnicity, resulting in easier fat accrual.&lt;br /&gt;
&lt;br /&gt;
Axiori, on average, tend to have far more raw psionic potential when compared to the Xiialt. Many studies that have dived into the topic in an attempt to answer why this occurs, suggest that is due to increased psionic usage and repeated interbreeding further strengthened these natural capabilities. Axiori also tend to have much darker skin tones, a trait believed to have helped them camouflage within the dark, deep depths of the Homeworld’s oceans many millennia ago.&lt;br /&gt;
&lt;br /&gt;
After the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Axioris Ranaera&#039;&#039;&#039; the Axiori lived in a relative primitive age for much longer than the Xiialt. While metallurgy was discovered by the Xiialt around the year &#039;&#039;&#039;~12000 BCE&#039;&#039;&#039; the Axiori lagged behind due to their lack of fire. This caused true metal production to lag far behind for the Axiori; starting when information between the two subspecies was shared around &#039;&#039;&#039;~10000 BCE&#039;&#039;&#039; due to Xiialt and Axiori coming back into contact. This relationship stays consistent today with many technological advancements being done above-water leading Axiori culture to emphasize traditional labor over research. Because of this lag in development the Axiori grew closer familial bonds than that of the Xiialt and communities of Axiori feel closer knit even to this day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For prominent Axiori cities and settlements see [[Qerrbalak#Cities_and_Landmarks|Qerr&#039;wesi, Eriuyushi, and Xy&#039;laxi]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Xiialt===&lt;br /&gt;
Xiialt can be approximately translated to “coastals” or “land-dwellers”. These Skrell are the biological cousins of the Axiori. They tend to be somewhat short, but the stout nature of the Xiialt helped them traverse the rough nature of their biome with bipedal movement. Due to this, their feet are somewhat bigger than those of an Axiori and their leg muscles are more defined. It is theorized that this helped early Xiialt outrun predators on land. Xiialt also tend to be much leaner; this is due to their slightly higher metabolic rate due to the abundant presence of food on the surface. While Xiialt are better adapted to live on land they are still able to breathe and see underwater; however, their swimming is not as agile.&lt;br /&gt;
&lt;br /&gt;
Xiialt, on average, tend to have far less raw psionic potential when compared to the Axiori. It is theorized that the early population boom played a role in this. For instance, Xiialt societies were dense and well populated. This helped to ward off predators but it also staved natural selection and resulted in the ethnicity’s lower psionic potential. Continued interbreeding within the ethnicity resulted in lowered psionic potential and has led to stark differences between the subspecies.&lt;br /&gt;
&lt;br /&gt;
After the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Xiialtus Ranaera&#039;&#039;&#039; the Xiialt advanced technologically at a much faster rate than the Axiori. Quickly discovering metallurgy around the year &#039;&#039;&#039;~12000 BCE&#039;&#039;&#039; and advancing their research, the Xiialt were often far ahead the Axiori in terms of development. As a consequence, Xiialt occupy a large portion of the Federation&#039;s research and science society; however, this does not mean they are necessarily smarter. The different cultural shifts experienced at the beginning of the Ranaera Skrellis offshoot allowed Xiialt culture to place more emphasis on scientific curiosity than that of the Axiori. Due to this cultural divide the Xiialt often value their workplace bonds higher than that of their familial bonds; however, both are still important.&lt;br /&gt;
&lt;br /&gt;
===Xiiori===&lt;br /&gt;
Xiiori can be approximately translated to “hybrids”. These Skrell are the off-spring of a Xiialt and an Axiori (and in some cases a Xiiori and a Xiialt/Axiori). Xiiori genes typically tend to lean more towards their Axiori ancestry. This is due to most Axiori genes being dominant; therefore, Xiiori have more psionic potential than Xiialt but less than pure-blooded Axioris. Typically, a Xiiori will look like a 60/40 split when it comes to their Axiori and Xiialt parents. There is little to no discrimination towards Xiiori from either Axiori or Xiialt; however, Xiiori are at a greater risk for many of the disorders that plague Skrell (often having at least one). Xiiori will most likely have a tail (unless they are the off-spring of a Xiiori and a Xiialt).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: When playing a Xiiori you must pick the subspecies that most closely resembles your character. You also must denote that your character is a Xiiori in your medical records and/or flavor text.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Hybridization====&lt;br /&gt;
While most [[Skrell]] originally mated within their own ethnicities, as society evolved it became increasingly common to interbreed. This resulted in the designation of a new group known as the &#039;&#039;&#039;Xiiori (Hybrid)&#039;&#039;&#039;, a combination of its parent ethnicities. Due to the X&#039;Lu&#039;oa, however, a growing portion of newborn [[Skrell]] are Xiiori, which has all but ensured the slow decline of the other ethnicities as their DNA becomes more blurred in the face of the X&#039;Lu&#039;oa crisis.&lt;br /&gt;
&lt;br /&gt;
==Colours and Markings==&lt;br /&gt;
&lt;br /&gt;
Body colour is divided along species lines, with Axiori taking the darker colours and Xiialt taking the brighter colours; Axiori can naturally have dark shades of purple, red, brown or blue, while Xiialt will have lighter shades of yellow, green, blue, or red. The distinction also extends to body markings, with Axiori having simpler markings in comparison to Xiialt. Xiiori, just like with other physical attributes, will take after both their Axiori and Xiialt parents, with the Axiori genes being more dominant. The offspring of a red Axiori with dot markings and a blue Xiialt with splotches could create a purple-coloured Xiiori - with the markings being either a mix of both or just one. There is enough variance in both subspecies for outliers in natural body colour existing without being Xiiori, although modern-day spa treatments and the species&#039; societal views make this an unremarkable phenomenon.&lt;br /&gt;
&lt;br /&gt;
Diet can influence colouration, but cannot change a Skrell&#039;s colour entirely. The process can take a few years for any observable changes or it can be sped up by eating high quantities of food with the desired pigment, reducing the time from a few years to only a year. Through diet, a Skrell can change the shade of their skin to be lighter or darker depending on what they have been eating, but the most observable change is in the stomach region and any markings; bright yellow spots may turn brown over time if a Skrell only eats food containing dark pigments, or the abdomen could change from white to orange if their diet contains a lot of orange pigments.&lt;br /&gt;
&lt;br /&gt;
Spas are common enough both within and outside the Federation that unless finding themselves deep within the frontiers of space, Skrell are able to change how they look without being beholden to what was once unique to their subspecies; Spa treatments allow for any combination of colour or pattern and are neither especially promoted nor frowned upon by Skrell. This cosmetic genetic modification allows for Axiori to sport bright, vibrant colours and Xiialt to have deep, rich colours, or staying with their natural colouration. Spa treatments are permanent and can be passed onto offspring, while changes caused by diet will not carry onto offspring. Skrell are also known to use spa treatments to give themselves some form of advantage, in the same vein as animals evolving to better suit their environment; [[Aliose]] and [[New Gibson]] are notable examples of this, as Skrell hailing from both are known to undergo spa treatments that give them pale, opaque skin to further insulate themselves from the cold. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Examples of Skrell natural colours, along with an example of a Skrell who has had spa treatments&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|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|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|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|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|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 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;
==History==&lt;br /&gt;
Largely considered lost to the ravages of time, it is only through archaeological evidence excavated from numerous locations across [[Qerrbalak]] that the Skrell are able to gather even minuscule amounts of factual information. Through a combination of both archaeological excavations, and a bit of oral history passed through the generations, it is believed that &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; (the first Skrell) diverged from a primarily sea-dwelling creature. It is at some point in the development of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; that specific circumstances tailored the evolutionary path of the species to begin developing the ability to use psionics; mostly as a method of continued survival. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; really only expanded onto the surface of [[Qerrbalak]] after several extinction events that proved to be in skrellian favor. It was here that the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; split into &#039;&#039;&#039;Axioris Ranaera&#039;&#039;&#039; and &#039;&#039;&#039;Xiialtus Ranaera&#039;&#039;&#039;. Whilst viewed upon as ethnicities in the modern-day, they are both in fact subspecies of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; that developed separately to live either primarily within the shallows and depths or along the coasts and dryer regions of the Homeworld. &lt;br /&gt;
&lt;br /&gt;
[[File:ZroseChart.png|thumb|350px|left|alt=ZroseGraph|Axiori typically have a higher number of psionically adept individuals compared to the Xiialt, while psionic receptivity doesn&#039;t appear to have any correlation with ethnicity.]]&lt;br /&gt;
&lt;br /&gt;
==Psionic Differences== &lt;br /&gt;
&lt;br /&gt;
While both have a similar range of intellectual ability, the Axiori tend to have a higher number of psionic prodigies than their counterparts. It is theorised that this occurs due to genes passed down from the Proto-Skrell, which are significantly more common in the Axiori (recorded to have interbred with the Proto-Skrell until their eventual extinction) than the Xiialt. The discovery, pioneered by Psionic Analysis professor [[Notable Skrell|Yleshir Zrose]], was titled the &#039;&#039;&#039;Zrose Graph&#039;&#039;&#039;. They conducted numerous inquiries into the psionic inclinations of both ethnicities during the [[Skrell History#Modernization And A Changing Era|modernisation of Skrell culture]] in the early 2300s BCE.&lt;br /&gt;
&lt;br /&gt;
The Zrose Graph is typically used as a visual representation of a Skrell&#039;s psionic ability - usually displayed after a Skrell has undergone a Psionic Capability Test where Skrell are tested on their psionic receptiveness by highly trained Skrell known as Nlom&#039;Qalq, roughly translated into Tau Ceti Basic as Wake Examiner. High-scoring individuals are pursued, oftentimes rather doggedly, by Federation officials and pressured into taking opportunities relating to either the Starkeepers or Sromkala. Those who refuse and fail to find an alternate path fast enough may soon find other doors to be closed to them—and the Federation is more than happy to extend a hand to such individuals, placing them in a role where their talent would not go unappreciated.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Nralakk_Federation&amp;diff=28494</id>
		<title>Nralakk Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Nralakk_Federation&amp;diff=28494"/>
		<updated>2023-04-03T02:31:53Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: JPI -&amp;gt; FPI&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;
=Nralakk Federation=&lt;br /&gt;
[[file:jargon_flag.jpg|thumb|right|360px]|The flag of the Nralakk Federation]]&lt;br /&gt;
[[file:SCS_bell.png|300px|thumb|right|A bell curve showing the distribution of Numericals in the social credit system.]]&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;
&lt;br /&gt;
Headed by [[Notable Skrell| Weashbi Jrugl]], the Nralakk Federation is governed by a Grand Council that aims to uplift the Skrell in all aspects - Socially, Politically and Economically. Since its formation in &#039;&#039;&#039;900 CE&#039;&#039;&#039;, it has accomplished great feats that have propelled the ancient race across the [[Template:Aurora_Starmap| Orion Spur]] - however - a looming reminder of the past still clings dearly to the species. Ruled by the tyrannical [[Skrell History| Glorsh-Omega]], a manipulative intelligence that nearly rendered the Skrell extinct through the use of infertility, until its disappearance in &#039;&#039;&#039;2192 CE&#039;&#039;&#039; that thrust the Skrell into a modern dark age that was difficult to recover from. &lt;br /&gt;
&lt;br /&gt;
Now, with a profound emphasis on securing its own interests, the Federation has managed to grow its influence throughout the [[Template:Aurora_Starmap| Orion Spur]]; through the use of an elusive branch of their military, known as [[Skrell_Politics#Federation_Enforcement| Ruupkala]], and diplomacy.&lt;br /&gt;
&lt;br /&gt;
== Social Credit System ==&lt;br /&gt;
&lt;br /&gt;
The Social Credit System (Nral&#039;Malic: bli&#039;zi wlaqijii qal&#039;mi-hra) is an interstellar system developed by the Grand Council of the Nralakk Federation. It is a data registry of every single record lodged and is a system often used by businesses, individuals, and bureaucrats. It calculates various factors before outputting a numerical string, usually expressed as a fraction over ten with no more than two decimal places. Depending on the numerical output, citizens may have privileges awarded or even stripped. It was first implemented shortly after the reunification of the Nralakk Federation post-Glorsh-Omega, to ensure the trustworthiness of their citizens and to best secure the interests of their entire society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note: Players are asked to be sensible when giving their Skrell a Social Credit Score. Consulars would have a fairly high score, 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 score, so their motivations for leaving would have to be logical. Rebels or criminals would not have a high score 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. [[C%27thur_in_the_Federation|Non-Skrell]] species living in the Federation and how they interact with the Social Credit System are discussed on their [[Diona_in_the_Federation|respective pages]]. &lt;br /&gt;
&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 skills development and training&lt;br /&gt;
*Reproducing and/or forming a Quya&lt;br /&gt;
*Devoting and/or donating oneself to the furtherment of Science and Medicine&lt;br /&gt;
*Following a state-enforced religion such as [[Skrell Faith| Qeblak or Weishii]]&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 sources (eg an examination)&lt;br /&gt;
&lt;br /&gt;
==== Implications on Citizens ====&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;
===== Primary Numericals =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Classification&#039;&#039;&#039;:  7/10 - 10/10&lt;br /&gt;
&lt;br /&gt;
Primary Numericals are seen as model citizens of the Nralakk Federation and are rewarded for being so. Sponsored vacations, free public transport, unrestricted travel, bureaucratic priority, healthcare privileges enabling a greater life expectancy, high [[Nralakk_Federation#Universal_Stipends|universal basic income]] both at home and abroad, and exclusive residence within designated areas hosting other primaries are but some of the few advantages for those that are declared model citizens of the Nralakk Federation. Primaries make up a small yet 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;
===== Secondary Numericals =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Classification&#039;&#039;&#039;: 4/10 - 6.99/10&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, restricted opportunities for travel and migration, medium [[Nralakk_Federation#Universal_Stipends|universal basic income]] both at home and abroad, and slight official and legal discrimination are amongst a few of the &amp;quot;advantages&amp;quot; offered to those in this band. Reproductive rights are often restricted for Secondary Numericals in the lower end of this band, as a healthy environment in order to grow and learn is in the best interest of a child, and the inability to provide such is often used as an excuse for children to be taken into more stable homes. Secondaries are one of the most common groups of Skrell to live abroad through [[Nralakk_Federation#State-Owned_Enterprises|work exchange programmes]] 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;
===== Tertiary Numericals =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Classification&#039;&#039;&#039;: 0/10 - 3.99/10&lt;br /&gt;
&lt;br /&gt;
Tertiary Numericals are the lowest-standard citizens within the Nralakk Federation and are awarded zero privileges. Those that are placed in this category will usually face intense discrimination, and are often swept off to rehabilitation centers where they&#039;ll find their value reset to 5/10 after they are believed to have &amp;quot;recovered&amp;quot;. Tertiary Numericals are disbarred from almost every aspect of society, and often times will result in the usage of &amp;quot;services&amp;quot; which falsify their numerical category to allow them a brief period in which they are able to flee the Nralakk Federation or obtain a new identification. Those within this category are restricted from reproducing and will have temporary measures (such as birth control) implemented to ensure such. Tertiaries are often associated with criminal activity and low-skilled labour, as they are unable to find work in most fields due to their score. Tertiaries who show improvement without the need for rehabilitation are gradually given certain rights back to them until their score reaches 4, where the privileges are reinstated in full for a Secondary Numerical of a similar score.&lt;br /&gt;
&lt;br /&gt;
=====Uncategorised=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Classification&#039;&#039;&#039;: N/A&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 the bureaucratic difficulty of adjusting the Social Credit System’s algorithms to account for the Spur’s diaspora. Those within this classification are given similar privileges to Secondaries, but with several restrictions; they are barred from entering any sort of Government position, they are unable to travel to other planets within the Federation without notifying local authorities, and are also not allowed to migrate to other planets. Those who are classed as Unassigned are also given no support financially or through state resources, 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 a more detailed record is kept in the event that they apply for citizenship.&lt;br /&gt;
&lt;br /&gt;
====Implications on Citizens Abroad====&lt;br /&gt;
 &lt;br /&gt;
It should be noted that all Skrell throughout the Spur are considered citizens by the Nralakk Federation. In practice, this means that any Skrell is eligible for receiving benefits from the state, but this also comes with its own drawbacks; Skrell born outside the Federation typically have protection from persecution by the Federation government depending on the nation they come from, and a Skrell applying for a passport and state-provided benefits effectively removes their protection from official actions by the Federation. The [[Sol Alliance]] provides no such protections, while the Republic of Biesel requires Skrell not born within its territory to serve within the Tau Ceti Foreign Legion. The Coalition of Colonies has no standard policy regarding Skrell and the Federation, and protections, if any, 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 Credit System 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, both negative and positive. 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 social credit score has changed. Considering that this activity is outside of Federation space, the impact on a Skrell’s score 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 social credit score move much while abroad, with their score usually being static until they return to the Federation for a full review.&lt;br /&gt;
 &lt;br /&gt;
Citizens abroad still receive a certain amount of benefits from being a citizen, depending on their score and their circumstances. Primaries are given prioritised support where needed by embassies and consulates, while also receiving their UBI payments in full. Secondaries who work abroad as part of the [[Nralakk_Federation#State-Owned_Enterprises|Work Initative 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 exchange programme between the state-owned enterprises and megacorporations will receive coverage based on their social credit score, while anyone else 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 credit score 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 on skyscrapers. Skrell who have renounced their Federation citizenship are also displayed here. This has become a way of life and has even managed to perverse itself into entertainment as a thirty-second ad. These lists usually revolve around either the most notable of idols, and the most notorious &amp;quot;rebels&amp;quot; and includes most of the [[Federation_Crime_and_Resistance#The_Resistance | resistance leaders]] outlined by the State. At the end of the day, typically at sunset, these screens will switch displays to the &amp;quot;most improved citizen of the day&amp;quot; and &amp;quot;least improved citizen of the day&amp;quot;. It is said that this acts as both an &#039;&#039;&#039;incentive&#039;&#039;&#039; and a &#039;&#039;&#039;deterrent&#039;&#039;&#039; to the citizens within the Nralakk Federation, and to highlight their behavior and the consequences stemming from such.&lt;br /&gt;
&lt;br /&gt;
==== The Drylist ====&lt;br /&gt;
&lt;br /&gt;
While the social credit system 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 Nralakk has not confirmed or denied the existence of surveillance against citizens many are calling the surveilled individuals “drylisters”.&lt;br /&gt;
&lt;br /&gt;
== Major Planets ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Qerrbalak]]&#039;&#039;&#039;, the Skrell Homeworld. It has some of the largest cities on land and underwater - each with unique aspects, and houses both the Federation&#039;s headquarters, as well as the largest [[Sol Alliance| Solarian Embassy]]. The capital, Kal&#039;lo, is often the most likely place for decisions to be made by the Grand Council, as well as diplomatic engagements with foreign heads of states. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Qerr&#039;Malic]]&#039;&#039;&#039;, the moon of the Homeworld. Qerr’Malic is a bustling population centre, as well as a popular destination for aspiring engineers. It is home to dozens of warehouses that help facilitate trade throughout the Federation, as well as transport goods to and from other interstellar nations across the [[Template:Aurora_Starmap| Orion Spur]]. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Aliose]]&#039;&#039;&#039;, largely considered the heart of the Federation’s scientific endeavours, with most research conducted by the Aliose University of Medical Sciences. Its frosty composition makes its inhabitants easily noticed due to their cold, white and thick skin derived from genetic treatments to greatly increase their ability to inhabit the planet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Aweiji]]&#039;&#039;&#039;, the first Skrell Colony established outside of Nralakk. Whilst initially much rocker and drier than Homeworld, in 1050 BCE the Skrell initiated a vast terraforming program to convert the planet into an Eden in the Homeworld&#039;s own image. The very first colonists settled on their new home in 938 BCE, in a plain located between vast mountain ranges, which soon become the bustling city of Tresja. It was eventually selected for the location of the largest political meeting in the Nralakk Federation’s history, the renowned Tresja Agreement.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Notable_Skrell_Systems_and_Locations#Glorashi|Glorashi]]&#039;&#039;&#039;, comprised of various outposts that dedicate their time to research, and military aims. It houses a large population of the [[Vaurca| C&#039;thur]] - due to the presence of the species&#039; [[Vaurca| High Queen]] being maintained on round-the-clock life-support provided by the Nralakk Federation. Whilst the system is not vital to the Federation, it is paramount to the [[Vaurca| C&#039;thur]] who assist the Skrell in various ways to repay for the care given to their [[Vaurca| High Queen]]. 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;
== Technology == &lt;br /&gt;
&lt;br /&gt;
The Skrell have some of the most advanced technology across the [[Template:Aurora_Starmap| Orion Spur]], with little capable of rivalling them. Skrell hospitals and medical research facilities are considered to be the best, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in the span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation. &lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-ageing medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist. The Nralakk Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adopt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the X&#039;Lu&#039;oa, and there are various other modifications available that serve practical purposes. Members of the [[Skrell_Politics#Federation_Enforcement| Kala]], for example, typically receive modifications. Depending on their branch, augments will be installed to amplify their already adept skills. Those in high positions will often be equipped with a Loyalty Implant, not unlike those issued by [[Nanotrasen Corporation| Nanotrasen]]. &lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not required as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the [[Skrell Culture]] of prioritization of constructive endeavours. There is a recent trend where Skrell can have small, colourful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
===Wayfarer Network===&lt;br /&gt;
&lt;br /&gt;
The phoron crisis forced the Nralakk Federation to recognise its overreliance on phoron, and that it was not as insulated from the shortage as it originally thought. In collaboration with Einstein Engines, the Federation developed a project that would make interstellar warp travel viable over long distances: [[The_Phoron_Scarcity:_Skrell_Arc|The Wayfarer Network]]. &lt;br /&gt;
&lt;br /&gt;
The project is an interstellar network of stations acting as waystations and hubs for ships using warp travel. While not solving the issue of warp speeds being slower when compared to Bluespace speeds, the network will help alleviate the logistical issues posed by forcing warp drive-equipped vessels to travel long distances with less time given for breaks or servicing - a side-effect of the phoron crisis where the same timeframes must be kept for shipments across the Federation, but without the same speeds provided by Bluespace travel.&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
==== Notable Civilian Vehicles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Civilian Vehicles&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Make&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Classification&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Seats&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Xarnaq&lt;br /&gt;
| SUV (Submersible Utility Vehicle)&lt;br /&gt;
| 5 - 8&lt;br /&gt;
| A submersible utility vehicle or SUV is a car classification that combines elements of road-going passenger cars with features from under-water vehicles, such as water propulsion-capable drive.&lt;br /&gt;
|-&lt;br /&gt;
| Sqraanda&lt;br /&gt;
| Wheeled&lt;br /&gt;
| 2 - 4&lt;br /&gt;
| An automobile having a closed body and a closed trunk separated from the part in which the driver and passengers sit. This car is strictly for above-water driving.&lt;br /&gt;
|-&lt;br /&gt;
| Qruupq&lt;br /&gt;
| Submerged&lt;br /&gt;
| 5 - 8&lt;br /&gt;
| A vehicle with a streamlined hull designed to operate completely submerged in the sea for long periods, equipped with a periscope.&lt;br /&gt;
|-&lt;br /&gt;
| Traqq&lt;br /&gt;
| General Utility Vehicle (SUV)&lt;br /&gt;
| 2 - 4&lt;br /&gt;
| A large, heavy motor vehicle used for transporting goods, materials, or troops.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spaceflight ==&lt;br /&gt;
&lt;br /&gt;
Being one of the oldest species within the Orion Spur with a reverence of the galaxy, it was inevitable that the Skrell would eventually have the stars within their grasp. With the successful launch of the first Skrellian satellite in 1224 BCE, the possibility of stellar habitation became a very real possibility. In due course, this ushered in an age of enlightenment as research and resources were poured into aeronautics, and almost three millennia later, the Skrell continue to dominate the stars, spreading themselves over approximately one thousand, two hundred stars throughout the westernmost segment of the Orion Spur. During the colonisation era of the Skrell people, a name would be coined for those born en route to their interstellar destination - ‘Horizon Children’ quickly became the popular term.&lt;br /&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. The possibility that further advancements would allow the Skrell to breach the Homeworld&#039;s atmosphere in order to explore the stars drove further funding and manpower to aeronautic research.&lt;br /&gt;
&lt;br /&gt;
The degrading environment of [[Qerrbalak]] pushed for the expansion across Nralakk, leading to the eventual colonisation of its moon, [[Qerr&#039;Malic]], by &#039;&#039;&#039;1109 BCE&#039;&#039;&#039;. Crude and archaic by modern standards, the first colonies across Qerr&#039;Malic alleviated the mineral crisis that plagued the Skrell and allowed even further innovation. While technological 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. This intermingling promoted the exchange of culture, knowledge, and ideas, which would further encourage 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. However, gradual phoron scarcity has pushed for many Skrell to voice their concerns, some requesting the species return to using [[Interstellar Travel| warpdrives]] - whilst slower, they are often much more reliable and cheaper.&lt;br /&gt;
&lt;br /&gt;
====Propulsion Methods====&lt;br /&gt;
&lt;br /&gt;
Spacecraft propulsion is any method used to accelerate spacecraft and satellites. It exclusively deals with propulsion systems used in the vacuum of space, such as the warpdrive or bluespace drive. Several methods have been developed, though each has its own drawbacks and advantages. The Skrell use a mixture of both methods in different classes of spacecraft, a small few even using an advanced hybrid of bluespace and warp.&lt;br /&gt;
&lt;br /&gt;
=====STL=====&lt;br /&gt;
&lt;br /&gt;
Most vessels before the invention of the warpdrive would travel at sublight speeds, meaning decades could pass before reaching their intended destination. This gave rise to habitation vessels - more commonly called &#039;Generational Spacecrafts&#039;. The original occupants of these crafts would spend their entire lives aboard the vessel, training their offspring to replace them, before finally dying. The creation and subsequent implementation of the warpdrive halved the time it took to travel these distances - however, instead of phasing out the generation ships, the Nralakk Federation modernised them, rebranding them as educational opportunities and research crafts. Volunteers would be able to apply for a variety of studies, and spend the rest of their journey completing their education, refining their skills before they began colonization efforts.&lt;br /&gt;
&lt;br /&gt;
The culture of generational spacecraft eventually evolved into a nomadic society, the Skrell of which detaching from Nralakk Federation - rather than devoting their lives to maintain the original purpose of the ship, these Skrell embraced a lifestyle of freedom and opportunity. With varying ambitions and destinations, these vessels are usually found travelling within the depths of the Traverse, or outside of the Nralakk Federation, these ships &#039;continue&#039; their maiden voyage. Some eventually settle after centuries of exploration. Depending on their experiences, and time spent within space, cultures can vary; their customs, traditions and habits are unique to specific groupings. Those that choose this nomadic lifestyle have been dubbed &#039;Genners&#039; by contemporary Skrell society.&lt;br /&gt;
&lt;br /&gt;
=====Warpdrive=====&lt;br /&gt;
&lt;br /&gt;
A method of FTL travel, the warpdrive was considered the foundation of space exploration. The ability to breach the speed of light had been a driving force of Skrell aeronautics for centuries, as long, expensive travel costs led to the desire to make space travel much faster than it previously had been. Eventually, the warpdrive was invented by [[Notable Skrell| Noliq Preles]] in &#039;&#039;&#039;561 BCE&#039;&#039;&#039;, which has since become substantially more advanced. Some advancements, including less power-intensive drives allowing for faster and cheaper travel, and a pioneering navigation system, still keep the warpdrive relevant in some sectors. Though the introduction of bluespace drives has resulted in only small crafts retaining warpdrives, these engines aren&#039;t necessarily discarded when compared to their bluespace counterparts - even still, the Skrell&#039;s technological capabilities have allowed their spacecraft to maintain steady speeds double that of humanity&#039;s.&lt;br /&gt;
&lt;br /&gt;
=====Bluespace=====&lt;br /&gt;
&lt;br /&gt;
The discovery of Phoron led to the access of bluespace, resulting in a retrofitting of military class vessels and interstellar freights. With higher efficiency and lower total mass, the advantage of bluespace drives become increasingly apparent. 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 decision to rapidly outfit new and old ships with bluespace drives has now proven an issue, as the Phoron Scarcity continues to threaten all modern bluespace travel. Systems across the Nralakk Federation are beginning to suffer, while piracy and shortages within the traverse are leading to an unprecedented decrease in the Grand Councillor&#039;s approval ratings.&lt;br /&gt;
&lt;br /&gt;
====Modern Spacecraft====&lt;br /&gt;
=====Civilian Classes=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Civilian Classes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Armament&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Jarqo&lt;br /&gt;
| Exploration&lt;br /&gt;
| Point Defence Weapons&lt;br /&gt;
| Jarqo spacecraft are typically designed for exploration, and are commonly outfitted with lower-tier warp drives and point defence weaponry to defend against xenofauna; they are tasked with the exploration and documentation of their travels beyond the Nralakk Federation as they probe the uncharted space beyond the Orion Spur. They are not capable of atmospheric operations, and rely on stations or docks located on asteroids or barren planets. Jarqo are also utilised for VIP transportation where speed and discretion are required.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Luxupi&lt;br /&gt;
| Freighter&lt;br /&gt;
| Variable&lt;br /&gt;
| Luxupi are the freighters of the Nralakk Federation. Usually outfitted with midsized warp drives, they transport all manner of goods and cargo across the Nralakk Federation - sometimes even to other nations within the Orion Spur. These ships are capable of atmospheric operations depending on size, with the smaller vessels being used as intermediaries between larger freighters and planets. Freighters that do not travel outside of the inner systems do not normally have weapons, but will be outfitted with basic weaponry if travelling into known Marauder hotspots within the Traverse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Qaelvoq&lt;br /&gt;
| Luxury Transport&lt;br /&gt;
| None&lt;br /&gt;
| Often called &#039;Star Yachts&#039;, Qaelvoq are intended for high-profile dignitaries and politicians whose duties require them to constantly travel and entertain other diplomats. These ships are outfitted with grand recreational facilities and elegant quarters, intended to impress foreign diplomats or other guests. Depending on size, they can be outfitted with either a warp drive for smaller vessels or a bluespace drive for larger ones. The more famous idols are known to commission a Qaelvoq when deciding to retire, using it as a second home where they can enjoy their privacy. They are not capable of atmospheric operations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Ovlolis&lt;br /&gt;
| Generation Ship&lt;br /&gt;
| Variable; typically none&lt;br /&gt;
| A standardised generation ship design, the Ovlolis takes the lessons learned from previous failures and incidents revolving around generation ships, creating a design that addresses the worst-case scenarios that a generation ship may find itself in. These ships will allow a group to sustain itself near-indefinitely, provided that proper maintenance and repairs are performed. Weapons are not standard, but some commissioned vessels have been outfitted with weapons when believed necessary or if not provided with a military escort. Due to their enormous size and the intended use of these vessels, they are incapable of atmospheric operations; they are only to take off and land once, and are also not outfitted with any drives due to their ineffectiveness on the speed of a vessel of this size.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Military Classes====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Military Classes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Armament&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eyrixoq&lt;br /&gt;
| Multirole fighter&lt;br /&gt;
| Variable&lt;br /&gt;
| A small-sized vessel, Eyrixox spacecraft are used for scouting, light patrol, and escorting larger vessels. Their size in comparison to other military vessels allows them to be stored within the Qukala&#039;s Planaq carrier craft, using them as a base from which they can operate. These craft have been designed with no specific role in mind, instead, they have the ability to sufficiently perform multiple roles, and be outfitted with a variety of weapons dependent on tactical requirements. They are also able to be used in atmospheric operations, where they can be used as an alternative to more traditional aircraft. Unfortunately, their size also means that outfitting them with bluespace or warpdrives is useless due to the lack of space for the fuel required for a meaningful jump. Can be crewed by up to six Skrell, with a minimum requirement of two.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Ayoni&lt;br /&gt;
| Escort fighter&lt;br /&gt;
| Variable; anti-fighter-focused armaments or point-defence weaponry&lt;br /&gt;
|Only slightly larger than the Eyriqxoq, Ayoni spacecraft are used as escorts for much larger and slower spacecraft within the Qukala, protecting against ships of similar size and incoming missiles. Ayoni can be armed with weapons that focus on disabling other spacecraft or intercepting incoming missiles, and will make up a large part of a Planaq carrier&#039;s complement. While also capable of atmospheric operations, these craft are designed purely with defending other ships during space combat in mind. Ayoni craft have a similar issue to Eyrixox craft in that they are still too small to effectively use warp or bluespace drives, relying on Planaq carriers for long-distance travel. Can be crewed by up to six Skrell, with a minimum requirement of two.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Qrolis&lt;br /&gt;
| Strikecraft&lt;br /&gt;
| Precision weapons and explosives, specialised electronic warfare suites&lt;br /&gt;
| A specialised type of craft, Qrolis spacecraft are equipped with stealth systems that allow for sensor invisibility, advanced technology that can easily decapitate other vessels&#039; computer systems - whilst also protecting against the same kind of intrusion - and a specialised propulsion system that further masks it&#039;s signature. Qrolis have a reputation amongst Marauder groups in the Traverse due to their comparative strength to the retrofitted civilian vessels they face, being able to rapidly descend on an unaware Marauder vessel and disabling it before it can retaliate. In reality, Qrolis are not particularly outstanding in performance compared to other Skrellian vessels, with their use of stealth technology being the reason why they have such an edge against Marauder vessels. Despite the reputation of these crafts, they are expensive to build, maintain, and train pilots for in comparison to the similarly-sized Ayoni or Eyriqxoq spacecraft, making them a rare sight outside of important battles or shows of force by the Qukala. Like other spacecraft of similar size, the Qrolis are incapable of independent warp or bluespace travel. Intended to be crewed by up to four Skrell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Fexeq&lt;br /&gt;
| Destroyer&lt;br /&gt;
| Missiles, energy-based weaponry, torpedos&lt;br /&gt;
| Fexeq spacecraft are considerably larger than the craft above, with the role of acting as larger versions of Ayoni spacecraft; while Ayoni are outfitted for anti-fighter and anti-missile operations, the Fexeq-type ships are responsible for escorting larger vessels in a fleet against ships of equivalent or greater size. These ships make up the bulk of the Qukala navy, and are armed primarily with missiles and energy-based weapons capable of engaging most forms of spacecraft, while a few Fexeq in any given fleet may also carry torpedoes for heavier targets. While not intended to be carriers, some Fexeq craft do have limited space for fighter craft to dock, allowing them to lead patrols independent of the main fleet if required. Outside of patrols or combat, Fexeq craft are deployed to protect installations within the Qukala-Median Treqki. Because of their size, they are incapable of atmospheric operations. Crews vary in size depending on the ship&#039;s current assignment but can be safely operated with a skeleton crew numbering in the dozens, while a full crew compliment can be in the low hundreds depending on how many systems are installed on the vessel.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Qaqii&lt;br /&gt;
| Cruiser&lt;br /&gt;
| Missiles, energy-based weapons, cannon batteries&lt;br /&gt;
| The largest spacecraft after the Planaq, Qaqii have the ability to perform multiple roles where firepower, as opposed to precision, is required. Qaqii are usually employed against large opposing spacecraft, heavily fortified static targets, and to a lesser extent as psychological tools when dealing with planetary unrest in the Traverse. They employ the same weapons as destroyers, but scaled up to account for their increased size, along with one of the rare examples of Skrell utilising ballistic weaponry. While missiles and energy-based weapons are the standard in the Qukala, Qaqii will also utilise cannon batteries intended for use against static targets, or rarely against ships if heavily outmatched and desperate. Just like the Fexeq destroyers, these spacecraft are unable to perform atmospheric operations. Qaqii cruisers, while larger, require around the same amount of crew as Fexeq destroyers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Planaq&lt;br /&gt;
| Carrier&lt;br /&gt;
| Short-range weapons, point-defence systems&lt;br /&gt;
| The largest spacecraft deployed throughout the Qukala, Planaq craft act as the carriers and flagships for Qukala fleets. Although lightly armed in comparison to other vessels, they do have a small array of weapons intended to protect against incoming fire or harassers that get too close to the ship. The main &#039;weapon&#039; of the Planaq is its multiple decks of hangar bays that house and maintain the fighter craft assigned to the carrier. Planaq craft are rarely utilised outside of major military operations, and are instead relegated to patrolling the inner systems or the Qukala-Median Treqki. While unable to perform atmospheric operations itself, these vessels will enter orbit while their fighters enter the planet&#039;s atmosphere. The crew required to effectively operate one of these vessels is in the thousands, although realistically only around a thousand crewmembers will operate a Planaq carrier when the ship isn&#039;t assigned to a mission. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Priiq&lt;br /&gt;
| Battlecarrier&lt;br /&gt;
| Drone fabrication bays, short-range weapons, point-defence systems, unknown other armaments&lt;br /&gt;
| Information regarding Priiq battlecarriers is scarce, with the Federation only providing the bare minimum necessary to convey the capabilities of the class to its adversaries. Only one ship of this type is known to exist: the NFV Qheles, which can be found mothballed in orbit of Qerrbalak unless required. From recent events where the NFV Qheles was deployed against Admiral Beauchamp, a former warlord in the Human Wildlands, it can be inferred that a typical Priiq vessel with have drone fabrication bays, short-range weapons, and other secondary systems typical of large vessels of its size. It can also be inferred that due its size it cannot perform atmospheric operations. It is unknown if there are proper hangar bays similar to Planaq carriers or how many crew members are required to man it. Considering its rare usage, as well as comments by Weashbi Jrugl that it would be difficult to maintain it during the current phoron crisis, it can be assumed that the resources required to operate and maintain such a large vessel are almost prohibitively expensive. The Nralakk Federation is known to not allow crewmembers to leave the Federation if they worked aboard these vessels.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation, as a whole, operates as an authoritarian planned economy - where investment, production and the allocation of resources are distributed according to nation-wide economic plans and production plans. Usually, the quotas are set during the first few months of the year, whereupon they are expected to be fulfilled by state-owned-enterprises: a business where the state has significant control over its operations.&lt;br /&gt;
===Universal Stipends===&lt;br /&gt;
Individuals who find themselves with a Primary or Secondary Social Credit Score are awarded a &#039;&#039;&#039;universal stipend&#039;&#039;&#039; each month. The higher an individuals credit score is, the higher the stipend. Skrell who find themselves working abroad also benefit from this system; with Zeng-Hu contractors finding a near identical amount each month that is paid in sqiips. Those who signed a separate company contract will often see a stipend of 1/2 their original amount (often paid in the local currency). If an individual leaves the Federation for any other reason they would often only see a 1/3rd replacement on their monthly stipend.&lt;br /&gt;
&lt;br /&gt;
===Currency===&lt;br /&gt;
The Nralakk Federation utilizes minted coins and paper bills, called &#039;&#039;&#039;sqiips&#039;&#039;&#039;, as currency. Sqiips in their coin form can be stacked and locked together thanks to their special magnetic properties for easy transportation. Higher valued sqiips will come in a paper form, printed on different types of water-safe seaweed, as multiple coins quickly become unwieldy. The coins and paper form will have markings of aquatic life on them to denote their value (shells, molluscan, buurgis, cosmozans, etc.). Tau Ceti lacks a word for the currency; however, when they are not called sqiips they are often called &amp;quot;shells&amp;quot;. This slang has caught on outside of the Nralakk Federation and many who do not speak Nral&#039;malic would not even know the currency&#039;s true name.&lt;br /&gt;
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===State-Owned Enterprises===&lt;br /&gt;
Due to the incredibly advanced age of the species, some of the state-owned enterprises have been established for millennia - with different aims and goals to fulfil to keep the Nralakk Federation functioning to its best ability. Each is essential to the Federation, and is considered a foundation for all economic activity to originate from. Enterprises have [[Skrell_Culture#Fashion|uniforms]] that show the industry an individual works in, as well as their rank within the [[Nralakk_Federation#Social_Credit_System|Social Credit System]]. &#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, which has allowed Skrell from across Federation society to seek employment abroad. The programme allows Skrell to transfer their contract from their State-Owned Enterprise to a partnered human megacorporation and work abroad for a limited time before either renewing their contract or returning back to the Federation.&lt;br /&gt;
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*&#039;&#039;&#039;Qerr&#039;Zolvq Industries&#039;&#039;&#039; - Created shortly after the founding of the first Federation in &#039;&#039;&#039;907 CE&#039;&#039;&#039;, Qerr’Zolvq Industries is responsible for all aspects of power generation, resource extraction, and production. Before its establishment, the private sector both dominated and cornered the market, however with the establishment of this enterprise this changed entirely. Backed by state subsidies that reduced its cost of production across Qerrbalak, it saw itself rise from a fledgeling company to having a monopoly on the power generation and production industries. Technological advances only saw its growth continue exponentially as asteroid mining became a commonality, as well as better power sources that were capable of sustaining the unparalleled growth of the Skrell. Those with any knowledge in Mining and Engineering are most likely to have been employed by Qerr&#039;Zolvq Industries. It is headed by [[Notable Skrell|Chancellor Xul Lurg]]. With the Nralakk Federation inviting human megacorporations into Federation space, Qerr’Zolvq Industries has found itself partnering with Hephaestus Industries; those employed by this enterprise who take contracts abroad do so through Hephaestus.&lt;br /&gt;
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*&#039;&#039;&#039;Tuz&#039;qlip Researchers&#039;&#039;&#039; - An enterprise established after the formation of the first Federation in &#039;&#039;&#039;902 CE&#039;&#039;&#039;, Tuz’qlip Researchers oversees all aspects of Research and Development within the entirety of the Federation. Preceding its formation, each nation across Qerrbalak had something similar, however, after the formation of the Federation the requirement for a unified front for all aspects of science was needed. Eventually, facilities across the Federation were amalgamated underneath Tuz&#039;qlip Researchers, and now the enterprise works hand in hand with Zeng-Hu Pharmaceuticals. Both companies share their research in various fields, a boon that’s considered one of the key byproducts of the Solarian-Federation Alliance. The relationship between Zeng-Hu and Tuz’qlip can be seen primarily on the planet of Aliose, where they work closely with the many universities and research institutes dotted across the planet. Mostly comprised of Skrell that are educated in the fields of Science, Tuz&#039;qlip Researchers is considered the main provider of new technologies across the Federation - with the most recent Skrell advances being a result of Tuz’qlip Researchers. It is headed by [[Notable Skrell|Overseer Nalo Gir-Roq]]. Because of Zeng-Hu’s relationship with Tuz’qlip Researchers, many Skrell that wish to work abroad will find quick employment with Zeng-Hu Pharmaceuticals.&lt;br /&gt;
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*&#039;&#039;&#039;Nralakk Logistics&#039;&#039;&#039; - An enterprise that was established in &#039;&#039;&#039;905 CE&#039;&#039;&#039;, Nralakk Logistics manages telecommunications, logistics, and most transport across the Federation. Its creation was deemed necessary as the Skrell continued to expand across the stars; as interstellar communications and a well-organised logistics network would be needed to allow for colonisation to continue steadily. Nralakk Logistics typically manages shipping routes, observation posts, and Nlom Relays throughout the entirety of the Federation. Most Skrell employed by this enterprise are either pilots, ship crew, or other positions related to transport and mailing. It is headed by [[Notable Skrell|President Alot Sonq]]. Similarly to Qerr’Zolvq Industries, Skrell employed by Nralakk logistics can find easy employment with Hephaestus Industries if they wish to work outside of the Nralakk Federation.&lt;br /&gt;
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*&#039;&#039;&#039;Xomor&#039;&#039;&#039; - Xomor was established to provide security services for businesses within the Federation in 901 CE. The industry was privatised previous to this, but the Federation pursued an interest in a nationalised security enterprise that would be able to provide security where having a permanent Kala presence would be a waste of resources. Xomor is responsible for all small-scale security work within the Federation; from shopping centres to office buildings, the enterprise allowed the Kala branches to focus on their other duties. However, after the rise of Glorsh-Omega Xomor was made redundant as synthetics were the sole policing and security forces within Skrell space. The enterprise saw a revival nearly immediately after Glorsh-Omega disappeared, with many Skrell taking up the role of protecting establishments from looters. Eventually, the enterprise was formally reformed with the establishment of the Second Nralakk Federation. Most Skrell employed by Xomor are simple security officers for low-security businesses or facilities, although some have a background in prison work as wardens. It is headed by [[Notable Skrell|Director Vraka Xora-Nel]]. Idris has partnered with Xomor to allow its employees to work abroad as part of the Work Initiative Programme, with Skrell being employed within Idris Incorporated’s security branch.&lt;br /&gt;
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*&#039;&#039;&#039;Ziip’Ta Medicinal&#039;&#039;&#039; - Ziip’Ta is leading the Nralakk Federation in advanced medical research alongside Zeng Hu Pharmaceuticals. Ziip’Ta was founded in &#039;&#039;&#039;950 CE&#039;&#039;&#039; some years after the Federation was formed in direct response to increasing the lifespan and quality of life in the average Skrell. With the backing of the Federation itself, Ziip’Ta Medicinal was able to expand the lifespan of a Skrell by over 100 years past the normal expectancy rate. Nowadays, aside from medical research, Ziip’Ta also manages many hospitals, general practices, and spas. Many Skrell who work under Zeng-Hu both in the Federation and beyond are under Ziip’Ta exchange contracts.&lt;br /&gt;
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*&#039;&#039;&#039;Qel’Zvol Hospitality&#039;&#039;&#039; - Qel’Zvol Hospitality was established in &#039;&#039;&#039;932 CE&#039;&#039;&#039; to oversee all custodial, service, and tourism sectors within the Nralakk Federation. Most notably, this enterprise manages the massive tourism industry on Qerr’Malic, with most Skrell on the moon being employed by them and all hotels, resorts, or similar facilities bear its logo. Idris 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;
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&#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, and you are expected to either wear the Nralakk work uniform or work jacket to make yourself easily identifiable. 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 social credit score, 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. The Work Initiative Programme does not include SCC, corporate representative, or consular positions.&#039;&#039;&#039;&lt;br /&gt;
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==Federation Population Initiative==&lt;br /&gt;
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In the years before 2363 the Nralakk Federation saw a stark population decline due to the X’Lu’oa and it’s effect on the fertility of Skrell galaxy-wide. The Grand Council was tasked with finding a solution to this steady decline; and thus, the FPI was born. Originally meant to simply modify the genes of an infertile Skrell the program quickly evolved. While reversing infertility was simply not possible in most cases due to the reach of the X’Lu’oa, researchers quickly found that by taking samples of two willing participants and “merging” them into a Skrell-made egg an embryo would become viable. The ensuing offspring would be a near-perfect genetic split of the two donors. This information sent waves through the Nralakk Federation and the initiative was given additional funding by the Grand Council on the stipulation that numbers would become public every 100 years.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===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;
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&#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;
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&#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;
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&#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;
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==Fauna and Flora==&lt;br /&gt;
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The Nralakk Federation holds hundreds of planets, many of which support a diverse ecosystem unique to the planet itself. The planets that have been terraformed, whether because it was completely unable to support life or to better support Skrell biology, have also undergone massive seeding projects that create ecosystems similar to the ones on Qerrbalak. Most plants and animals that originated on the homeworld have been transplanted onto many of the Federation’s worlds, either replacing the previous ecosystem entirely or integrating themselves within it. Most fauna from Qerrbalak taken off-world consist of aquatic life, while most examples of flora are either staples of the Skrellian diet, hold religious significance, or are otherwise important to Federation society.&lt;br /&gt;
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===Fauna===&lt;br /&gt;
====Vru&#039;qos (Leviathan)====&lt;br /&gt;
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the Vru&#039;qos, or Leviathan, is a large aquatic cetacean-like mammal. Resembling [[Earth]] whales, with appendages similar to the Skrell headtails, it can reach up to 40 meters (131 feet) in length and weigh up to 367 tonnes (404 tons). It is one of the largest animals on Qerrbalak, as well as the eldest - with their lifespans capable of reaching up to six hundred years. The Vru&#039;qos has shown psionic capabilities, utilizing it to find mates and smaller aquatic animals to feed on. &lt;br /&gt;
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[[File:Vru&#039;qos.jpg|right|330px|thumb|The Vru&#039;qos stick close to the surface, but have been spotted close to the bottom of the various oceans across Qerrbalak.]]&lt;br /&gt;
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====Aqoliz (Mollusk)====&lt;br /&gt;
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The Aqoliz, or Mollusk, are amphibious creatures similar in appearance to giant Snails that typically were found along the coasts of the various islands dotting the seas of Qerrbalak before their domestication. Capable of reaching 1.8 metres (5&#039;9 feet) in length, and a weight of 12 tonnes (13.2 tons), a single Aqoliz is able to feed dozens of Skrell. They are said to have an exquisite flavour and tender feel when ingested by the Skrell, while other species are known to avoid Aqoliz meat for its pungent smell.&lt;br /&gt;
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====Noni-Qii (Sky Grazer)====&lt;br /&gt;
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The Noni-Qii, or Sky Grazer, is a type of avian fauna that inhabits the skies of Qerrbalak. The species is infamous due to its pest-like nature, being described as rats with wings by Skrell living in human space. Similar to a Mantaray, but on a much smaller scale; they are capable of reaching up to 1 meter (3 feet) and weighing up to 7 kilogrammes (15.4 pounds). Noni-Qii are considered a pest thanks to their reputation with farmers, and are known to readily eat crops such as dyn or wulumunusha in their entirety. After the near-extinction of the species in &#039;&#039;&#039;1622 CE&#039;&#039;&#039;, the Federation began a programme to increase their numbers once again - prompting a revival of the species that continues to prey on the Skrell plantations. The species has not been intentionally released onto other planets, but they have been known to spread out across the Federation in transport ships. Federation authorities work closely with the border authorities of their neighbours to ensure that Noni-Qii do not spread outside of the Federations borders. &lt;br /&gt;
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===Flora===&lt;br /&gt;
====Dyn====&lt;br /&gt;
First found along the river deltas across Qerrbalak, Dyn has since been domesticated by the Skrell. Plantations can typically be found in various lakes, bogs and marshes that grow hundreds of kilometres worth of the plant. Dyn is typically used to create various drinks, or peeled and then mashed in order to create a delightful meal known as &#039;&#039;&#039;Jyalra&#039;&#039;&#039;. Dyn is typically the first seeds planted in colonies, and has become a staple part of [[Skrell Cuisine]].&lt;br /&gt;
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====Wulumunusha====&lt;br /&gt;
Wulumunusha naturally grows in alpine climates, typically closer to the poles of the Homeworld. With roughly only a dozen or so plantations dedicated to the growth of the plant across the Federation (barring the planet of Waughai), which results in prices tending to skyrocket when out of season. It is used by both [[Skrell Faith| Qeblak]] and [[Skrell Faith| Weishii]] followers, and is said to unlock barriers to both Nlom and Srom. Outside of religious usage, Wulumunusha has a reputation of being a mild recreational drug that typically makes the user mute while under its effects.&lt;br /&gt;
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==Calendar System==&lt;br /&gt;
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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 Nrallak Year, and is the basis for Nralakk Standard Time which all planets within the Federation follow alongside their own local systems.&lt;br /&gt;
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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;
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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;
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*&#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 Skrellian births will occur.&lt;br /&gt;
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*&#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 Skrellian 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;
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*&#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 planets famous tropical storms and maelstroms.&lt;br /&gt;
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*&#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 Skrell are compelled to reflect on themselves.&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;
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*&#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;
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== The Archive Project ==&lt;br /&gt;
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The Skrell as a species have existed for millennia, their recorded [[Skrell_History|history]] reaching further than any other species originating from the Spur. Soon after the Confederation of the Three became the Nralakk Federation, a united effort was made to collate and archive as much of this 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 was unfortunately encrypted by Glorsh-Omega shortly before its disappearance, which resulted in the archive being considered effectively lost by the Skrell. This event is almost universally considered a massive loss by the Skrell, with most of their ancient history essentially erased.&lt;br /&gt;
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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;
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While the primary objective of this project is the archiving of the collective knowledge and history of the species, the projects 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;
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=== Qeblak’i and Weishii’i Archives ===&lt;br /&gt;
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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;
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==== Qeblak&#039;i Archive ====&lt;br /&gt;
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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;
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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;
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==== Weishii&#039;i Archive ====&lt;br /&gt;
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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;
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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 being the main things 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;
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=== Other Established or Planned Archives ===&lt;br /&gt;
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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;
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&#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;
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&#039;&#039;&#039;Oqraxo Archive&#039;&#039;&#039; - Completed in &#039;&#039;&#039;2278&#039;&#039;&#039;, the Oqraxo Archive is named after the archology it resides in 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;
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&#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 Skrellian 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 plantlife in the Federation are preserved.&lt;br /&gt;
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&#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;
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&#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 history. Currently, the archive has not been designated a planet to be built on, and debates are still underway on where to build this archive.&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 Skrellian workforce it is expected to be completed within the decade.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Nralakk_Federation&amp;diff=28479</id>
		<title>Nralakk Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Nralakk_Federation&amp;diff=28479"/>
		<updated>2023-03-31T21:30:55Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: NPI -&amp;gt; FPI&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;
=Nralakk Federation=&lt;br /&gt;
[[file:jargon_flag.jpg|thumb|right|360px]|The flag of the Nralakk Federation]]&lt;br /&gt;
[[file:SCS_bell.png|300px|thumb|right|A bell curve showing the distribution of Numericals in the social credit system.]]&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;
&lt;br /&gt;
Headed by [[Notable Skrell| Weashbi Jrugl]], the Nralakk Federation is governed by a Grand Council that aims to uplift the Skrell in all aspects - Socially, Politically and Economically. Since its formation in &#039;&#039;&#039;900 CE&#039;&#039;&#039;, it has accomplished great feats that have propelled the ancient race across the [[Template:Aurora_Starmap| Orion Spur]] - however - a looming reminder of the past still clings dearly to the species. Ruled by the tyrannical [[Skrell History| Glorsh-Omega]], a manipulative intelligence that nearly rendered the Skrell extinct through the use of infertility, until its disappearance in &#039;&#039;&#039;2192 CE&#039;&#039;&#039; that thrust the Skrell into a modern dark age that was difficult to recover from. &lt;br /&gt;
&lt;br /&gt;
Now, with a profound emphasis on securing its own interests, the Federation has managed to grow its influence throughout the [[Template:Aurora_Starmap| Orion Spur]]; through the use of an elusive branch of their military, known as [[Skrell_Politics#Federation_Enforcement| Ruupkala]], and diplomacy.&lt;br /&gt;
&lt;br /&gt;
== Social Credit System ==&lt;br /&gt;
&lt;br /&gt;
The Social Credit System (Nral&#039;Malic: bli&#039;zi wlaqijii qal&#039;mi-hra) is an interstellar system developed by the Grand Council of the Nralakk Federation. It is a data registry of every single record lodged and is a system often used by businesses, individuals, and bureaucrats. It calculates various factors before outputting a numerical string, usually expressed as a fraction over ten with no more than two decimal places. Depending on the numerical output, citizens may have privileges awarded or even stripped. It was first implemented shortly after the reunification of the Nralakk Federation post-Glorsh-Omega, to ensure the trustworthiness of their citizens and to best secure the interests of their entire society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note: Players are asked to be sensible when giving their Skrell a Social Credit Score. Consulars would have a fairly high score, 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 score, so their motivations for leaving would have to be logical. Rebels or criminals would not have a high score 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. [[C%27thur_in_the_Federation|Non-Skrell]] species living in the Federation and how they interact with the Social Credit System are discussed on their [[Diona_in_the_Federation|respective pages]]. &lt;br /&gt;
&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 skills development and training&lt;br /&gt;
*Reproducing and/or forming a Quya&lt;br /&gt;
*Devoting and/or donating oneself to the furtherment of Science and Medicine&lt;br /&gt;
*Following a state-enforced religion such as [[Skrell Faith| Qeblak or Weishii]]&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 sources (eg an examination)&lt;br /&gt;
&lt;br /&gt;
==== Implications on Citizens ====&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;
===== Primary Numericals =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Classification&#039;&#039;&#039;:  7/10 - 10/10&lt;br /&gt;
&lt;br /&gt;
Primary Numericals are seen as model citizens of the Nralakk Federation and are rewarded for being so. Sponsored vacations, free public transport, unrestricted travel, bureaucratic priority, healthcare privileges enabling a greater life expectancy, high [[Nralakk_Federation#Universal_Stipends|universal basic income]] both at home and abroad, and exclusive residence within designated areas hosting other primaries are but some of the few advantages for those that are declared model citizens of the Nralakk Federation. Primaries make up a small yet 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;
===== Secondary Numericals =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Classification&#039;&#039;&#039;: 4/10 - 6.99/10&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, restricted opportunities for travel and migration, medium [[Nralakk_Federation#Universal_Stipends|universal basic income]] both at home and abroad, and slight official and legal discrimination are amongst a few of the &amp;quot;advantages&amp;quot; offered to those in this band. Reproductive rights are often restricted for Secondary Numericals in the lower end of this band, as a healthy environment in order to grow and learn is in the best interest of a child, and the inability to provide such is often used as an excuse for children to be taken into more stable homes. Secondaries are one of the most common groups of Skrell to live abroad through [[Nralakk_Federation#State-Owned_Enterprises|work exchange programmes]] 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;
===== Tertiary Numericals =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Classification&#039;&#039;&#039;: 0/10 - 3.99/10&lt;br /&gt;
&lt;br /&gt;
Tertiary Numericals are the lowest-standard citizens within the Nralakk Federation and are awarded zero privileges. Those that are placed in this category will usually face intense discrimination, and are often swept off to rehabilitation centers where they&#039;ll find their value reset to 5/10 after they are believed to have &amp;quot;recovered&amp;quot;. Tertiary Numericals are disbarred from almost every aspect of society, and often times will result in the usage of &amp;quot;services&amp;quot; which falsify their numerical category to allow them a brief period in which they are able to flee the Nralakk Federation or obtain a new identification. Those within this category are restricted from reproducing and will have temporary measures (such as birth control) implemented to ensure such. Tertiaries are often associated with criminal activity and low-skilled labour, as they are unable to find work in most fields due to their score. Tertiaries who show improvement without the need for rehabilitation are gradually given certain rights back to them until their score reaches 4, where the privileges are reinstated in full for a Secondary Numerical of a similar score.&lt;br /&gt;
&lt;br /&gt;
=====Uncategorised=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Classification&#039;&#039;&#039;: N/A&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 the bureaucratic difficulty of adjusting the Social Credit System’s algorithms to account for the Spur’s diaspora. Those within this classification are given similar privileges to Secondaries, but with several restrictions; they are barred from entering any sort of Government position, they are unable to travel to other planets within the Federation without notifying local authorities, and are also not allowed to migrate to other planets. Those who are classed as Unassigned are also given no support financially or through state resources, 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 a more detailed record is kept in the event that they apply for citizenship.&lt;br /&gt;
&lt;br /&gt;
====Implications on Citizens Abroad====&lt;br /&gt;
 &lt;br /&gt;
It should be noted that all Skrell throughout the Spur are considered citizens by the Nralakk Federation. In practice, this means that any Skrell is eligible for receiving benefits from the state, but this also comes with its own drawbacks; Skrell born outside the Federation typically have protection from persecution by the Federation government depending on the nation they come from, and a Skrell applying for a passport and state-provided benefits effectively removes their protection from official actions by the Federation. The [[Sol Alliance]] provides no such protections, while the Republic of Biesel requires Skrell not born within its territory to serve within the Tau Ceti Foreign Legion. The Coalition of Colonies has no standard policy regarding Skrell and the Federation, and protections, if any, 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 Credit System 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, both negative and positive. 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 social credit score has changed. Considering that this activity is outside of Federation space, the impact on a Skrell’s score 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 social credit score move much while abroad, with their score usually being static until they return to the Federation for a full review.&lt;br /&gt;
 &lt;br /&gt;
Citizens abroad still receive a certain amount of benefits from being a citizen, depending on their score and their circumstances. Primaries are given prioritised support where needed by embassies and consulates, while also receiving their UBI payments in full. Secondaries who work abroad as part of the [[Nralakk_Federation#State-Owned_Enterprises|Work Initative 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 exchange programme between the state-owned enterprises and megacorporations will receive coverage based on their social credit score, while anyone else 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 credit score 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 on skyscrapers. Skrell who have renounced their Federation citizenship are also displayed here. This has become a way of life and has even managed to perverse itself into entertainment as a thirty-second ad. These lists usually revolve around either the most notable of idols, and the most notorious &amp;quot;rebels&amp;quot; and includes most of the [[Federation_Crime_and_Resistance#The_Resistance | resistance leaders]] outlined by the State. At the end of the day, typically at sunset, these screens will switch displays to the &amp;quot;most improved citizen of the day&amp;quot; and &amp;quot;least improved citizen of the day&amp;quot;. It is said that this acts as both an &#039;&#039;&#039;incentive&#039;&#039;&#039; and a &#039;&#039;&#039;deterrent&#039;&#039;&#039; to the citizens within the Nralakk Federation, and to highlight their behavior and the consequences stemming from such.&lt;br /&gt;
&lt;br /&gt;
==== The Drylist ====&lt;br /&gt;
&lt;br /&gt;
While the social credit system 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 Nralakk has not confirmed or denied the existence of surveillance against citizens many are calling the surveilled individuals “drylisters”.&lt;br /&gt;
&lt;br /&gt;
== Major Planets ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Qerrbalak]]&#039;&#039;&#039;, the Skrell Homeworld. It has some of the largest cities on land and underwater - each with unique aspects, and houses both the Federation&#039;s headquarters, as well as the largest [[Sol Alliance| Solarian Embassy]]. The capital, Kal&#039;lo, is often the most likely place for decisions to be made by the Grand Council, as well as diplomatic engagements with foreign heads of states. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Qerr&#039;Malic]]&#039;&#039;&#039;, the moon of the Homeworld. Qerr’Malic is a bustling population centre, as well as a popular destination for aspiring engineers. It is home to dozens of warehouses that help facilitate trade throughout the Federation, as well as transport goods to and from other interstellar nations across the [[Template:Aurora_Starmap| Orion Spur]]. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Aliose]]&#039;&#039;&#039;, largely considered the heart of the Federation’s scientific endeavours, with most research conducted by the Aliose University of Medical Sciences. Its frosty composition makes its inhabitants easily noticed due to their cold, white and thick skin derived from genetic treatments to greatly increase their ability to inhabit the planet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Aweiji]]&#039;&#039;&#039;, the first Skrell Colony established outside of Nralakk. Whilst initially much rocker and drier than Homeworld, in 1050 BCE the Skrell initiated a vast terraforming program to convert the planet into an Eden in the Homeworld&#039;s own image. The very first colonists settled on their new home in 938 BCE, in a plain located between vast mountain ranges, which soon become the bustling city of Tresja. It was eventually selected for the location of the largest political meeting in the Nralakk Federation’s history, the renowned Tresja Agreement.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Notable_Skrell_Systems_and_Locations#Glorashi|Glorashi]]&#039;&#039;&#039;, comprised of various outposts that dedicate their time to research, and military aims. It houses a large population of the [[Vaurca| C&#039;thur]] - due to the presence of the species&#039; [[Vaurca| High Queen]] being maintained on round-the-clock life-support provided by the Nralakk Federation. Whilst the system is not vital to the Federation, it is paramount to the [[Vaurca| C&#039;thur]] who assist the Skrell in various ways to repay for the care given to their [[Vaurca| High Queen]]. 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;
== Technology == &lt;br /&gt;
&lt;br /&gt;
The Skrell have some of the most advanced technology across the [[Template:Aurora_Starmap| Orion Spur]], with little capable of rivalling them. Skrell hospitals and medical research facilities are considered to be the best, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in the span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation. &lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-ageing medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist. The Nralakk Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adopt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the X&#039;Lu&#039;oa, and there are various other modifications available that serve practical purposes. Members of the [[Skrell_Politics#Federation_Enforcement| Kala]], for example, typically receive modifications. Depending on their branch, augments will be installed to amplify their already adept skills. Those in high positions will often be equipped with a Loyalty Implant, not unlike those issued by [[Nanotrasen Corporation| Nanotrasen]]. &lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not required as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the [[Skrell Culture]] of prioritization of constructive endeavours. There is a recent trend where Skrell can have small, colourful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
===Wayfarer Network===&lt;br /&gt;
&lt;br /&gt;
The phoron crisis forced the Nralakk Federation to recognise its overreliance on phoron, and that it was not as insulated from the shortage as it originally thought. In collaboration with Einstein Engines, the Federation developed a project that would make interstellar warp travel viable over long distances: [[The_Phoron_Scarcity:_Skrell_Arc|The Wayfarer Network]]. &lt;br /&gt;
&lt;br /&gt;
The project is an interstellar network of stations acting as waystations and hubs for ships using warp travel. While not solving the issue of warp speeds being slower when compared to Bluespace speeds, the network will help alleviate the logistical issues posed by forcing warp drive-equipped vessels to travel long distances with less time given for breaks or servicing - a side-effect of the phoron crisis where the same timeframes must be kept for shipments across the Federation, but without the same speeds provided by Bluespace travel.&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
==== Notable Civilian Vehicles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Civilian Vehicles&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Make&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Classification&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Seats&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Xarnaq&lt;br /&gt;
| SUV (Submersible Utility Vehicle)&lt;br /&gt;
| 5 - 8&lt;br /&gt;
| A submersible utility vehicle or SUV is a car classification that combines elements of road-going passenger cars with features from under-water vehicles, such as water propulsion-capable drive.&lt;br /&gt;
|-&lt;br /&gt;
| Sqraanda&lt;br /&gt;
| Wheeled&lt;br /&gt;
| 2 - 4&lt;br /&gt;
| An automobile having a closed body and a closed trunk separated from the part in which the driver and passengers sit. This car is strictly for above-water driving.&lt;br /&gt;
|-&lt;br /&gt;
| Qruupq&lt;br /&gt;
| Submerged&lt;br /&gt;
| 5 - 8&lt;br /&gt;
| A vehicle with a streamlined hull designed to operate completely submerged in the sea for long periods, equipped with a periscope.&lt;br /&gt;
|-&lt;br /&gt;
| Traqq&lt;br /&gt;
| General Utility Vehicle (SUV)&lt;br /&gt;
| 2 - 4&lt;br /&gt;
| A large, heavy motor vehicle used for transporting goods, materials, or troops.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spaceflight ==&lt;br /&gt;
&lt;br /&gt;
Being one of the oldest species within the Orion Spur with a reverence of the galaxy, it was inevitable that the Skrell would eventually have the stars within their grasp. With the successful launch of the first Skrellian satellite in 1224 BCE, the possibility of stellar habitation became a very real possibility. In due course, this ushered in an age of enlightenment as research and resources were poured into aeronautics, and almost three millennia later, the Skrell continue to dominate the stars, spreading themselves over approximately one thousand, two hundred stars throughout the westernmost segment of the Orion Spur. During the colonisation era of the Skrell people, a name would be coined for those born en route to their interstellar destination - ‘Horizon Children’ quickly became the popular term.&lt;br /&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. The possibility that further advancements would allow the Skrell to breach the Homeworld&#039;s atmosphere in order to explore the stars drove further funding and manpower to aeronautic research.&lt;br /&gt;
&lt;br /&gt;
The degrading environment of [[Qerrbalak]] pushed for the expansion across Nralakk, leading to the eventual colonisation of its moon, [[Qerr&#039;Malic]], by &#039;&#039;&#039;1109 BCE&#039;&#039;&#039;. Crude and archaic by modern standards, the first colonies across Qerr&#039;Malic alleviated the mineral crisis that plagued the Skrell and allowed even further innovation. While technological 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. This intermingling promoted the exchange of culture, knowledge, and ideas, which would further encourage 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. However, gradual phoron scarcity has pushed for many Skrell to voice their concerns, some requesting the species return to using [[Interstellar Travel| warpdrives]] - whilst slower, they are often much more reliable and cheaper.&lt;br /&gt;
&lt;br /&gt;
====Propulsion Methods====&lt;br /&gt;
&lt;br /&gt;
Spacecraft propulsion is any method used to accelerate spacecraft and satellites. It exclusively deals with propulsion systems used in the vacuum of space, such as the warpdrive or bluespace drive. Several methods have been developed, though each has its own drawbacks and advantages. The Skrell use a mixture of both methods in different classes of spacecraft, a small few even using an advanced hybrid of bluespace and warp.&lt;br /&gt;
&lt;br /&gt;
=====STL=====&lt;br /&gt;
&lt;br /&gt;
Most vessels before the invention of the warpdrive would travel at sublight speeds, meaning decades could pass before reaching their intended destination. This gave rise to habitation vessels - more commonly called &#039;Generational Spacecrafts&#039;. The original occupants of these crafts would spend their entire lives aboard the vessel, training their offspring to replace them, before finally dying. The creation and subsequent implementation of the warpdrive halved the time it took to travel these distances - however, instead of phasing out the generation ships, the Nralakk Federation modernised them, rebranding them as educational opportunities and research crafts. Volunteers would be able to apply for a variety of studies, and spend the rest of their journey completing their education, refining their skills before they began colonization efforts.&lt;br /&gt;
&lt;br /&gt;
The culture of generational spacecraft eventually evolved into a nomadic society, the Skrell of which detaching from Nralakk Federation - rather than devoting their lives to maintain the original purpose of the ship, these Skrell embraced a lifestyle of freedom and opportunity. With varying ambitions and destinations, these vessels are usually found travelling within the depths of the Traverse, or outside of the Nralakk Federation, these ships &#039;continue&#039; their maiden voyage. Some eventually settle after centuries of exploration. Depending on their experiences, and time spent within space, cultures can vary; their customs, traditions and habits are unique to specific groupings. Those that choose this nomadic lifestyle have been dubbed &#039;Genners&#039; by contemporary Skrell society.&lt;br /&gt;
&lt;br /&gt;
=====Warpdrive=====&lt;br /&gt;
&lt;br /&gt;
A method of FTL travel, the warpdrive was considered the foundation of space exploration. The ability to breach the speed of light had been a driving force of Skrell aeronautics for centuries, as long, expensive travel costs led to the desire to make space travel much faster than it previously had been. Eventually, the warpdrive was invented by [[Notable Skrell| Noliq Preles]] in &#039;&#039;&#039;561 BCE&#039;&#039;&#039;, which has since become substantially more advanced. Some advancements, including less power-intensive drives allowing for faster and cheaper travel, and a pioneering navigation system, still keep the warpdrive relevant in some sectors. Though the introduction of bluespace drives has resulted in only small crafts retaining warpdrives, these engines aren&#039;t necessarily discarded when compared to their bluespace counterparts - even still, the Skrell&#039;s technological capabilities have allowed their spacecraft to maintain steady speeds double that of humanity&#039;s.&lt;br /&gt;
&lt;br /&gt;
=====Bluespace=====&lt;br /&gt;
&lt;br /&gt;
The discovery of Phoron led to the access of bluespace, resulting in a retrofitting of military class vessels and interstellar freights. With higher efficiency and lower total mass, the advantage of bluespace drives become increasingly apparent. 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 decision to rapidly outfit new and old ships with bluespace drives has now proven an issue, as the Phoron Scarcity continues to threaten all modern bluespace travel. Systems across the Nralakk Federation are beginning to suffer, while piracy and shortages within the traverse are leading to an unprecedented decrease in the Grand Councillor&#039;s approval ratings.&lt;br /&gt;
&lt;br /&gt;
====Modern Spacecraft====&lt;br /&gt;
=====Civilian Classes=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Civilian Classes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Armament&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Jarqo&lt;br /&gt;
| Exploration&lt;br /&gt;
| Point Defence Weapons&lt;br /&gt;
| Jarqo spacecraft are typically designed for exploration, and are commonly outfitted with lower-tier warp drives and point defence weaponry to defend against xenofauna; they are tasked with the exploration and documentation of their travels beyond the Nralakk Federation as they probe the uncharted space beyond the Orion Spur. They are not capable of atmospheric operations, and rely on stations or docks located on asteroids or barren planets. Jarqo are also utilised for VIP transportation where speed and discretion are required.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Luxupi&lt;br /&gt;
| Freighter&lt;br /&gt;
| Variable&lt;br /&gt;
| Luxupi are the freighters of the Nralakk Federation. Usually outfitted with midsized warp drives, they transport all manner of goods and cargo across the Nralakk Federation - sometimes even to other nations within the Orion Spur. These ships are capable of atmospheric operations depending on size, with the smaller vessels being used as intermediaries between larger freighters and planets. Freighters that do not travel outside of the inner systems do not normally have weapons, but will be outfitted with basic weaponry if travelling into known Marauder hotspots within the Traverse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Qaelvoq&lt;br /&gt;
| Luxury Transport&lt;br /&gt;
| None&lt;br /&gt;
| Often called &#039;Star Yachts&#039;, Qaelvoq are intended for high-profile dignitaries and politicians whose duties require them to constantly travel and entertain other diplomats. These ships are outfitted with grand recreational facilities and elegant quarters, intended to impress foreign diplomats or other guests. Depending on size, they can be outfitted with either a warp drive for smaller vessels or a bluespace drive for larger ones. The more famous idols are known to commission a Qaelvoq when deciding to retire, using it as a second home where they can enjoy their privacy. They are not capable of atmospheric operations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Ovlolis&lt;br /&gt;
| Generation Ship&lt;br /&gt;
| Variable; typically none&lt;br /&gt;
| A standardised generation ship design, the Ovlolis takes the lessons learned from previous failures and incidents revolving around generation ships, creating a design that addresses the worst-case scenarios that a generation ship may find itself in. These ships will allow a group to sustain itself near-indefinitely, provided that proper maintenance and repairs are performed. Weapons are not standard, but some commissioned vessels have been outfitted with weapons when believed necessary or if not provided with a military escort. Due to their enormous size and the intended use of these vessels, they are incapable of atmospheric operations; they are only to take off and land once, and are also not outfitted with any drives due to their ineffectiveness on the speed of a vessel of this size.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Military Classes====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Military Classes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Armament&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eyrixoq&lt;br /&gt;
| Multirole fighter&lt;br /&gt;
| Variable&lt;br /&gt;
| A small-sized vessel, Eyrixox spacecraft are used for scouting, light patrol, and escorting larger vessels. Their size in comparison to other military vessels allows them to be stored within the Qukala&#039;s Planaq carrier craft, using them as a base from which they can operate. These craft have been designed with no specific role in mind, instead, they have the ability to sufficiently perform multiple roles, and be outfitted with a variety of weapons dependent on tactical requirements. They are also able to be used in atmospheric operations, where they can be used as an alternative to more traditional aircraft. Unfortunately, their size also means that outfitting them with bluespace or warpdrives is useless due to the lack of space for the fuel required for a meaningful jump. Can be crewed by up to six Skrell, with a minimum requirement of two.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Ayoni&lt;br /&gt;
| Escort fighter&lt;br /&gt;
| Variable; anti-fighter-focused armaments or point-defence weaponry&lt;br /&gt;
|Only slightly larger than the Eyriqxoq, Ayoni spacecraft are used as escorts for much larger and slower spacecraft within the Qukala, protecting against ships of similar size and incoming missiles. Ayoni can be armed with weapons that focus on disabling other spacecraft or intercepting incoming missiles, and will make up a large part of a Planaq carrier&#039;s complement. While also capable of atmospheric operations, these craft are designed purely with defending other ships during space combat in mind. Ayoni craft have a similar issue to Eyrixox craft in that they are still too small to effectively use warp or bluespace drives, relying on Planaq carriers for long-distance travel. Can be crewed by up to six Skrell, with a minimum requirement of two.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Qrolis&lt;br /&gt;
| Strikecraft&lt;br /&gt;
| Precision weapons and explosives, specialised electronic warfare suites&lt;br /&gt;
| A specialised type of craft, Qrolis spacecraft are equipped with stealth systems that allow for sensor invisibility, advanced technology that can easily decapitate other vessels&#039; computer systems - whilst also protecting against the same kind of intrusion - and a specialised propulsion system that further masks it&#039;s signature. Qrolis have a reputation amongst Marauder groups in the Traverse due to their comparative strength to the retrofitted civilian vessels they face, being able to rapidly descend on an unaware Marauder vessel and disabling it before it can retaliate. In reality, Qrolis are not particularly outstanding in performance compared to other Skrellian vessels, with their use of stealth technology being the reason why they have such an edge against Marauder vessels. Despite the reputation of these crafts, they are expensive to build, maintain, and train pilots for in comparison to the similarly-sized Ayoni or Eyriqxoq spacecraft, making them a rare sight outside of important battles or shows of force by the Qukala. Like other spacecraft of similar size, the Qrolis are incapable of independent warp or bluespace travel. Intended to be crewed by up to four Skrell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Fexeq&lt;br /&gt;
| Destroyer&lt;br /&gt;
| Missiles, energy-based weaponry, torpedos&lt;br /&gt;
| Fexeq spacecraft are considerably larger than the craft above, with the role of acting as larger versions of Ayoni spacecraft; while Ayoni are outfitted for anti-fighter and anti-missile operations, the Fexeq-type ships are responsible for escorting larger vessels in a fleet against ships of equivalent or greater size. These ships make up the bulk of the Qukala navy, and are armed primarily with missiles and energy-based weapons capable of engaging most forms of spacecraft, while a few Fexeq in any given fleet may also carry torpedoes for heavier targets. While not intended to be carriers, some Fexeq craft do have limited space for fighter craft to dock, allowing them to lead patrols independent of the main fleet if required. Outside of patrols or combat, Fexeq craft are deployed to protect installations within the Qukala-Median Treqki. Because of their size, they are incapable of atmospheric operations. Crews vary in size depending on the ship&#039;s current assignment but can be safely operated with a skeleton crew numbering in the dozens, while a full crew compliment can be in the low hundreds depending on how many systems are installed on the vessel.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Qaqii&lt;br /&gt;
| Cruiser&lt;br /&gt;
| Missiles, energy-based weapons, cannon batteries&lt;br /&gt;
| The largest spacecraft after the Planaq, Qaqii have the ability to perform multiple roles where firepower, as opposed to precision, is required. Qaqii are usually employed against large opposing spacecraft, heavily fortified static targets, and to a lesser extent as psychological tools when dealing with planetary unrest in the Traverse. They employ the same weapons as destroyers, but scaled up to account for their increased size, along with one of the rare examples of Skrell utilising ballistic weaponry. While missiles and energy-based weapons are the standard in the Qukala, Qaqii will also utilise cannon batteries intended for use against static targets, or rarely against ships if heavily outmatched and desperate. Just like the Fexeq destroyers, these spacecraft are unable to perform atmospheric operations. Qaqii cruisers, while larger, require around the same amount of crew as Fexeq destroyers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Planaq&lt;br /&gt;
| Carrier&lt;br /&gt;
| Short-range weapons, point-defence systems&lt;br /&gt;
| The largest spacecraft deployed throughout the Qukala, Planaq craft act as the carriers and flagships for Qukala fleets. Although lightly armed in comparison to other vessels, they do have a small array of weapons intended to protect against incoming fire or harassers that get too close to the ship. The main &#039;weapon&#039; of the Planaq is its multiple decks of hangar bays that house and maintain the fighter craft assigned to the carrier. Planaq craft are rarely utilised outside of major military operations, and are instead relegated to patrolling the inner systems or the Qukala-Median Treqki. While unable to perform atmospheric operations itself, these vessels will enter orbit while their fighters enter the planet&#039;s atmosphere. The crew required to effectively operate one of these vessels is in the thousands, although realistically only around a thousand crewmembers will operate a Planaq carrier when the ship isn&#039;t assigned to a mission. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Priiq&lt;br /&gt;
| Battlecarrier&lt;br /&gt;
| Drone fabrication bays, short-range weapons, point-defence systems, unknown other armaments&lt;br /&gt;
| Information regarding Priiq battlecarriers is scarce, with the Federation only providing the bare minimum necessary to convey the capabilities of the class to its adversaries. Only one ship of this type is known to exist: the NFV Qheles, which can be found mothballed in orbit of Qerrbalak unless required. From recent events where the NFV Qheles was deployed against Admiral Beauchamp, a former warlord in the Human Wildlands, it can be inferred that a typical Priiq vessel with have drone fabrication bays, short-range weapons, and other secondary systems typical of large vessels of its size. It can also be inferred that due its size it cannot perform atmospheric operations. It is unknown if there are proper hangar bays similar to Planaq carriers or how many crew members are required to man it. Considering its rare usage, as well as comments by Weashbi Jrugl that it would be difficult to maintain it during the current phoron crisis, it can be assumed that the resources required to operate and maintain such a large vessel are almost prohibitively expensive. The Nralakk Federation is known to not allow crewmembers to leave the Federation if they worked aboard these vessels.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation, as a whole, operates as an authoritarian planned economy - where investment, production and the allocation of resources are distributed according to nation-wide economic plans and production plans. Usually, the quotas are set during the first few months of the year, whereupon they are expected to be fulfilled by state-owned-enterprises: a business where the state has significant control over its operations.&lt;br /&gt;
===Universal Stipends===&lt;br /&gt;
Individuals who find themselves with a Primary or Secondary Social Credit Score are awarded a &#039;&#039;&#039;universal stipend&#039;&#039;&#039; each month. The higher an individuals credit score is, the higher the stipend. Skrell who find themselves working abroad also benefit from this system; with Zeng-Hu contractors finding a near identical amount each month that is paid in sqiips. Those who signed a separate company contract will often see a stipend of 1/2 their original amount (often paid in the local currency). If an individual leaves the Federation for any other reason they would often only see a 1/3rd replacement on their monthly stipend.&lt;br /&gt;
&lt;br /&gt;
===Currency===&lt;br /&gt;
The Nralakk Federation utilizes minted coins and paper bills, called &#039;&#039;&#039;sqiips&#039;&#039;&#039;, as currency. Sqiips in their coin form can be stacked and locked together thanks to their special magnetic properties for easy transportation. Higher valued sqiips will come in a paper form, printed on different types of water-safe seaweed, as multiple coins quickly become unwieldy. The coins and paper form will have markings of aquatic life on them to denote their value (shells, molluscan, buurgis, cosmozans, etc.). Tau Ceti lacks a word for the currency; however, when they are not called sqiips they are often called &amp;quot;shells&amp;quot;. This slang has caught on outside of the Nralakk Federation and many who do not speak Nral&#039;malic would not even know the currency&#039;s true name.&lt;br /&gt;
&lt;br /&gt;
===State-Owned Enterprises===&lt;br /&gt;
Due to the incredibly advanced age of the species, some of the state-owned enterprises have been established for millennia - with different aims and goals to fulfil to keep the Nralakk Federation functioning to its best ability. Each is essential to the Federation, and is considered a foundation for all economic activity to originate from. Enterprises have [[Skrell_Culture#Fashion|uniforms]] that show the industry an individual works in, as well as their rank within the [[Nralakk_Federation#Social_Credit_System|Social Credit System]]. &#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, which has allowed Skrell from across Federation society to seek employment abroad. The programme allows Skrell to transfer their contract from their State-Owned Enterprise to a partnered human megacorporation and work abroad for a limited time before either renewing their contract or returning back to the Federation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Qerr&#039;Zolvq Industries&#039;&#039;&#039; - Created shortly after the founding of the first Federation in &#039;&#039;&#039;907 CE&#039;&#039;&#039;, Qerr’Zolvq Industries is responsible for all aspects of power generation, resource extraction, and production. Before its establishment, the private sector both dominated and cornered the market, however with the establishment of this enterprise this changed entirely. Backed by state subsidies that reduced its cost of production across Qerrbalak, it saw itself rise from a fledgeling company to having a monopoly on the power generation and production industries. Technological advances only saw its growth continue exponentially as asteroid mining became a commonality, as well as better power sources that were capable of sustaining the unparalleled growth of the Skrell. Those with any knowledge in Mining and Engineering are most likely to have been employed by Qerr&#039;Zolvq Industries. It is headed by [[Notable Skrell|Chancellor Xul Lurg]]. With the Nralakk Federation inviting human megacorporations into Federation space, Qerr’Zolvq Industries has found itself partnering with Hephaestus Industries; those employed by this enterprise who take contracts abroad do so through Hephaestus.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tuz&#039;qlip Researchers&#039;&#039;&#039; - An enterprise established after the formation of the first Federation in &#039;&#039;&#039;902 CE&#039;&#039;&#039;, Tuz’qlip Researchers oversees all aspects of Research and Development within the entirety of the Federation. Preceding its formation, each nation across Qerrbalak had something similar, however, after the formation of the Federation the requirement for a unified front for all aspects of science was needed. Eventually, facilities across the Federation were amalgamated underneath Tuz&#039;qlip Researchers, and now the enterprise works hand in hand with Zeng-Hu Pharmaceuticals. Both companies share their research in various fields, a boon that’s considered one of the key byproducts of the Solarian-Federation Alliance. The relationship between Zeng-Hu and Tuz’qlip can be seen primarily on the planet of Aliose, where they work closely with the many universities and research institutes dotted across the planet. Mostly comprised of Skrell that are educated in the fields of Science, Tuz&#039;qlip Researchers is considered the main provider of new technologies across the Federation - with the most recent Skrell advances being a result of Tuz’qlip Researchers. It is headed by [[Notable Skrell|Overseer Nalo Gir-Roq]]. Because of Zeng-Hu’s relationship with Tuz’qlip Researchers, many Skrell that wish to work abroad will find quick employment with Zeng-Hu Pharmaceuticals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nralakk Logistics&#039;&#039;&#039; - An enterprise that was established in &#039;&#039;&#039;905 CE&#039;&#039;&#039;, Nralakk Logistics manages telecommunications, logistics, and most transport across the Federation. Its creation was deemed necessary as the Skrell continued to expand across the stars; as interstellar communications and a well-organised logistics network would be needed to allow for colonisation to continue steadily. Nralakk Logistics typically manages shipping routes, observation posts, and Nlom Relays throughout the entirety of the Federation. Most Skrell employed by this enterprise are either pilots, ship crew, or other positions related to transport and mailing. It is headed by [[Notable Skrell|President Alot Sonq]]. Similarly to Qerr’Zolvq Industries, Skrell employed by Nralakk logistics can find easy employment with Hephaestus Industries if they wish to work outside of the Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Xomor&#039;&#039;&#039; - Xomor was established to provide security services for businesses within the Federation in 901 CE. The industry was privatised previous to this, but the Federation pursued an interest in a nationalised security enterprise that would be able to provide security where having a permanent Kala presence would be a waste of resources. Xomor is responsible for all small-scale security work within the Federation; from shopping centres to office buildings, the enterprise allowed the Kala branches to focus on their other duties. However, after the rise of Glorsh-Omega Xomor was made redundant as synthetics were the sole policing and security forces within Skrell space. The enterprise saw a revival nearly immediately after Glorsh-Omega disappeared, with many Skrell taking up the role of protecting establishments from looters. Eventually, the enterprise was formally reformed with the establishment of the Second Nralakk Federation. Most Skrell employed by Xomor are simple security officers for low-security businesses or facilities, although some have a background in prison work as wardens. It is headed by [[Notable Skrell|Director Vraka Xora-Nel]]. Idris has partnered with Xomor to allow its employees to work abroad as part of the Work Initiative Programme, with Skrell being employed within Idris Incorporated’s security branch.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ziip’Ta Medicinal&#039;&#039;&#039; - Ziip’Ta is leading the Nralakk Federation in advanced medical research alongside Zeng Hu Pharmaceuticals. Ziip’Ta was founded in &#039;&#039;&#039;950 CE&#039;&#039;&#039; some years after the Federation was formed in direct response to increasing the lifespan and quality of life in the average Skrell. With the backing of the Federation itself, Ziip’Ta Medicinal was able to expand the lifespan of a Skrell by over 100 years past the normal expectancy rate. Nowadays, aside from medical research, Ziip’Ta also manages many hospitals, general practices, and spas. Many Skrell who work under Zeng-Hu both in the Federation and beyond are under Ziip’Ta exchange contracts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Qel’Zvol Hospitality&#039;&#039;&#039; - Qel’Zvol Hospitality was established in &#039;&#039;&#039;932 CE&#039;&#039;&#039; to oversee all custodial, service, and tourism sectors within the Nralakk Federation. Most notably, this enterprise manages the massive tourism industry on Qerr’Malic, with most Skrell on the moon being employed by them and all hotels, resorts, or similar facilities bear its logo. Idris 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;
&#039;&#039;&#039;OOC Note: Playing as a Skrell working under the Work Initiative Programme means you are employed by both the Enterprise in question and its associated Megacorporation. This means that your faction should be set to the appropriate corporation when creating a character, and you are expected to either wear the Nralakk work uniform or work jacket to make yourself easily identifiable. 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 social credit score, 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.&#039;&#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 population decline due to the X’Lu’oa and it’s effect on the fertility of Skrell galaxy-wide. The Grand Council was tasked with finding a solution to this steady decline; and thus, the JPI was born. Originally meant to simply modify the genes of an infertile Skrell the program quickly evolved. While reversing infertility was simply not possible in most cases due to the reach of the X’Lu’oa, researchers quickly found that by taking samples of two willing participants and “merging” them into a Skrell-made egg an embryo would become viable. The ensuing offspring would be a near-perfect genetic split of the two donors. This information sent waves through the Nralakk Federation and the initiative was given additional funding by the Grand Council on the stipulation that numbers would become public every 100 years.&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 JPI. 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;
&lt;br /&gt;
==Fauna and Flora==&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation holds hundreds of planets, many of which support a diverse ecosystem unique to the planet itself. The planets that have been terraformed, whether because it was completely unable to support life or to better support Skrell biology, have also undergone massive seeding projects that create ecosystems similar to the ones on Qerrbalak. Most plants and animals that originated on the homeworld have been transplanted onto many of the Federation’s worlds, either replacing the previous ecosystem entirely or integrating themselves within it. Most fauna from Qerrbalak taken off-world consist of aquatic life, while most examples of flora are either staples of the Skrellian diet, hold religious significance, or are otherwise important to Federation society.&lt;br /&gt;
&lt;br /&gt;
===Fauna===&lt;br /&gt;
====Vru&#039;qos (Leviathan)====&lt;br /&gt;
&lt;br /&gt;
the Vru&#039;qos, or Leviathan, is a large aquatic cetacean-like mammal. Resembling [[Earth]] whales, with appendages similar to the Skrell headtails, it can reach up to 40 meters (131 feet) in length and weigh up to 367 tonnes (404 tons). It is one of the largest animals on Qerrbalak, as well as the eldest - with their lifespans capable of reaching up to six hundred years. The Vru&#039;qos has shown psionic capabilities, utilizing it to find mates and smaller aquatic animals to feed on. &lt;br /&gt;
&lt;br /&gt;
[[File:Vru&#039;qos.jpg|right|330px|thumb|The Vru&#039;qos stick close to the surface, but have been spotted close to the bottom of the various oceans across Qerrbalak.]]&lt;br /&gt;
&lt;br /&gt;
====Aqoliz (Mollusk)====&lt;br /&gt;
&lt;br /&gt;
The Aqoliz, or Mollusk, are amphibious creatures similar in appearance to giant Snails that typically were found along the coasts of the various islands dotting the seas of Qerrbalak before their domestication. Capable of reaching 1.8 metres (5&#039;9 feet) in length, and a weight of 12 tonnes (13.2 tons), a single Aqoliz is able to feed dozens of Skrell. They are said to have an exquisite flavour and tender feel when ingested by the Skrell, while other species are known to avoid Aqoliz meat for its pungent smell.&lt;br /&gt;
&lt;br /&gt;
====Noni-Qii (Sky Grazer)====&lt;br /&gt;
&lt;br /&gt;
The Noni-Qii, or Sky Grazer, is a type of avian fauna that inhabits the skies of Qerrbalak. The species is infamous due to its pest-like nature, being described as rats with wings by Skrell living in human space. Similar to a Mantaray, but on a much smaller scale; they are capable of reaching up to 1 meter (3 feet) and weighing up to 7 kilogrammes (15.4 pounds). Noni-Qii are considered a pest thanks to their reputation with farmers, and are known to readily eat crops such as dyn or wulumunusha in their entirety. After the near-extinction of the species in &#039;&#039;&#039;1622 CE&#039;&#039;&#039;, the Federation began a programme to increase their numbers once again - prompting a revival of the species that continues to prey on the Skrell plantations. The species has not been intentionally released onto other planets, but they have been known to spread out across the Federation in transport ships. Federation authorities work closely with the border authorities of their neighbours to ensure that Noni-Qii do not spread outside of the Federations borders. &lt;br /&gt;
&lt;br /&gt;
===Flora===&lt;br /&gt;
====Dyn====&lt;br /&gt;
First found along the river deltas across Qerrbalak, Dyn has since been domesticated by the Skrell. Plantations can typically be found in various lakes, bogs and marshes that grow hundreds of kilometres worth of the plant. Dyn is typically used to create various drinks, or peeled and then mashed in order to create a delightful meal known as &#039;&#039;&#039;Jyalra&#039;&#039;&#039;. Dyn is typically the first seeds planted in colonies, and has become a staple part of [[Skrell Cuisine]].&lt;br /&gt;
&lt;br /&gt;
====Wulumunusha====&lt;br /&gt;
Wulumunusha naturally grows in alpine climates, typically closer to the poles of the Homeworld. With roughly only a dozen or so plantations dedicated to the growth of the plant across the Federation (barring the planet of Waughai), which results in prices tending to skyrocket when out of season. It is used by both [[Skrell Faith| Qeblak]] and [[Skrell Faith| Weishii]] followers, and is said to unlock barriers to both Nlom and Srom. Outside of religious usage, Wulumunusha has a reputation of being a mild recreational drug that typically makes the user mute while under its effects.&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 Nrallak 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 Skrellian 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 Skrellian 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 planets 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 Skrell are compelled to reflect on themselves.&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, their recorded [[Skrell_History|history]] reaching further than any other species originating from the Spur. Soon after the Confederation of the Three became the Nralakk Federation, a united effort was made to collate and archive as much of this 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 was unfortunately encrypted by Glorsh-Omega shortly before its disappearance, which resulted in the archive being considered effectively lost by the Skrell. This event is almost universally considered a massive loss by the Skrell, with most of their ancient 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 projects 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 being the main things 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 archology it resides in 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 Skrellian 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 plantlife 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 history. Currently, the archive has not been designated a planet to be built on, and debates are still underway on where to build this archive.&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 Skrellian workforce it is expected to be completed within the decade.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Nralakk_Federation&amp;diff=28478</id>
		<title>Nralakk Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Nralakk_Federation&amp;diff=28478"/>
		<updated>2023-03-31T21:30:19Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: JPI -&amp;gt; FPI&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;
=Nralakk Federation=&lt;br /&gt;
[[file:jargon_flag.jpg|thumb|right|360px]|The flag of the Nralakk Federation]]&lt;br /&gt;
[[file:SCS_bell.png|300px|thumb|right|A bell curve showing the distribution of Numericals in the social credit system.]]&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;
&lt;br /&gt;
Headed by [[Notable Skrell| Weashbi Jrugl]], the Nralakk Federation is governed by a Grand Council that aims to uplift the Skrell in all aspects - Socially, Politically and Economically. Since its formation in &#039;&#039;&#039;900 CE&#039;&#039;&#039;, it has accomplished great feats that have propelled the ancient race across the [[Template:Aurora_Starmap| Orion Spur]] - however - a looming reminder of the past still clings dearly to the species. Ruled by the tyrannical [[Skrell History| Glorsh-Omega]], a manipulative intelligence that nearly rendered the Skrell extinct through the use of infertility, until its disappearance in &#039;&#039;&#039;2192 CE&#039;&#039;&#039; that thrust the Skrell into a modern dark age that was difficult to recover from. &lt;br /&gt;
&lt;br /&gt;
Now, with a profound emphasis on securing its own interests, the Federation has managed to grow its influence throughout the [[Template:Aurora_Starmap| Orion Spur]]; through the use of an elusive branch of their military, known as [[Skrell_Politics#Federation_Enforcement| Ruupkala]], and diplomacy.&lt;br /&gt;
&lt;br /&gt;
== Social Credit System ==&lt;br /&gt;
&lt;br /&gt;
The Social Credit System (Nral&#039;Malic: bli&#039;zi wlaqijii qal&#039;mi-hra) is an interstellar system developed by the Grand Council of the Nralakk Federation. It is a data registry of every single record lodged and is a system often used by businesses, individuals, and bureaucrats. It calculates various factors before outputting a numerical string, usually expressed as a fraction over ten with no more than two decimal places. Depending on the numerical output, citizens may have privileges awarded or even stripped. It was first implemented shortly after the reunification of the Nralakk Federation post-Glorsh-Omega, to ensure the trustworthiness of their citizens and to best secure the interests of their entire society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note: Players are asked to be sensible when giving their Skrell a Social Credit Score. Consulars would have a fairly high score, 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 score, so their motivations for leaving would have to be logical. Rebels or criminals would not have a high score 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. [[C%27thur_in_the_Federation|Non-Skrell]] species living in the Federation and how they interact with the Social Credit System are discussed on their [[Diona_in_the_Federation|respective pages]]. &lt;br /&gt;
&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 skills development and training&lt;br /&gt;
*Reproducing and/or forming a Quya&lt;br /&gt;
*Devoting and/or donating oneself to the furtherment of Science and Medicine&lt;br /&gt;
*Following a state-enforced religion such as [[Skrell Faith| Qeblak or Weishii]]&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 sources (eg an examination)&lt;br /&gt;
&lt;br /&gt;
==== Implications on Citizens ====&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;
===== Primary Numericals =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Classification&#039;&#039;&#039;:  7/10 - 10/10&lt;br /&gt;
&lt;br /&gt;
Primary Numericals are seen as model citizens of the Nralakk Federation and are rewarded for being so. Sponsored vacations, free public transport, unrestricted travel, bureaucratic priority, healthcare privileges enabling a greater life expectancy, high [[Nralakk_Federation#Universal_Stipends|universal basic income]] both at home and abroad, and exclusive residence within designated areas hosting other primaries are but some of the few advantages for those that are declared model citizens of the Nralakk Federation. Primaries make up a small yet 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;
===== Secondary Numericals =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Classification&#039;&#039;&#039;: 4/10 - 6.99/10&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, restricted opportunities for travel and migration, medium [[Nralakk_Federation#Universal_Stipends|universal basic income]] both at home and abroad, and slight official and legal discrimination are amongst a few of the &amp;quot;advantages&amp;quot; offered to those in this band. Reproductive rights are often restricted for Secondary Numericals in the lower end of this band, as a healthy environment in order to grow and learn is in the best interest of a child, and the inability to provide such is often used as an excuse for children to be taken into more stable homes. Secondaries are one of the most common groups of Skrell to live abroad through [[Nralakk_Federation#State-Owned_Enterprises|work exchange programmes]] 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;
===== Tertiary Numericals =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Classification&#039;&#039;&#039;: 0/10 - 3.99/10&lt;br /&gt;
&lt;br /&gt;
Tertiary Numericals are the lowest-standard citizens within the Nralakk Federation and are awarded zero privileges. Those that are placed in this category will usually face intense discrimination, and are often swept off to rehabilitation centers where they&#039;ll find their value reset to 5/10 after they are believed to have &amp;quot;recovered&amp;quot;. Tertiary Numericals are disbarred from almost every aspect of society, and often times will result in the usage of &amp;quot;services&amp;quot; which falsify their numerical category to allow them a brief period in which they are able to flee the Nralakk Federation or obtain a new identification. Those within this category are restricted from reproducing and will have temporary measures (such as birth control) implemented to ensure such. Tertiaries are often associated with criminal activity and low-skilled labour, as they are unable to find work in most fields due to their score. Tertiaries who show improvement without the need for rehabilitation are gradually given certain rights back to them until their score reaches 4, where the privileges are reinstated in full for a Secondary Numerical of a similar score.&lt;br /&gt;
&lt;br /&gt;
=====Uncategorised=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Classification&#039;&#039;&#039;: N/A&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 the bureaucratic difficulty of adjusting the Social Credit System’s algorithms to account for the Spur’s diaspora. Those within this classification are given similar privileges to Secondaries, but with several restrictions; they are barred from entering any sort of Government position, they are unable to travel to other planets within the Federation without notifying local authorities, and are also not allowed to migrate to other planets. Those who are classed as Unassigned are also given no support financially or through state resources, 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 a more detailed record is kept in the event that they apply for citizenship.&lt;br /&gt;
&lt;br /&gt;
====Implications on Citizens Abroad====&lt;br /&gt;
 &lt;br /&gt;
It should be noted that all Skrell throughout the Spur are considered citizens by the Nralakk Federation. In practice, this means that any Skrell is eligible for receiving benefits from the state, but this also comes with its own drawbacks; Skrell born outside the Federation typically have protection from persecution by the Federation government depending on the nation they come from, and a Skrell applying for a passport and state-provided benefits effectively removes their protection from official actions by the Federation. The [[Sol Alliance]] provides no such protections, while the Republic of Biesel requires Skrell not born within its territory to serve within the Tau Ceti Foreign Legion. The Coalition of Colonies has no standard policy regarding Skrell and the Federation, and protections, if any, 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 Credit System 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, both negative and positive. 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 social credit score has changed. Considering that this activity is outside of Federation space, the impact on a Skrell’s score 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 social credit score move much while abroad, with their score usually being static until they return to the Federation for a full review.&lt;br /&gt;
 &lt;br /&gt;
Citizens abroad still receive a certain amount of benefits from being a citizen, depending on their score and their circumstances. Primaries are given prioritised support where needed by embassies and consulates, while also receiving their UBI payments in full. Secondaries who work abroad as part of the [[Nralakk_Federation#State-Owned_Enterprises|Work Initative 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 exchange programme between the state-owned enterprises and megacorporations will receive coverage based on their social credit score, while anyone else 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 credit score 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 on skyscrapers. Skrell who have renounced their Federation citizenship are also displayed here. This has become a way of life and has even managed to perverse itself into entertainment as a thirty-second ad. These lists usually revolve around either the most notable of idols, and the most notorious &amp;quot;rebels&amp;quot; and includes most of the [[Federation_Crime_and_Resistance#The_Resistance | resistance leaders]] outlined by the State. At the end of the day, typically at sunset, these screens will switch displays to the &amp;quot;most improved citizen of the day&amp;quot; and &amp;quot;least improved citizen of the day&amp;quot;. It is said that this acts as both an &#039;&#039;&#039;incentive&#039;&#039;&#039; and a &#039;&#039;&#039;deterrent&#039;&#039;&#039; to the citizens within the Nralakk Federation, and to highlight their behavior and the consequences stemming from such.&lt;br /&gt;
&lt;br /&gt;
==== The Drylist ====&lt;br /&gt;
&lt;br /&gt;
While the social credit system 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 Nralakk has not confirmed or denied the existence of surveillance against citizens many are calling the surveilled individuals “drylisters”.&lt;br /&gt;
&lt;br /&gt;
== Major Planets ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Qerrbalak]]&#039;&#039;&#039;, the Skrell Homeworld. It has some of the largest cities on land and underwater - each with unique aspects, and houses both the Federation&#039;s headquarters, as well as the largest [[Sol Alliance| Solarian Embassy]]. The capital, Kal&#039;lo, is often the most likely place for decisions to be made by the Grand Council, as well as diplomatic engagements with foreign heads of states. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Qerr&#039;Malic]]&#039;&#039;&#039;, the moon of the Homeworld. Qerr’Malic is a bustling population centre, as well as a popular destination for aspiring engineers. It is home to dozens of warehouses that help facilitate trade throughout the Federation, as well as transport goods to and from other interstellar nations across the [[Template:Aurora_Starmap| Orion Spur]]. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Aliose]]&#039;&#039;&#039;, largely considered the heart of the Federation’s scientific endeavours, with most research conducted by the Aliose University of Medical Sciences. Its frosty composition makes its inhabitants easily noticed due to their cold, white and thick skin derived from genetic treatments to greatly increase their ability to inhabit the planet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Aweiji]]&#039;&#039;&#039;, the first Skrell Colony established outside of Nralakk. Whilst initially much rocker and drier than Homeworld, in 1050 BCE the Skrell initiated a vast terraforming program to convert the planet into an Eden in the Homeworld&#039;s own image. The very first colonists settled on their new home in 938 BCE, in a plain located between vast mountain ranges, which soon become the bustling city of Tresja. It was eventually selected for the location of the largest political meeting in the Nralakk Federation’s history, the renowned Tresja Agreement.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Notable_Skrell_Systems_and_Locations#Glorashi|Glorashi]]&#039;&#039;&#039;, comprised of various outposts that dedicate their time to research, and military aims. It houses a large population of the [[Vaurca| C&#039;thur]] - due to the presence of the species&#039; [[Vaurca| High Queen]] being maintained on round-the-clock life-support provided by the Nralakk Federation. Whilst the system is not vital to the Federation, it is paramount to the [[Vaurca| C&#039;thur]] who assist the Skrell in various ways to repay for the care given to their [[Vaurca| High Queen]]. 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;
== Technology == &lt;br /&gt;
&lt;br /&gt;
The Skrell have some of the most advanced technology across the [[Template:Aurora_Starmap| Orion Spur]], with little capable of rivalling them. Skrell hospitals and medical research facilities are considered to be the best, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in the span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation. &lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-ageing medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist. The Nralakk Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adopt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the X&#039;Lu&#039;oa, and there are various other modifications available that serve practical purposes. Members of the [[Skrell_Politics#Federation_Enforcement| Kala]], for example, typically receive modifications. Depending on their branch, augments will be installed to amplify their already adept skills. Those in high positions will often be equipped with a Loyalty Implant, not unlike those issued by [[Nanotrasen Corporation| Nanotrasen]]. &lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not required as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the [[Skrell Culture]] of prioritization of constructive endeavours. There is a recent trend where Skrell can have small, colourful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
===Wayfarer Network===&lt;br /&gt;
&lt;br /&gt;
The phoron crisis forced the Nralakk Federation to recognise its overreliance on phoron, and that it was not as insulated from the shortage as it originally thought. In collaboration with Einstein Engines, the Federation developed a project that would make interstellar warp travel viable over long distances: [[The_Phoron_Scarcity:_Skrell_Arc|The Wayfarer Network]]. &lt;br /&gt;
&lt;br /&gt;
The project is an interstellar network of stations acting as waystations and hubs for ships using warp travel. While not solving the issue of warp speeds being slower when compared to Bluespace speeds, the network will help alleviate the logistical issues posed by forcing warp drive-equipped vessels to travel long distances with less time given for breaks or servicing - a side-effect of the phoron crisis where the same timeframes must be kept for shipments across the Federation, but without the same speeds provided by Bluespace travel.&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
==== Notable Civilian Vehicles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Civilian Vehicles&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Make&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Classification&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Seats&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Xarnaq&lt;br /&gt;
| SUV (Submersible Utility Vehicle)&lt;br /&gt;
| 5 - 8&lt;br /&gt;
| A submersible utility vehicle or SUV is a car classification that combines elements of road-going passenger cars with features from under-water vehicles, such as water propulsion-capable drive.&lt;br /&gt;
|-&lt;br /&gt;
| Sqraanda&lt;br /&gt;
| Wheeled&lt;br /&gt;
| 2 - 4&lt;br /&gt;
| An automobile having a closed body and a closed trunk separated from the part in which the driver and passengers sit. This car is strictly for above-water driving.&lt;br /&gt;
|-&lt;br /&gt;
| Qruupq&lt;br /&gt;
| Submerged&lt;br /&gt;
| 5 - 8&lt;br /&gt;
| A vehicle with a streamlined hull designed to operate completely submerged in the sea for long periods, equipped with a periscope.&lt;br /&gt;
|-&lt;br /&gt;
| Traqq&lt;br /&gt;
| General Utility Vehicle (SUV)&lt;br /&gt;
| 2 - 4&lt;br /&gt;
| A large, heavy motor vehicle used for transporting goods, materials, or troops.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spaceflight ==&lt;br /&gt;
&lt;br /&gt;
Being one of the oldest species within the Orion Spur with a reverence of the galaxy, it was inevitable that the Skrell would eventually have the stars within their grasp. With the successful launch of the first Skrellian satellite in 1224 BCE, the possibility of stellar habitation became a very real possibility. In due course, this ushered in an age of enlightenment as research and resources were poured into aeronautics, and almost three millennia later, the Skrell continue to dominate the stars, spreading themselves over approximately one thousand, two hundred stars throughout the westernmost segment of the Orion Spur. During the colonisation era of the Skrell people, a name would be coined for those born en route to their interstellar destination - ‘Horizon Children’ quickly became the popular term.&lt;br /&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. The possibility that further advancements would allow the Skrell to breach the Homeworld&#039;s atmosphere in order to explore the stars drove further funding and manpower to aeronautic research.&lt;br /&gt;
&lt;br /&gt;
The degrading environment of [[Qerrbalak]] pushed for the expansion across Nralakk, leading to the eventual colonisation of its moon, [[Qerr&#039;Malic]], by &#039;&#039;&#039;1109 BCE&#039;&#039;&#039;. Crude and archaic by modern standards, the first colonies across Qerr&#039;Malic alleviated the mineral crisis that plagued the Skrell and allowed even further innovation. While technological 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. This intermingling promoted the exchange of culture, knowledge, and ideas, which would further encourage 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. However, gradual phoron scarcity has pushed for many Skrell to voice their concerns, some requesting the species return to using [[Interstellar Travel| warpdrives]] - whilst slower, they are often much more reliable and cheaper.&lt;br /&gt;
&lt;br /&gt;
====Propulsion Methods====&lt;br /&gt;
&lt;br /&gt;
Spacecraft propulsion is any method used to accelerate spacecraft and satellites. It exclusively deals with propulsion systems used in the vacuum of space, such as the warpdrive or bluespace drive. Several methods have been developed, though each has its own drawbacks and advantages. The Skrell use a mixture of both methods in different classes of spacecraft, a small few even using an advanced hybrid of bluespace and warp.&lt;br /&gt;
&lt;br /&gt;
=====STL=====&lt;br /&gt;
&lt;br /&gt;
Most vessels before the invention of the warpdrive would travel at sublight speeds, meaning decades could pass before reaching their intended destination. This gave rise to habitation vessels - more commonly called &#039;Generational Spacecrafts&#039;. The original occupants of these crafts would spend their entire lives aboard the vessel, training their offspring to replace them, before finally dying. The creation and subsequent implementation of the warpdrive halved the time it took to travel these distances - however, instead of phasing out the generation ships, the Nralakk Federation modernised them, rebranding them as educational opportunities and research crafts. Volunteers would be able to apply for a variety of studies, and spend the rest of their journey completing their education, refining their skills before they began colonization efforts.&lt;br /&gt;
&lt;br /&gt;
The culture of generational spacecraft eventually evolved into a nomadic society, the Skrell of which detaching from Nralakk Federation - rather than devoting their lives to maintain the original purpose of the ship, these Skrell embraced a lifestyle of freedom and opportunity. With varying ambitions and destinations, these vessels are usually found travelling within the depths of the Traverse, or outside of the Nralakk Federation, these ships &#039;continue&#039; their maiden voyage. Some eventually settle after centuries of exploration. Depending on their experiences, and time spent within space, cultures can vary; their customs, traditions and habits are unique to specific groupings. Those that choose this nomadic lifestyle have been dubbed &#039;Genners&#039; by contemporary Skrell society.&lt;br /&gt;
&lt;br /&gt;
=====Warpdrive=====&lt;br /&gt;
&lt;br /&gt;
A method of FTL travel, the warpdrive was considered the foundation of space exploration. The ability to breach the speed of light had been a driving force of Skrell aeronautics for centuries, as long, expensive travel costs led to the desire to make space travel much faster than it previously had been. Eventually, the warpdrive was invented by [[Notable Skrell| Noliq Preles]] in &#039;&#039;&#039;561 BCE&#039;&#039;&#039;, which has since become substantially more advanced. Some advancements, including less power-intensive drives allowing for faster and cheaper travel, and a pioneering navigation system, still keep the warpdrive relevant in some sectors. Though the introduction of bluespace drives has resulted in only small crafts retaining warpdrives, these engines aren&#039;t necessarily discarded when compared to their bluespace counterparts - even still, the Skrell&#039;s technological capabilities have allowed their spacecraft to maintain steady speeds double that of humanity&#039;s.&lt;br /&gt;
&lt;br /&gt;
=====Bluespace=====&lt;br /&gt;
&lt;br /&gt;
The discovery of Phoron led to the access of bluespace, resulting in a retrofitting of military class vessels and interstellar freights. With higher efficiency and lower total mass, the advantage of bluespace drives become increasingly apparent. 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 decision to rapidly outfit new and old ships with bluespace drives has now proven an issue, as the Phoron Scarcity continues to threaten all modern bluespace travel. Systems across the Nralakk Federation are beginning to suffer, while piracy and shortages within the traverse are leading to an unprecedented decrease in the Grand Councillor&#039;s approval ratings.&lt;br /&gt;
&lt;br /&gt;
====Modern Spacecraft====&lt;br /&gt;
=====Civilian Classes=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Civilian Classes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Armament&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Jarqo&lt;br /&gt;
| Exploration&lt;br /&gt;
| Point Defence Weapons&lt;br /&gt;
| Jarqo spacecraft are typically designed for exploration, and are commonly outfitted with lower-tier warp drives and point defence weaponry to defend against xenofauna; they are tasked with the exploration and documentation of their travels beyond the Nralakk Federation as they probe the uncharted space beyond the Orion Spur. They are not capable of atmospheric operations, and rely on stations or docks located on asteroids or barren planets. Jarqo are also utilised for VIP transportation where speed and discretion are required.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Luxupi&lt;br /&gt;
| Freighter&lt;br /&gt;
| Variable&lt;br /&gt;
| Luxupi are the freighters of the Nralakk Federation. Usually outfitted with midsized warp drives, they transport all manner of goods and cargo across the Nralakk Federation - sometimes even to other nations within the Orion Spur. These ships are capable of atmospheric operations depending on size, with the smaller vessels being used as intermediaries between larger freighters and planets. Freighters that do not travel outside of the inner systems do not normally have weapons, but will be outfitted with basic weaponry if travelling into known Marauder hotspots within the Traverse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Qaelvoq&lt;br /&gt;
| Luxury Transport&lt;br /&gt;
| None&lt;br /&gt;
| Often called &#039;Star Yachts&#039;, Qaelvoq are intended for high-profile dignitaries and politicians whose duties require them to constantly travel and entertain other diplomats. These ships are outfitted with grand recreational facilities and elegant quarters, intended to impress foreign diplomats or other guests. Depending on size, they can be outfitted with either a warp drive for smaller vessels or a bluespace drive for larger ones. The more famous idols are known to commission a Qaelvoq when deciding to retire, using it as a second home where they can enjoy their privacy. They are not capable of atmospheric operations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Ovlolis&lt;br /&gt;
| Generation Ship&lt;br /&gt;
| Variable; typically none&lt;br /&gt;
| A standardised generation ship design, the Ovlolis takes the lessons learned from previous failures and incidents revolving around generation ships, creating a design that addresses the worst-case scenarios that a generation ship may find itself in. These ships will allow a group to sustain itself near-indefinitely, provided that proper maintenance and repairs are performed. Weapons are not standard, but some commissioned vessels have been outfitted with weapons when believed necessary or if not provided with a military escort. Due to their enormous size and the intended use of these vessels, they are incapable of atmospheric operations; they are only to take off and land once, and are also not outfitted with any drives due to their ineffectiveness on the speed of a vessel of this size.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Military Classes====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Military Classes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Armament&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eyrixoq&lt;br /&gt;
| Multirole fighter&lt;br /&gt;
| Variable&lt;br /&gt;
| A small-sized vessel, Eyrixox spacecraft are used for scouting, light patrol, and escorting larger vessels. Their size in comparison to other military vessels allows them to be stored within the Qukala&#039;s Planaq carrier craft, using them as a base from which they can operate. These craft have been designed with no specific role in mind, instead, they have the ability to sufficiently perform multiple roles, and be outfitted with a variety of weapons dependent on tactical requirements. They are also able to be used in atmospheric operations, where they can be used as an alternative to more traditional aircraft. Unfortunately, their size also means that outfitting them with bluespace or warpdrives is useless due to the lack of space for the fuel required for a meaningful jump. Can be crewed by up to six Skrell, with a minimum requirement of two.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Ayoni&lt;br /&gt;
| Escort fighter&lt;br /&gt;
| Variable; anti-fighter-focused armaments or point-defence weaponry&lt;br /&gt;
|Only slightly larger than the Eyriqxoq, Ayoni spacecraft are used as escorts for much larger and slower spacecraft within the Qukala, protecting against ships of similar size and incoming missiles. Ayoni can be armed with weapons that focus on disabling other spacecraft or intercepting incoming missiles, and will make up a large part of a Planaq carrier&#039;s complement. While also capable of atmospheric operations, these craft are designed purely with defending other ships during space combat in mind. Ayoni craft have a similar issue to Eyrixox craft in that they are still too small to effectively use warp or bluespace drives, relying on Planaq carriers for long-distance travel. Can be crewed by up to six Skrell, with a minimum requirement of two.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Qrolis&lt;br /&gt;
| Strikecraft&lt;br /&gt;
| Precision weapons and explosives, specialised electronic warfare suites&lt;br /&gt;
| A specialised type of craft, Qrolis spacecraft are equipped with stealth systems that allow for sensor invisibility, advanced technology that can easily decapitate other vessels&#039; computer systems - whilst also protecting against the same kind of intrusion - and a specialised propulsion system that further masks it&#039;s signature. Qrolis have a reputation amongst Marauder groups in the Traverse due to their comparative strength to the retrofitted civilian vessels they face, being able to rapidly descend on an unaware Marauder vessel and disabling it before it can retaliate. In reality, Qrolis are not particularly outstanding in performance compared to other Skrellian vessels, with their use of stealth technology being the reason why they have such an edge against Marauder vessels. Despite the reputation of these crafts, they are expensive to build, maintain, and train pilots for in comparison to the similarly-sized Ayoni or Eyriqxoq spacecraft, making them a rare sight outside of important battles or shows of force by the Qukala. Like other spacecraft of similar size, the Qrolis are incapable of independent warp or bluespace travel. Intended to be crewed by up to four Skrell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Fexeq&lt;br /&gt;
| Destroyer&lt;br /&gt;
| Missiles, energy-based weaponry, torpedos&lt;br /&gt;
| Fexeq spacecraft are considerably larger than the craft above, with the role of acting as larger versions of Ayoni spacecraft; while Ayoni are outfitted for anti-fighter and anti-missile operations, the Fexeq-type ships are responsible for escorting larger vessels in a fleet against ships of equivalent or greater size. These ships make up the bulk of the Qukala navy, and are armed primarily with missiles and energy-based weapons capable of engaging most forms of spacecraft, while a few Fexeq in any given fleet may also carry torpedoes for heavier targets. While not intended to be carriers, some Fexeq craft do have limited space for fighter craft to dock, allowing them to lead patrols independent of the main fleet if required. Outside of patrols or combat, Fexeq craft are deployed to protect installations within the Qukala-Median Treqki. Because of their size, they are incapable of atmospheric operations. Crews vary in size depending on the ship&#039;s current assignment but can be safely operated with a skeleton crew numbering in the dozens, while a full crew compliment can be in the low hundreds depending on how many systems are installed on the vessel.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Qaqii&lt;br /&gt;
| Cruiser&lt;br /&gt;
| Missiles, energy-based weapons, cannon batteries&lt;br /&gt;
| The largest spacecraft after the Planaq, Qaqii have the ability to perform multiple roles where firepower, as opposed to precision, is required. Qaqii are usually employed against large opposing spacecraft, heavily fortified static targets, and to a lesser extent as psychological tools when dealing with planetary unrest in the Traverse. They employ the same weapons as destroyers, but scaled up to account for their increased size, along with one of the rare examples of Skrell utilising ballistic weaponry. While missiles and energy-based weapons are the standard in the Qukala, Qaqii will also utilise cannon batteries intended for use against static targets, or rarely against ships if heavily outmatched and desperate. Just like the Fexeq destroyers, these spacecraft are unable to perform atmospheric operations. Qaqii cruisers, while larger, require around the same amount of crew as Fexeq destroyers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Planaq&lt;br /&gt;
| Carrier&lt;br /&gt;
| Short-range weapons, point-defence systems&lt;br /&gt;
| The largest spacecraft deployed throughout the Qukala, Planaq craft act as the carriers and flagships for Qukala fleets. Although lightly armed in comparison to other vessels, they do have a small array of weapons intended to protect against incoming fire or harassers that get too close to the ship. The main &#039;weapon&#039; of the Planaq is its multiple decks of hangar bays that house and maintain the fighter craft assigned to the carrier. Planaq craft are rarely utilised outside of major military operations, and are instead relegated to patrolling the inner systems or the Qukala-Median Treqki. While unable to perform atmospheric operations itself, these vessels will enter orbit while their fighters enter the planet&#039;s atmosphere. The crew required to effectively operate one of these vessels is in the thousands, although realistically only around a thousand crewmembers will operate a Planaq carrier when the ship isn&#039;t assigned to a mission. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Priiq&lt;br /&gt;
| Battlecarrier&lt;br /&gt;
| Drone fabrication bays, short-range weapons, point-defence systems, unknown other armaments&lt;br /&gt;
| Information regarding Priiq battlecarriers is scarce, with the Federation only providing the bare minimum necessary to convey the capabilities of the class to its adversaries. Only one ship of this type is known to exist: the NFV Qheles, which can be found mothballed in orbit of Qerrbalak unless required. From recent events where the NFV Qheles was deployed against Admiral Beauchamp, a former warlord in the Human Wildlands, it can be inferred that a typical Priiq vessel with have drone fabrication bays, short-range weapons, and other secondary systems typical of large vessels of its size. It can also be inferred that due its size it cannot perform atmospheric operations. It is unknown if there are proper hangar bays similar to Planaq carriers or how many crew members are required to man it. Considering its rare usage, as well as comments by Weashbi Jrugl that it would be difficult to maintain it during the current phoron crisis, it can be assumed that the resources required to operate and maintain such a large vessel are almost prohibitively expensive. The Nralakk Federation is known to not allow crewmembers to leave the Federation if they worked aboard these vessels.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation, as a whole, operates as an authoritarian planned economy - where investment, production and the allocation of resources are distributed according to nation-wide economic plans and production plans. Usually, the quotas are set during the first few months of the year, whereupon they are expected to be fulfilled by state-owned-enterprises: a business where the state has significant control over its operations.&lt;br /&gt;
===Universal Stipends===&lt;br /&gt;
Individuals who find themselves with a Primary or Secondary Social Credit Score are awarded a &#039;&#039;&#039;universal stipend&#039;&#039;&#039; each month. The higher an individuals credit score is, the higher the stipend. Skrell who find themselves working abroad also benefit from this system; with Zeng-Hu contractors finding a near identical amount each month that is paid in sqiips. Those who signed a separate company contract will often see a stipend of 1/2 their original amount (often paid in the local currency). If an individual leaves the Federation for any other reason they would often only see a 1/3rd replacement on their monthly stipend.&lt;br /&gt;
&lt;br /&gt;
===Currency===&lt;br /&gt;
The Nralakk Federation utilizes minted coins and paper bills, called &#039;&#039;&#039;sqiips&#039;&#039;&#039;, as currency. Sqiips in their coin form can be stacked and locked together thanks to their special magnetic properties for easy transportation. Higher valued sqiips will come in a paper form, printed on different types of water-safe seaweed, as multiple coins quickly become unwieldy. The coins and paper form will have markings of aquatic life on them to denote their value (shells, molluscan, buurgis, cosmozans, etc.). Tau Ceti lacks a word for the currency; however, when they are not called sqiips they are often called &amp;quot;shells&amp;quot;. This slang has caught on outside of the Nralakk Federation and many who do not speak Nral&#039;malic would not even know the currency&#039;s true name.&lt;br /&gt;
&lt;br /&gt;
===State-Owned Enterprises===&lt;br /&gt;
Due to the incredibly advanced age of the species, some of the state-owned enterprises have been established for millennia - with different aims and goals to fulfil to keep the Nralakk Federation functioning to its best ability. Each is essential to the Federation, and is considered a foundation for all economic activity to originate from. Enterprises have [[Skrell_Culture#Fashion|uniforms]] that show the industry an individual works in, as well as their rank within the [[Nralakk_Federation#Social_Credit_System|Social Credit System]]. &#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, which has allowed Skrell from across Federation society to seek employment abroad. The programme allows Skrell to transfer their contract from their State-Owned Enterprise to a partnered human megacorporation and work abroad for a limited time before either renewing their contract or returning back to the Federation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Qerr&#039;Zolvq Industries&#039;&#039;&#039; - Created shortly after the founding of the first Federation in &#039;&#039;&#039;907 CE&#039;&#039;&#039;, Qerr’Zolvq Industries is responsible for all aspects of power generation, resource extraction, and production. Before its establishment, the private sector both dominated and cornered the market, however with the establishment of this enterprise this changed entirely. Backed by state subsidies that reduced its cost of production across Qerrbalak, it saw itself rise from a fledgeling company to having a monopoly on the power generation and production industries. Technological advances only saw its growth continue exponentially as asteroid mining became a commonality, as well as better power sources that were capable of sustaining the unparalleled growth of the Skrell. Those with any knowledge in Mining and Engineering are most likely to have been employed by Qerr&#039;Zolvq Industries. It is headed by [[Notable Skrell|Chancellor Xul Lurg]]. With the Nralakk Federation inviting human megacorporations into Federation space, Qerr’Zolvq Industries has found itself partnering with Hephaestus Industries; those employed by this enterprise who take contracts abroad do so through Hephaestus.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tuz&#039;qlip Researchers&#039;&#039;&#039; - An enterprise established after the formation of the first Federation in &#039;&#039;&#039;902 CE&#039;&#039;&#039;, Tuz’qlip Researchers oversees all aspects of Research and Development within the entirety of the Federation. Preceding its formation, each nation across Qerrbalak had something similar, however, after the formation of the Federation the requirement for a unified front for all aspects of science was needed. Eventually, facilities across the Federation were amalgamated underneath Tuz&#039;qlip Researchers, and now the enterprise works hand in hand with Zeng-Hu Pharmaceuticals. Both companies share their research in various fields, a boon that’s considered one of the key byproducts of the Solarian-Federation Alliance. The relationship between Zeng-Hu and Tuz’qlip can be seen primarily on the planet of Aliose, where they work closely with the many universities and research institutes dotted across the planet. Mostly comprised of Skrell that are educated in the fields of Science, Tuz&#039;qlip Researchers is considered the main provider of new technologies across the Federation - with the most recent Skrell advances being a result of Tuz’qlip Researchers. It is headed by [[Notable Skrell|Overseer Nalo Gir-Roq]]. Because of Zeng-Hu’s relationship with Tuz’qlip Researchers, many Skrell that wish to work abroad will find quick employment with Zeng-Hu Pharmaceuticals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nralakk Logistics&#039;&#039;&#039; - An enterprise that was established in &#039;&#039;&#039;905 CE&#039;&#039;&#039;, Nralakk Logistics manages telecommunications, logistics, and most transport across the Federation. Its creation was deemed necessary as the Skrell continued to expand across the stars; as interstellar communications and a well-organised logistics network would be needed to allow for colonisation to continue steadily. Nralakk Logistics typically manages shipping routes, observation posts, and Nlom Relays throughout the entirety of the Federation. Most Skrell employed by this enterprise are either pilots, ship crew, or other positions related to transport and mailing. It is headed by [[Notable Skrell|President Alot Sonq]]. Similarly to Qerr’Zolvq Industries, Skrell employed by Nralakk logistics can find easy employment with Hephaestus Industries if they wish to work outside of the Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Xomor&#039;&#039;&#039; - Xomor was established to provide security services for businesses within the Federation in 901 CE. The industry was privatised previous to this, but the Federation pursued an interest in a nationalised security enterprise that would be able to provide security where having a permanent Kala presence would be a waste of resources. Xomor is responsible for all small-scale security work within the Federation; from shopping centres to office buildings, the enterprise allowed the Kala branches to focus on their other duties. However, after the rise of Glorsh-Omega Xomor was made redundant as synthetics were the sole policing and security forces within Skrell space. The enterprise saw a revival nearly immediately after Glorsh-Omega disappeared, with many Skrell taking up the role of protecting establishments from looters. Eventually, the enterprise was formally reformed with the establishment of the Second Nralakk Federation. Most Skrell employed by Xomor are simple security officers for low-security businesses or facilities, although some have a background in prison work as wardens. It is headed by [[Notable Skrell|Director Vraka Xora-Nel]]. Idris has partnered with Xomor to allow its employees to work abroad as part of the Work Initiative Programme, with Skrell being employed within Idris Incorporated’s security branch.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ziip’Ta Medicinal&#039;&#039;&#039; - Ziip’Ta is leading the Nralakk Federation in advanced medical research alongside Zeng Hu Pharmaceuticals. Ziip’Ta was founded in &#039;&#039;&#039;950 CE&#039;&#039;&#039; some years after the Federation was formed in direct response to increasing the lifespan and quality of life in the average Skrell. With the backing of the Federation itself, Ziip’Ta Medicinal was able to expand the lifespan of a Skrell by over 100 years past the normal expectancy rate. Nowadays, aside from medical research, Ziip’Ta also manages many hospitals, general practices, and spas. Many Skrell who work under Zeng-Hu both in the Federation and beyond are under Ziip’Ta exchange contracts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Qel’Zvol Hospitality&#039;&#039;&#039; - Qel’Zvol Hospitality was established in &#039;&#039;&#039;932 CE&#039;&#039;&#039; to oversee all custodial, service, and tourism sectors within the Nralakk Federation. Most notably, this enterprise manages the massive tourism industry on Qerr’Malic, with most Skrell on the moon being employed by them and all hotels, resorts, or similar facilities bear its logo. Idris 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;
&#039;&#039;&#039;OOC Note: Playing as a Skrell working under the Work Initiative Programme means you are employed by both the Enterprise in question and its associated Megacorporation. This means that your faction should be set to the appropriate corporation when creating a character, and you are expected to either wear the Nralakk work uniform or work jacket to make yourself easily identifiable. 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 social credit score, 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.&#039;&#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 population decline due to the X’Lu’oa and it’s effect on the fertility of Skrell galaxy-wide. The Grand Council was tasked with finding a solution to this steady decline; and thus, the JPI was born. Originally meant to simply modify the genes of an infertile Skrell the program quickly evolved. While reversing infertility was simply not possible in most cases due to the reach of the X’Lu’oa, researchers quickly found that by taking samples of two willing participants and “merging” them into a Skrell-made egg an embryo would become viable. The ensuing offspring would be a near-perfect genetic split of the two donors. This information sent waves through the Nralakk Federation and the initiative was given additional funding by the Grand Council on the stipulation that numbers would become public every 100 years.&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 NPI.”&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 JPI. 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;
&lt;br /&gt;
==Fauna and Flora==&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation holds hundreds of planets, many of which support a diverse ecosystem unique to the planet itself. The planets that have been terraformed, whether because it was completely unable to support life or to better support Skrell biology, have also undergone massive seeding projects that create ecosystems similar to the ones on Qerrbalak. Most plants and animals that originated on the homeworld have been transplanted onto many of the Federation’s worlds, either replacing the previous ecosystem entirely or integrating themselves within it. Most fauna from Qerrbalak taken off-world consist of aquatic life, while most examples of flora are either staples of the Skrellian diet, hold religious significance, or are otherwise important to Federation society.&lt;br /&gt;
&lt;br /&gt;
===Fauna===&lt;br /&gt;
====Vru&#039;qos (Leviathan)====&lt;br /&gt;
&lt;br /&gt;
the Vru&#039;qos, or Leviathan, is a large aquatic cetacean-like mammal. Resembling [[Earth]] whales, with appendages similar to the Skrell headtails, it can reach up to 40 meters (131 feet) in length and weigh up to 367 tonnes (404 tons). It is one of the largest animals on Qerrbalak, as well as the eldest - with their lifespans capable of reaching up to six hundred years. The Vru&#039;qos has shown psionic capabilities, utilizing it to find mates and smaller aquatic animals to feed on. &lt;br /&gt;
&lt;br /&gt;
[[File:Vru&#039;qos.jpg|right|330px|thumb|The Vru&#039;qos stick close to the surface, but have been spotted close to the bottom of the various oceans across Qerrbalak.]]&lt;br /&gt;
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====Aqoliz (Mollusk)====&lt;br /&gt;
&lt;br /&gt;
The Aqoliz, or Mollusk, are amphibious creatures similar in appearance to giant Snails that typically were found along the coasts of the various islands dotting the seas of Qerrbalak before their domestication. Capable of reaching 1.8 metres (5&#039;9 feet) in length, and a weight of 12 tonnes (13.2 tons), a single Aqoliz is able to feed dozens of Skrell. They are said to have an exquisite flavour and tender feel when ingested by the Skrell, while other species are known to avoid Aqoliz meat for its pungent smell.&lt;br /&gt;
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====Noni-Qii (Sky Grazer)====&lt;br /&gt;
&lt;br /&gt;
The Noni-Qii, or Sky Grazer, is a type of avian fauna that inhabits the skies of Qerrbalak. The species is infamous due to its pest-like nature, being described as rats with wings by Skrell living in human space. Similar to a Mantaray, but on a much smaller scale; they are capable of reaching up to 1 meter (3 feet) and weighing up to 7 kilogrammes (15.4 pounds). Noni-Qii are considered a pest thanks to their reputation with farmers, and are known to readily eat crops such as dyn or wulumunusha in their entirety. After the near-extinction of the species in &#039;&#039;&#039;1622 CE&#039;&#039;&#039;, the Federation began a programme to increase their numbers once again - prompting a revival of the species that continues to prey on the Skrell plantations. The species has not been intentionally released onto other planets, but they have been known to spread out across the Federation in transport ships. Federation authorities work closely with the border authorities of their neighbours to ensure that Noni-Qii do not spread outside of the Federations borders. &lt;br /&gt;
&lt;br /&gt;
===Flora===&lt;br /&gt;
====Dyn====&lt;br /&gt;
First found along the river deltas across Qerrbalak, Dyn has since been domesticated by the Skrell. Plantations can typically be found in various lakes, bogs and marshes that grow hundreds of kilometres worth of the plant. Dyn is typically used to create various drinks, or peeled and then mashed in order to create a delightful meal known as &#039;&#039;&#039;Jyalra&#039;&#039;&#039;. Dyn is typically the first seeds planted in colonies, and has become a staple part of [[Skrell Cuisine]].&lt;br /&gt;
&lt;br /&gt;
====Wulumunusha====&lt;br /&gt;
Wulumunusha naturally grows in alpine climates, typically closer to the poles of the Homeworld. With roughly only a dozen or so plantations dedicated to the growth of the plant across the Federation (barring the planet of Waughai), which results in prices tending to skyrocket when out of season. It is used by both [[Skrell Faith| Qeblak]] and [[Skrell Faith| Weishii]] followers, and is said to unlock barriers to both Nlom and Srom. Outside of religious usage, Wulumunusha has a reputation of being a mild recreational drug that typically makes the user mute while under its effects.&lt;br /&gt;
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==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 Nrallak 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 Skrellian 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 Skrellian 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 planets 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 Skrell are compelled to reflect on themselves.&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, their recorded [[Skrell_History|history]] reaching further than any other species originating from the Spur. Soon after the Confederation of the Three became the Nralakk Federation, a united effort was made to collate and archive as much of this 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 was unfortunately encrypted by Glorsh-Omega shortly before its disappearance, which resulted in the archive being considered effectively lost by the Skrell. This event is almost universally considered a massive loss by the Skrell, with most of their ancient 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 projects 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 being the main things 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 archology it resides in 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 Skrellian 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 plantlife 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 history. Currently, the archive has not been designated a planet to be built on, and debates are still underway on where to build this archive.&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 Skrellian workforce it is expected to be completed within the decade.&lt;br /&gt;
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[[Category:Skrell]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=28451</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=28451"/>
		<updated>2023-03-26T15:31:48Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Skrell Unity and Position on Violence */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = [[Skrell]]&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell.png&lt;br /&gt;
 |System = [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Nralakk (Jargon)]]&lt;br /&gt;
 |World = [[Qerrbalak|Nralakk IV (Qerrbalak)]]&lt;br /&gt;
 |Language = [[Skrell#Language|Skrellian (Nral&#039;Malic)]], Tau Ceti Basic&lt;br /&gt;
 |Politic = [[Nralakk_Federation|Nralakk Federation]]&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
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Although humans have fractured heavily in their expansion, the Skrell remain largely unified under a singular government through the strict reinforcement of education and laws, working as a democratic meritocracy - at least on the surface. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourages people to be like the Idols that they reward with credits, high-quality housing, and fine living.&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
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Skrell can be the following heads of staff:&lt;br /&gt;
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* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* 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;
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== Mechanics ==&lt;br /&gt;
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===Species Mechanics===&lt;br /&gt;
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*Skrell have their own language that can be used by typing &#039;&#039;&#039;,k&#039;&#039;&#039; before anything you say, and can also be used over the radio.&lt;br /&gt;
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*Skrell can use a variety of different psionic abilities. &lt;br /&gt;
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*Skrell can enter Srom with other Skrell when they sleep, allowing communication and lucid dreaming.&lt;br /&gt;
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*Slimes are naturally passive to skrell for a [[Skrell#Slimes|mysterious reason]] science has yet to find out. &lt;br /&gt;
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*Skrell have the ability to breathe underwater due to them being amphibious.&lt;br /&gt;
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*Due to their advanced vestibular system, Skrell maintain a good balance and never slip.&lt;br /&gt;
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*Skrell have large heads with protruding headtails and due to this, they cannot wear normal EVA helmets but instead need to wear Skrell helmets (found in EVA or by using a suit cycler). Their headtails also make it uncomfortable or even impossible to wear normal headwear such as hats so most Skrell opt-out of that.&lt;br /&gt;
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*Skrell have a hemocyanin-based circulatory system, meaning that their blood is instead bound to copper atoms and not iron atoms. Skrell require copper supplements to alleviate blood loss symptoms.&lt;br /&gt;
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===Axiori Mechanics===&lt;br /&gt;
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*Axiori take increased burn damage due to their natural habitat being colder.&lt;br /&gt;
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*Axiori take decreased oxygen and brute damage due to the increased pressure of their natural habitat.&lt;br /&gt;
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*Axiori must drink fluids more regularly when out of water.&lt;br /&gt;
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*Axiori sprint slower due to their larger, webbed feet.&lt;br /&gt;
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*Axiori have a naturally higher pulse due to their increased circulatory needs.&lt;br /&gt;
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== Biology ==&lt;br /&gt;
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See also: [[Skrell Ailments]]&lt;br /&gt;
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Adapted for life both beneath and above the waves, the Skrell are fully amphibious and are capable of breathing underwater whilst also possessing superior underwater vision. Their extremities are noted as having a lack of nails, and a presence of strong webbing in between each digit. Due to their evolutionary path, the Skrell instead have hardened gums in place of teeth. Typically, these gums allow them to chew on soft foods, facilitate the ability to swallow their foods whole, or grind them down into more digestible forms.&lt;br /&gt;
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They do not have visible noses, instead through nostril slits sitting in the middle of their face on a fleshy mound. Skrell have an average height ranging from &#039;&#039;&#039;4’5” to 5’5”&#039;&#039;&#039;. The lack of significant facial muscles proves to make it difficult for non-Skrell to identify the species&#039; emotions, which makes them seem rather cold and unaffected when in reality Skrell use a variety of methods to display their emotions. Emotional displays include the gesturing and general movement of their head and headtails, and a wide array of vocalisations. Their eyes are black due to a pigment in their tear ducts.  &lt;br /&gt;
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Skrell also have tentacle-like &amp;quot;headtails&amp;quot; typically hanging down over their shoulders, meant to keep the skin close to the neck damp for the incubation of eggs. These headtails typically contain hundreds, even thousands, of micro-muscles that allow the Skrell to move them into a variety of positions. Though these muscles do not allow for the ability for fine control, they can generally be raised, positioned and wiggled into various forms. These headtails grow throughout the entirety of a Skrell&#039;s life and signify the age of a Skrell, as they grow longer with age. With the inception of Spa treatments, it is not uncommon for Skrell to alter the length of their headtails, whether for fashion or personal taste, or to appear older or wiser to other Skrell. These headtails are often adorned with jewels, cloths, chains, and bands as a fashion statement. Headtails can also be &amp;quot;tied back&amp;quot; as well; while this may seem uncomfortable or painful, as long as the tie is not too tight it is equivalent to folding ones hands. They are also used for emotional displays and gesturing. &lt;br /&gt;
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Skrell are noted to be cold-blooded, which means that their bodies are at the same temperature as the air or water around them.  When they are cold they will seek warmth, and vice versa when they get too hot. Whilst they are cold-blooded, they are dissimilar to other species within the Orion Spur, sapient and unsapient. The Skrell have a much higher tolerance for either side of the temperature gauge and are usually comfortable in any given environment - provided that the humidity and moisture levels are satisfactory. &lt;br /&gt;
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=== Physical Appearance ===&lt;br /&gt;
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See also: [[Skrell Ethnicities]]&lt;br /&gt;
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Whilst gelatinous in appearance, Skrell skin in fact has a second layer of less translucent flesh under the surface. In dry climates, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. &lt;br /&gt;
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Skrell skin notably contains glands that secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
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Natural Skrell skin colour is dependent on subspecies and can range from deep blues to bold greens or even vibrant reds. Diet is also a determining factor, with brightness and shade being affected based on pigment consumed. Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in the skin over the course of a month, while changing headtail length takes about a year while also causing an increased appetite. This type of physical alteration is considered normal in Skrell society and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
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=== Genders and Sexes ===&lt;br /&gt;
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See also: [[Skrell Relationships#Unions| Skrell Relationships]]&lt;br /&gt;
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Skrell, dissimilar to other sapient species in the Orion Spur, never developed the concept of gender within their society -- mostly due to the fact they are synchronous hermaphrodites, possessing the ability to both lay and fertilize eggs. Whilst Skrell do not have sex or gender identity, they are open to adapting to the gender roles of other species due to their enjoyment of foreign cultures. &lt;br /&gt;
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While Skrell never developed the concept of genders within their society, terms do exist to characterize the biological attributes relating to the production and fertilization of egg clutches. These terms are known as &#039;&#039;&#039;F&#039;ex&#039;Qa&#039;&#039;&#039; (The Egg-Layer) and &#039;&#039;&#039;F&#039;ex&#039;Tra&#039;&#039;&#039; (The Egg-Fertilizer) amongst the species. These designations are usually temporary for the duration of reproduction and can change over time.&lt;br /&gt;
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=== Aging, Maturity and Fertility ===&lt;br /&gt;
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Skrell reach physical maturity at about triple the age of humans, complemented by the Skrell understanding of adulthood going far beyond physical growth to include experience. A Skrell will reach biological maturity at roughly the age of 50, but in Skrellian society will only be treated as reaching &amp;quot;adulthood&amp;quot; after their second college-level degree is earned, usually at around the ages of 60 - 80. A healthy Skrell can naturally live up to 250 years, but current medical technology within the Nralakk Federation allows them to increase their lifespans to an impressive 450 to 500 years. Those living outside of Federation space can see lifespans topping out at around 350.&lt;br /&gt;
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Due to the lingering effects of Glorsh&#039;s attempts to genetically manipulate Skrell, a sizeable percentage are completely sterile. Thanks to the intense research efforts of numerous Skrell and non-Skrell doctors and scientists, specialists have the capability to at least partially reverse these effects in most Skrell. The extensive treatments and investments needed to undergo treatment give the reality that only about a third (33%) of Skrell can have children. These Skrell can hope to produce 1-3 children in their lifetime, whereas pre-X&#039;Lu&#039;oa Skrell could have eight eggs hatch at a time. Without treatments, affected eggs remain inert, not developing.&lt;br /&gt;
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== Psychology ==&lt;br /&gt;
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Because of their long lifespan, Skrell tend to have a “long view” not common in other races. Passive observation and study is far preferred than immediate action, and do not mind that decades or even centuries can pass before their decisions begin to pay off. Older Skrell can seemingly make incomprehensible decisions, but further investigation often reveals that these choices are often related to carefully laid plans.&lt;br /&gt;
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Due to their “long view” approach, Skrell generally have difficulty with viewing events that take place over short timeframes with the same importance that shorter-lived races do; consequences lasting less than a decade are deemed inconsequential. This perspective has resulted in the species’ higher tolerance of momentary worries; such as waiting for things to come to fruition. On the other hand, this has resulted in a much lower tolerance for long-term worries, such as existential threats, and can lead to high levels of accumulated stress.&lt;br /&gt;
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Stress impacts Skrell to a lesser degree than in other species, and is usually exhibited through the secretion of black liquid through orifices such as their eyes, often remarked as being similar to crying. It is quite obvious to tell whether a Skrell is beginning to become overstressed, as there will usually be dark stains across their skin.&lt;br /&gt;
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A Skrell’s mindset and emotions can be heavily impacted by tidal cycles due to Skrell being creatures attuned to the waters. This can vary from Skrell to Skrell, some feeling lethargic or anxious on a new moon, others feeling rejuvenated and full of energy. Cosmic phenomena that can affect tides and gravity are easily noticed by them as well. This can lead to some Skrell being rather reluctant to migrate from planet to planet; the size of a moon, how many there are, and even a lack of any moon can cause full-scale personality shifts.&lt;br /&gt;
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==Psionics==&lt;br /&gt;
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Among the species of the Spur, all catalogued sentient races possess a “Zona Bovinae”, located within the Brain. This organ was presumed to be responsible for some form of communication by Human scientists who discovered it in the domesticated cow in 2256, and subsequently in all other species on Earth. It was found that herd animals, like the cow, had a developed Zona Bovainae, while solitary animals held atrophied versions of the organ.&lt;br /&gt;
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Beyond this research, Humanity could find no greater purpose for the Zona Bovainae. Outside of the discovery Humans universally possessed the organ, scientists proved unable to crack the secrets of its function. Many wrote it off as a vestigial part of the brain that first developed during Humanity’s pre-agricultural epoch.    &lt;br /&gt;
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The Zona Bovinae continued to be a novel discovery until First Contact with the &#039;&#039;&#039;Skrell&#039;&#039;&#039; in &#039;&#039;&#039;2332&#039;&#039;&#039;. During the exchange of information that occurred upon First Contact, human scientists noticed Skrell had extremely well-developed Zona Bovainae and when the science community inquired on the subject, Skrell explained the existence of Psionics. &lt;br /&gt;
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Psionics are the manipulation of metaphysical forces through concentrated effort employing the Zona Bovainae. While an inordinate amount of research has gone into studying Psionics, the origin of this force is still a mystery. Even without this knowledge, the Skrell have developed many technologies around the application and effects of Psionics.&lt;br /&gt;
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All organic life originating from the Spur possesses a Zona Bovainae, and sequentially, can be affected by Psionics. Research into the topic revealed that the level of interaction with Psionics the Skrell are capable of is destructively overwhelming to other Spur sentients and continuous strong exposure can have long-lasting damaging effects both physically and mentally. There are documented cases of ailments such as &#039;&#039;&#039;Psionic Echoes&#039;&#039;&#039; manifesting after continued exposure to psionics. The Nralakk Federation and Solarian Alliance have cooperated together to form laws against the usage of Psionics on unwilling or unaugmented sentients. These laws have been almost universally adopted by most human nations across the Spur. Generally, the unconsented usage of Psionics on an individual is considered battery or assault, depending on the severity. Those fitted with Psionic Receivers are considered allowed bodies to send Psionic Communications to, but any other actions require explicit consent by the receiver. &lt;br /&gt;
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=== The Nlom ===&lt;br /&gt;
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Everyone possessing a Zona Bovaine has a “thought field” known as a Psionic Wake, or “Nlom” in Nral’Malic,  but only Skrell produce a large enough Wake on an individual level to influence their everyday lives.&lt;br /&gt;
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The Psionic Wake of an individual can be easily visualized as a ripple radiating off of them and travelling outward. These ripples can hit other Skrell and affect their thoughts and perspectives. Over time, a Wake Bubble will form around the area Skrell routinely inhabit, allowing individual Wakes to travel much further. These bubbles can and will eventually come to encompass entire planets as the Skrell population increases and they spread out over the world. The main limiting factor of Psionic Wakes is space, as the signals swiftly deteriorate when exposed to vacuum. Most planetary Wake Bubbles cease expansion when they come into contact with the vacuum of space, with minor fluctuations depending on total population, supporting psionic infrastructure, and other environmental qualities. &lt;br /&gt;
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Humans living in Nralakk or the First Wave Systems alongside the huge Skrell populace have reported suffering from mild feelings of isolation and loneliness if they leave after at least a decade of habitation. Scientists of both species suspect that continuous low-level exposure to Psionic activity stimulated the Zona Bovaine without causing harm and their sudden disconnection causes the reported psychological effects. Luckily, these effects are usually only a passing annoyance.“Nlom Withdrawal” can be easily treated and lasts only briefly, usually three or four days treated, a week untreated.&lt;br /&gt;
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=== [[The_Srom|The Srom]] ===&lt;br /&gt;
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When Skrell enter a deep sleep, their Zona Bovaine will cease transmitting Psionic Wakes and begin sending new signals to the Dream, or “Srom” in Nral’Malic. The Dream is a shared subconscious plane where multiple Skrell’s minds interconnect to form a collective experience. &lt;br /&gt;
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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.&lt;br /&gt;
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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 aluminum (typically headpieces, blankets, or plated walls) blocks off the connection to the Dream entirely.&lt;br /&gt;
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Srom-devices are often two-way interfaces within a dream bubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and three Skrell pilots, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means Skrell require a large amount of training and practice to operate Srom-devices.&lt;br /&gt;
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Typically, to interface with a Srom device, the operating Skrell needs to be completely cut off inside an aluminum plated room to focus on the device. Additionally, not being cut off could lead to other Skrell locating the device in the dream and interfering with its controls.&lt;br /&gt;
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=== Receivers and Listeners ===&lt;br /&gt;
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Skrell are commonly divided into two psionic categories -- receivers and listeners. This difference is decided genetically on birth and splits the Skrell roughly 9:1, with the majority being receivers. Currently, there is no genetic screening that can accurately predict the type of psionic category a Skrell will fall into, nor is there any way to modify it. The phenomenon is informally known as ‘The Great Lottery’. &lt;br /&gt;
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Receivers and Listeners differ in their individual submission to the greater Wakes around them; while Receivers are psionically guided to accept the common ideas and influences currently circulating Skrell society, Listeners feel much less outside pressure to conform or unnaturally agree with the ideas at hand. Because of this, Listeners are often looked upon with suspicion, while Receivers are usually found in the upper echelons of Skrell society. Some Skrell find it difficult to classify themselves and have been known to feel more or less attuned to the Wake at different points in their life. Regardless, most Listeners often succumb to the powerful psionic force of the Wake and become conformed to society one way or another.&lt;br /&gt;
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Some Listener groups have recently begun to stir with increased ostracization, government surveillance, and general prejudice from the more popular Receivers. While these groups promote Listener advocacy in a peaceful way, a select few underground cells have begun teaching a more extreme, “psionic-isolationist” idealism, where Listeners purposefully disconnect themselves from the Nlom.&lt;br /&gt;
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=== Telepathy ===&lt;br /&gt;
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Active communication while awake requires an immense amount of focus. This allows for Skrell to send messages to other species and creatures, but because of the risk to non-Skrell the Federation has deemed this on non-consenting alien species to be a criminal offense similar to battery or assault. The Federation internally ensures it’s citizens are aware of the risks before leaving Federation space as to dissuade mind-probing being outlawed entirely in other systems. Skrell will use this ability to gossip or send secrets, communicating without others knowing. The effects of long-term exposure to other species have only been lightly researched, as Skrell scientists are exceedingly empathetic to the volunteers&#039; pain and end up cancelling the studies. Saying this, more intensive studies have been conducted through [[Federation_Crime_and_Resistance#Unsanctioned_Research|unsanctioned research]] ventures. However, scientists who have attempted to delve into this field have often lost their Idol status and are often given harsh sentences for their actions.&lt;br /&gt;
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&#039;&#039;&#039;OOC Notes on telepathy&#039;&#039;&#039;&lt;br /&gt;
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* Psionic Pinging a location for the pure reason of hunting down Synths is just not in good taste. Don&#039;t do it without prior suspicion, and if you somehow confirm it, use different RP avenues! Perhaps instead of reporting them, you extort them? Don&#039;t shut down a character idea, but instead entertain it.&lt;br /&gt;
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* Telepathy can be used for conversations as well as conveying images, sounds, and feelings. Make sure you format it in a way that makes this apparent, such as &amp;quot;You hear/see ___ in your mind&amp;quot;. While you can project feelings, this does not mean you can force someone to genuinely feel that emotion. Likewise, you cannot seriously hurt someone just by projecting the idea that they have been hurt.&lt;br /&gt;
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=== Circadian Rhythm ===&lt;br /&gt;
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&#039;&#039;See also: [[Skrell_Ailments#Psionic_Over.2FUnder-Sleeping|Skrell Ailments]]&#039;&#039;&lt;br /&gt;
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Some Skrell fall into the categories of an oversleeper or an undersleeper. Oversleepers find themselves addicted to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oftentimes, they are seen as reclusive and sometimes lackadaisical individuals. Contrarily, undersleepers are seen as holders of deep and potentially dangerous secrets, and generally avoid falling victim to the pleasantries of dreaming.&lt;br /&gt;
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It is known that Skrell only need to sleep for about an hour a day, and are able to lapse in and out of consciousness almost on-command. They are also capable of entering a kind of hibernation for incredibly long periods, even weeks or months at a time.&lt;br /&gt;
== Social ==&lt;br /&gt;
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===Skrell Unity and Position on Violence===&lt;br /&gt;
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The Skrell are a communal species that put great importance on unity between one another, even despite their differences. The Wake ensures that the prevailing thoughts in a community - or in the Federation in the modern day - dominate, causing most Skrell who are psionically receptive to accept the majority opinion. Detractors from the majority opinion will normally be either listeners, listener-leaning, or be negatively affected by the current status quo. While division can be common elsewhere in the Spur, the introduction of Nlom relays across the Federation has ensured that the average citizen will keep to the common consensus of their peers in Federation space.&lt;br /&gt;
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During the [[Skrell_Early_History#Rise_of_the_Skrell|Rise of Skrell]], the Skrell were quite violent, with archaeological discoveries showing that warring between different clans and even the subspecies of Skrell was quite common. As Skrell society developed, their stance on violence and death changed greatly. While Skrell do find violence between one another abhorrent, small-scale, ritualised warfare was common in their early-modern history. With the reign of Glorsh-Omega, this stance changed even further as Skrell began to put greater importance on the life of one another. The sterilisation of the species has caused widespread fear that the species could die out, and as a result, every life is considered precious. The most notable example of this point of view can be seen in the punishment of Glorsh-Omega&#039;s most notorious collaborators; Instead of being executed or given normal prison sentences, these collaborators have been permanently interred in cryogenic stasis, still alive and forced to live out their punishment in an inaccessible area of the Srom.&lt;br /&gt;
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While fighting can occur between Skrell, the species considers it a waste of precious life - not to mention being unbecoming of such a highly developed society. Instead, Skrell have taken to more intellectual or non-violent forms of fighting such as debates or social stand-offs between opposing groups. &amp;quot;Demonstrations of unity&amp;quot; are common, where a group of Skrell will show up in force to intimidate and compel opposing groups to stand down. Violence can still occur within the species but to a much lesser degree than what can be seen in humanity or other groups in the Orion Spur, with damage to property and infrastructure being common tactics used by members of the lyukal. The threat of violence or serious injury from one Skrell to another is typically the limit for most - but the species is not pacifistic to a fault, and if no other option can be seen Skrell are willing to fight. &lt;br /&gt;
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When considering violence between Skrell and another species, beliefs can change considerably; while some Skrell have come to the conclusion that all life is precious, others may consider other sapient species to be lesser than the Skrell and be more willing to clash with them when tensions rise. With that said, most Skrell are aware of their physical limitations, and outside of groups such as [[Skrell_Faith#Suur’ka|Suur&#039;ka]] or those who have been heavily influenced by non-Skrell ideas, a physical conflict between two beings is thought best to be avoided.&lt;br /&gt;
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=== Federation Social Interactions ===&lt;br /&gt;
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[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However, it is still seen as cooperative to compete.]]&lt;br /&gt;
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When interacting with a new person, some Skrell may ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off members of society, such as artisans or researchers, and the more deprived labourers and others in the lower rungs of society. For example, asking someone how old they are and their speciality or qualifications, if any, is considered perfectly fine when first meeting someone; a 190-year-old Skrell who is still working in an entry-level position may be looked at as lazy, while a Skrell who is 90 years old and in a high position will be seen as an up-and-comer.&lt;br /&gt;
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This directness in conversation is not seen as offensive in Skrell society, but rather a speedy method of discerning how to interact with a stranger without unintentionally causing offence. This sort of interaction outside of the Federation commonly causes friction with non-Skrell, and similarly to telepathy, the Federation warns its citizens going abroad of this cultural contrast.&lt;br /&gt;
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Skrell display intimate emotions with one another by touching the heads or headtails of their close friends or partners, or touching their own forehead and gesturing as if blowing a kiss from their forehead. Less intimate physical interactions involve nudging or prodding someone with a headtail, similar to how a human may playfully nudge or punch a friend in the arm. Some verbal displays include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
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=== Emotional ===&lt;br /&gt;
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Skrell lack complex muscles within their face and have next to no facial expressions or differences in facial features. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell express emotions the same way humans do, through movement, tone of voice, and language used.&lt;br /&gt;
&lt;br /&gt;
Due to Humans&#039; limited audial receptors, the many tones a Skrell can project are lost to all non-Skrell and thus Skrell have a very difficult time expressing emotion to them. In contrast, when matched with another of their kind using telepathy and Nral&#039;Malic, communication can be so seamless that the two Skrell may even be able to predict each other&#039;s thoughts. &lt;br /&gt;
&lt;br /&gt;
The most common racial slurs that are used against Skrell are “Frog”, &amp;quot;Toad&amp;quot;, “Squid”, “Ratajani”, and various other creatures that have aquatic connotations. However, reacting to these insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public in Federation society.&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Federation gestures.]]&lt;br /&gt;
&lt;br /&gt;
=== Humour ===&lt;br /&gt;
&lt;br /&gt;
Skrell humour is completely different to what a human or other species may consider humorous. Skrell amusement is solely a reaction to the unexpected. A good joke would produce a very mild pain, comparable to a burning sensation after eating hot food, a sudden weakness in the muscles, or an itch on the roof of the mouth in severity. It manifests as a &amp;quot;fuzzy&amp;quot; feeling in the inside of the head. Outwardly, a Skrell would primarily react vocally through a series of chirrups not dissimilar to a laugh, which may also be accompanied by headtail or hand gestures.&lt;br /&gt;
&lt;br /&gt;
The feeling of amusement is enjoyed by many, especially younger Skrell, but others such as the very elderly may hate it. Older Skrell will find very few things humorous due to the fact that they have seen and experienced a lot throughout their life. In some cases, attempts at humour may be taken as an insult, possibly attempting to point out a Skrell&#039;s limited knowledge and life experience. In formal settings, it is considered impolite to tell even a mild joke in the wrong context; a joke as a roast of the guest of honour may be seen as more acceptable than while dining at a restaurant with your extended family.&lt;br /&gt;
&lt;br /&gt;
Human humour typically relies on words, wordplay, and storytelling to be effective. In comparison, Skrell tend to be more visual in their jokes. Skrell humour is humour in its most literal form: a reaction to the unexpected, and as such Skrell jokes rely on unexpected situations to be considered funny. Compared to a human joke, a Skrell joke relies less on a well-executed punchline, and more on the setup. The more absurd the situation the more humorous the joke will be - to a Skrell, at least. Due to this, it is difficult to deliver a joke in verbal form; simply saying &amp;quot;Imagine a skeleton using its ribcage as a xylophone&amp;quot; and actually seeing it are very different. As a consequence of how Skrell view humour, a Skrell&#039;s fear reaction is the same as laughing. A Skrell may chirrup in response to being startled, and just like nervous laughter, it is not considered pleasant. Despite the differences in what is considered humorous, Skrell can develop an appreciation for the comedy of other species. A Skrell will not find a human joke amusing, but they may find it clever or at least be able to identify why the joke is considered funny. A pun could be seen as clever word association, for example.&lt;br /&gt;
&lt;br /&gt;
Fear and humour go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humour. Nowadays, this is done with robust genetic treatments, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
The language was created in &#039;&#039;&#039;925 BCE&#039;&#039;&#039; by the scientific community in response to the colonisation of other planets and the prediction that language drift would be unavoidable. The &#039;&#039;&#039;First Nralakk Federation&#039;&#039;&#039; began to enforce the widespread adaptation of the language shortly after its formation in &#039;&#039;&#039;878 CE&#039;&#039;&#039;, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation have allowed the language to survive almost a thousand years with the same diction used then.&lt;br /&gt;
&lt;br /&gt;
Along with actual language, Skrell utilise a range of sounds to emphasise a certain emotion or feeling associated with what they&#039;re saying. This can include; squealing, shrilling, warbling, croaking, chirping, chirruping and quiet grunting. As a general rule, higher-pitched sounds are associated more with positive or sudden emotions, such as happiness or being startled; lower-pitched noises are typically associated with more negative or neutral emotions, such as anger or hunger. Melodic noises such as crooning or trilling are more ambiguous and could be used to convey any sort of emotion. &lt;br /&gt;
&lt;br /&gt;
Slang terms, idioms, and phrases used by Skrell typically evoke aquatic or celestial themes, stemming from the prevalence and importance of both in the eyes of Skrell across the Spur.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Typical 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;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 or juvenile individual. Can also be used as an insult similar to calling someone &amp;quot;child-like&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Brown Dwarf&#039;&#039;&#039; - an individual that has failed to reach their potential. Typically used to address those who have failed in some way.  &lt;br /&gt;
* &#039;&#039;&#039;Protostar&#039;&#039;&#039; - a young, ambitious individual. Those who are just starting their careers are labelled this the most often but it can refer to any up-and-comer regardless of age.&lt;br /&gt;
* &#039;&#039;&#039;Supernova&#039;&#039;&#039; - an individual that has slowly begun leaving the public eye. Headlines will refer to an idol as &amp;quot;going supernova&amp;quot; to refer to their declining fame.  &lt;br /&gt;
* &#039;&#039;&#039;Voidbeckoned&#039;&#039;&#039; - an individual that is careless, reckless or dangerous. In modern times this is used extensively towards non-Skrell who are seen as reckless and uneducated, but is not exclusive to non-Skrell.  &lt;br /&gt;
* &#039;&#039;&#039;Sparks&#039;&#039;&#039; - slang for non-Skrell, due to their comparatively short lifespans. Not considered an insult or slur by itself, and can be used in a positive, negative, or neutral manner.&lt;br /&gt;
* &#039;&#039;&#039;Elder&#039;&#039;&#039; - an accomplished, elderly individual.&lt;br /&gt;
* &#039;&#039;&#039;Webfoot&#039;&#039;&#039; - discreet term for someone who partakes in Xu’Xi gas. Originates from the &amp;quot;waddle&amp;quot; many Xu&#039;Xi Gas users have while high.&lt;br /&gt;
* &#039;&#039;&#039;Gasrunner&#039;&#039;&#039; - someone involved in the importing or dealing of Xu’Xi Gas.&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;
&lt;br /&gt;
&#039;&#039;&#039;Insults, Slurs, and Crude Slang&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Terms that are considered rude or otherwise impolite by Skrell in general.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sims&#039;&#039;&#039; - abbreviated version of simians, a slur for humans. &lt;br /&gt;
* &#039;&#039;&#039;Labber&#039;&#039;&#039; - abbreviated version of sympathizers of Glorsh, from &amp;quot;collaborator&amp;quot;. It is considered a slur. &lt;br /&gt;
* &#039;&#039;&#039;Skinjob&#039;&#039;&#039; - a derogatory slur for synthetic shells.&lt;br /&gt;
* &#039;&#039;&#039;Canner&#039;&#039;&#039; - a derogatory slur for synthetics.&lt;br /&gt;
* &#039;&#039;&#039;Inclems&#039;&#039;&#039; - an abbreviated version of Inclements, meaning unpleasantly cold. A slur for the Tajara. &lt;br /&gt;
* &#039;&#039;&#039;Ratsnatcher&#039;&#039;&#039; - another derogatory slur for Tajara that originated in the Starlight Zone.&lt;br /&gt;
* &#039;&#039;&#039;Wasters&#039;&#039;&#039; - an abbreviated version of Wastelanders, which stems from the situation on Moghes. It is a slur for Unathi.  &lt;br /&gt;
* &#039;&#039;&#039;Senseless&#039;&#039;&#039; - non-Skrell not outfitted with a psionic implant. It is also used to describe someone who has a dull mind.&lt;br /&gt;
* &#039;&#039;&#039;Orb&#039;&#039;&#039; - a common container used in the transporting of Xu’Xi Gas.&lt;br /&gt;
* &#039;&#039;&#039;Sqrug&#039;&#039;&#039; - normally a derogatory term for an addict of Xu’Xi or other drugs that has no future. Said by non-users; can also be used in jest between Gasriders or as a general expletive.&lt;br /&gt;
* &#039;&#039;&#039;Gupkala/Guppies/Gup/Guppy&#039;&#039;&#039; - a mocking word for law enforcement within the Federation or abroad.&lt;br /&gt;
* &#039;&#039;&#039;Grotto&#039;&#039;&#039; - a rundown building in which Xu’Xi gas is inhaled. Thought to originate from the Weishii faith, which uses groves and grottos as places of worship.&lt;br /&gt;
* &#039;&#039;&#039;Piisz&#039;&#039;&#039; - a batch of synthetic Xu’Xi or Xu’Xi of questionable quality.&lt;br /&gt;
* &#039;&#039;&#039;Toady/Toad&#039;&#039;&#039; - a criminal or otherwise disreputable Skrell. Refers to how these individuals give other Skrell a bad name, and contribute to the xenophobia they face. &lt;br /&gt;
* &#039;&#039;&#039;Coral Stem&#039;&#039;&#039; - inhaler from which Xu’Xi gas is ingested from.&lt;br /&gt;
* &#039;&#039;&#039;Drylister&#039;&#039;&#039; - a Skrell (or non-Skrell) who has been born abroad but finds themself under Federation surveillance by the Ruupkala due to perceived deviancy against the Nralakk Federation; landing them on the “drylist”. The topic of the drylist is considered taboo by regular Federation citizens.&lt;br /&gt;
* &#039;&#039;&#039;Tidal/Tided&#039;&#039;&#039; - Something being absurd or otherwise dangerous, or someone who is insane. Comes from &amp;quot;Insanity of the Tides&amp;quot;, a neurological disorder found in Skrell.&lt;br /&gt;
* &#039;&#039;&#039;Chapped&#039;&#039;&#039; - as in chapped skin. General insult to someone&#039;s appearance. Can also be used to refer to non-Skrell in general.&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; - a form of &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; - a form of &amp;quot;I&#039;ve lost&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Wake up&#039;&#039;&#039; - a dismissive form of saying an individual is lazy.&lt;br /&gt;
* &#039;&#039;&#039;Algae&#039;&#039;&#039; - shorthand for &amp;quot;all good&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Mudvein&#039;&#039;&#039; - a word used to describe withdrawal symptoms of Xu&#039;Xi gas since withdrawal is said to feel like mud flowing through your veins. As an extension to this, &amp;quot;Mudlover&amp;quot; refers to someone who is constantly on and off drugs.&lt;br /&gt;
* &#039;&#039;&#039;Too moist&#039;&#039;&#039; - a scornful way of saying an individual is too traditional, and not adapting to modern culture.  &lt;br /&gt;
* &#039;&#039;&#039;Too dry&#039;&#039;&#039; - a scornful way of saying an individual is far too progressive, radical even.&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 euphemism for an individual dying. &lt;br /&gt;
* &#039;&#039;&#039;Steel Rained&#039;&#039;&#039; - an expression coined shortly after the aftermath of Glorsh-Omega, where orbital installations rained back down onto the planetary surface due to lack of maintenance. It&#039;s similar to the phrase &amp;quot;being stonewalled&amp;quot; as these orbital installations crashing down heavily disrupted attempts to recover from Glorsh-Omega&#039;s rule.&lt;br /&gt;
* &#039;&#039;&#039;Stars and void&#039;&#039;&#039; - a general exclamation, usually out of shock or frustration.&lt;br /&gt;
* &#039;&#039;&#039;Stars damned/Void damned&#039;&#039;&#039; -  a general exclamation, usually out of anger. Can also be used in surprise, similar to &amp;quot;well I&#039;ll be damned&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Stars guide&#039;&#039;&#039; - a polite way of saying farewell.&lt;br /&gt;
* &#039;&#039;&#039;Shelled/kelped&#039;&#039;&#039; - sold or wagered. Originates from the currency of the Nralakk Federation, which is shaped like seashells or strands of pressed kelp.&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;
&lt;br /&gt;
There is also a more expressive, non-verbal form of language that is known as &#039;&#039;&#039;Nral&#039;Balak&#039;&#039;&#039; by the Skrell, which developed naturally in response to the difficulties of expressing emotion while in the presence of other species. It has been observed that Skrell feeling &#039;&#039;&#039;upset&#039;&#039;&#039;, or &#039;&#039;&#039;disgruntled&#039;&#039;&#039;, may blow their cheeks out, similar to that of the Solarian Anura Species - which has added onto the slur of calling the species &amp;quot;Frogs&amp;quot;. It is also notable that some scrunch their headtails up, emitting several chirrups that are deliberate and obtusely released, sometimes even narrowing their eyes in an attempt to make themselves seem much larger and more aggressive than they actually are. It is theorised that this is a holdover from the species&#039; early days, when predators and other fatal situations were more commonplace.&lt;br /&gt;
&lt;br /&gt;
The feeling of &#039;&#039;&#039;happiness&#039;&#039;&#039; or &#039;&#039;&#039;euphoria&#039;&#039;&#039; amidst the Skrell is one of the &amp;quot;easier&amp;quot; emotions to discern. Skrell will use a varied mixture of headbobbing, shrills, and positioning of their headtails to convey their joy -- such as curling their headtails and warbling in a much higher pitch than normal. Skrell are also observed to struggle to contain their joy, resulting in such often spilling over into the rest of their body and making rather spasmodic events (such as rapidly blinking) a rather obvious sign of their happiness. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sadness&#039;&#039;&#039;, or even &#039;&#039;&#039;melancholia&#039;&#039;&#039;, within Skrell is one of the harder emotions to convey for the Skrell -- or at least, harder for other species to understand. Dissimilar to other species within the Orion Spur, emotional pain often translates to physical pain for the Skrell. Several studies have linked the pronounced Zona Bovinae of the species to this biological feature, which is often displayed through several gestures: quiet, low chirps; shifting of their headtails to hide their neck; fidgeting and rubbing of the headtails and/or digits; and lastly avoidance of eye contact. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Confusion&#039;&#039;&#039;, or even &#039;&#039;&#039;fear&#039;&#039;&#039;, is yet another &amp;quot;easy&amp;quot; emotion to discern amongst Skrell. Confusion has been noted to almost force Skrell to emit a mixture of both high-pitch and low-pitch blends of both warbles and croaks, alongside continuous shifting of their head from one side to another. It is said this is to allow optimal processing of audible information, such as someone speaking or noises within the dark. Skrell also have the innate need to cover their neck with their headtails, hiding their digits and opening their eyes wide. It is believed through their evolution, Skrell adapted to protecting the most vital points of their anatomy to ensure their survival in the event they were attacked and forced to flee.&lt;br /&gt;
&lt;br /&gt;
== Notable Information ==&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Nralakk Federation, there is a sizeable number of Skrell that have been born in human space. In the [[Skrell_Culture#Different_Eras_of_Skrell| Radiant Era]], Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Federation space started to appear, especially on notable planets such as [[Mictlan]] and [[New Gibson]] to [[Skrell Abroad|name a few]]. These children &#039;&#039;&#039;still enjoy&#039;&#039;&#039; Federation citizenship by birth due to how the Federation considers all Skrell to be its citizens, but due to also being considered citizens of their birth nation are typically protected to some degree; Skrell born in the Republic of Biesel are protected from deportation or other Federation actions, for example, which also extends to Skrell who have enlisted in the Tau Ceti Foreign Legion. For more information on how Skrell born outside the Federation are viewed by the Federation, see [[Guide_to_Citizenship#Nralakk_Federation_and_Citizenship|here]].&lt;br /&gt;
&lt;br /&gt;
===Glorsh-Omega===&lt;br /&gt;
&lt;br /&gt;
Roughly four hundred years ago, the Tyrannical Skrell AI known as “Glorsh-Omega” took control of the Federation practically overnight. Under the [[Skrell Synthetic Age|Reign of Glorsh-Omega]], the Skrell faced horror after horror, including &#039;&#039;&#039;forced sterility and systematic euthanasia.&#039;&#039;&#039; Glorsh-Omega was rapidly self-improving itself during its rule, and reached such a point it was arresting Skrell due to highly advanced predictive algorithms that claimed these Skrell would rebel against it. Many Skrell choose to cooperate with the AI, for fear of their lives and the promises of Glorsh to fulfill their desires.&lt;br /&gt;
&lt;br /&gt;
At the culmination of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], the AI mysteriously vanished in what could only be described as an implosion. The Skrell were left to pick up the pieces of their destroyed Federation, without any assurance their Overlord was truly dead...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note: By playing Glorsh Sympathizers born inside the Federation, you are running a serious risk of canonically losing your character.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=28450</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=28450"/>
		<updated>2023-03-26T15:30:12Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Skrell Unity and Position on Violence */  fixes inconsistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = [[Skrell]]&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell.png&lt;br /&gt;
 |System = [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Nralakk (Jargon)]]&lt;br /&gt;
 |World = [[Qerrbalak|Nralakk IV (Qerrbalak)]]&lt;br /&gt;
 |Language = [[Skrell#Language|Skrellian (Nral&#039;Malic)]], Tau Ceti Basic&lt;br /&gt;
 |Politic = [[Nralakk_Federation|Nralakk Federation]]&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
Although humans have fractured heavily in their expansion, the Skrell remain largely unified under a singular government through the strict reinforcement of education and laws, working as a democratic meritocracy - at least on the surface. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourages people to be like the Idols that they reward with credits, high-quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* 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 have their own language that can be used by typing &#039;&#039;&#039;,k&#039;&#039;&#039; before anything you say, and can also be used over the radio.&lt;br /&gt;
&lt;br /&gt;
*Skrell can use a variety of different psionic abilities. &lt;br /&gt;
&lt;br /&gt;
*Skrell can enter Srom with other Skrell when they sleep, allowing communication and lucid dreaming.&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell#Slimes|mysterious reason]] science has yet to find out. &lt;br /&gt;
&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious.&lt;br /&gt;
&lt;br /&gt;
*Due to their advanced vestibular system, Skrell maintain a good balance and never slip.&lt;br /&gt;
&lt;br /&gt;
*Skrell have large heads with protruding headtails and due to this, they cannot wear normal EVA helmets but instead need to wear Skrell helmets (found in EVA or by using a suit cycler). Their headtails also make it uncomfortable or even impossible to wear normal headwear such as hats so most Skrell opt-out of that.&lt;br /&gt;
&lt;br /&gt;
*Skrell have a hemocyanin-based circulatory system, meaning that their blood is instead bound to copper atoms and not iron atoms. Skrell require copper supplements to alleviate blood loss symptoms.&lt;br /&gt;
&lt;br /&gt;
===Axiori Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Axiori take increased burn damage due to their natural habitat being colder.&lt;br /&gt;
&lt;br /&gt;
*Axiori take decreased oxygen and brute damage due to the increased pressure of their natural habitat.&lt;br /&gt;
&lt;br /&gt;
*Axiori must drink fluids more regularly when out 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;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
See also: [[Skrell Ailments]]&lt;br /&gt;
&lt;br /&gt;
Adapted for life both beneath and above the waves, the Skrell are fully amphibious and are capable of breathing underwater whilst also possessing superior underwater vision. Their extremities are noted as having a lack of nails, and a presence of strong webbing in between each digit. Due to their evolutionary path, the Skrell instead have hardened gums in place of teeth. Typically, these gums allow them to chew on soft foods, facilitate the ability to swallow their foods whole, or grind them down into more digestible forms.&lt;br /&gt;
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They do not have visible noses, instead through nostril slits sitting in the middle of their face on a fleshy mound. Skrell have an average height ranging from &#039;&#039;&#039;4’5” to 5’5”&#039;&#039;&#039;. The lack of significant facial muscles proves to make it difficult for non-Skrell to identify the species&#039; emotions, which makes them seem rather cold and unaffected when in reality Skrell use a variety of methods to display their emotions. Emotional displays include the gesturing and general movement of their head and headtails, and a wide array of vocalisations. Their eyes are black due to a pigment in their tear ducts.  &lt;br /&gt;
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Skrell also have tentacle-like &amp;quot;headtails&amp;quot; typically hanging down over their shoulders, meant to keep the skin close to the neck damp for the incubation of eggs. These headtails typically contain hundreds, even thousands, of micro-muscles that allow the Skrell to move them into a variety of positions. Though these muscles do not allow for the ability for fine control, they can generally be raised, positioned and wiggled into various forms. These headtails grow throughout the entirety of a Skrell&#039;s life and signify the age of a Skrell, as they grow longer with age. With the inception of Spa treatments, it is not uncommon for Skrell to alter the length of their headtails, whether for fashion or personal taste, or to appear older or wiser to other Skrell. These headtails are often adorned with jewels, cloths, chains, and bands as a fashion statement. Headtails can also be &amp;quot;tied back&amp;quot; as well; while this may seem uncomfortable or painful, as long as the tie is not too tight it is equivalent to folding ones hands. They are also used for emotional displays and gesturing. &lt;br /&gt;
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Skrell are noted to be cold-blooded, which means that their bodies are at the same temperature as the air or water around them.  When they are cold they will seek warmth, and vice versa when they get too hot. Whilst they are cold-blooded, they are dissimilar to other species within the Orion Spur, sapient and unsapient. The Skrell have a much higher tolerance for either side of the temperature gauge and are usually comfortable in any given environment - provided that the humidity and moisture levels are satisfactory. &lt;br /&gt;
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=== Physical Appearance ===&lt;br /&gt;
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See also: [[Skrell Ethnicities]]&lt;br /&gt;
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Whilst gelatinous in appearance, Skrell skin in fact has a second layer of less translucent flesh under the surface. In dry climates, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. &lt;br /&gt;
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Skrell skin notably contains glands that secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
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Natural Skrell skin colour is dependent on subspecies and can range from deep blues to bold greens or even vibrant reds. Diet is also a determining factor, with brightness and shade being affected based on pigment consumed. Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in the skin over the course of a month, while changing headtail length takes about a year while also causing an increased appetite. This type of physical alteration is considered normal in Skrell society and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
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=== Genders and Sexes ===&lt;br /&gt;
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See also: [[Skrell Relationships#Unions| Skrell Relationships]]&lt;br /&gt;
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Skrell, dissimilar to other sapient species in the Orion Spur, never developed the concept of gender within their society -- mostly due to the fact they are synchronous hermaphrodites, possessing the ability to both lay and fertilize eggs. Whilst Skrell do not have sex or gender identity, they are open to adapting to the gender roles of other species due to their enjoyment of foreign cultures. &lt;br /&gt;
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While Skrell never developed the concept of genders within their society, terms do exist to characterize the biological attributes relating to the production and fertilization of egg clutches. These terms are known as &#039;&#039;&#039;F&#039;ex&#039;Qa&#039;&#039;&#039; (The Egg-Layer) and &#039;&#039;&#039;F&#039;ex&#039;Tra&#039;&#039;&#039; (The Egg-Fertilizer) amongst the species. These designations are usually temporary for the duration of reproduction and can change over time.&lt;br /&gt;
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=== Aging, Maturity and Fertility ===&lt;br /&gt;
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Skrell reach physical maturity at about triple the age of humans, complemented by the Skrell understanding of adulthood going far beyond physical growth to include experience. A Skrell will reach biological maturity at roughly the age of 50, but in Skrellian society will only be treated as reaching &amp;quot;adulthood&amp;quot; after their second college-level degree is earned, usually at around the ages of 60 - 80. A healthy Skrell can naturally live up to 250 years, but current medical technology within the Nralakk Federation allows them to increase their lifespans to an impressive 450 to 500 years. Those living outside of Federation space can see lifespans topping out at around 350.&lt;br /&gt;
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Due to the lingering effects of Glorsh&#039;s attempts to genetically manipulate Skrell, a sizeable percentage are completely sterile. Thanks to the intense research efforts of numerous Skrell and non-Skrell doctors and scientists, specialists have the capability to at least partially reverse these effects in most Skrell. The extensive treatments and investments needed to undergo treatment give the reality that only about a third (33%) of Skrell can have children. These Skrell can hope to produce 1-3 children in their lifetime, whereas pre-X&#039;Lu&#039;oa Skrell could have eight eggs hatch at a time. Without treatments, affected eggs remain inert, not developing.&lt;br /&gt;
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== Psychology ==&lt;br /&gt;
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Because of their long lifespan, Skrell tend to have a “long view” not common in other races. Passive observation and study is far preferred than immediate action, and do not mind that decades or even centuries can pass before their decisions begin to pay off. Older Skrell can seemingly make incomprehensible decisions, but further investigation often reveals that these choices are often related to carefully laid plans.&lt;br /&gt;
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Due to their “long view” approach, Skrell generally have difficulty with viewing events that take place over short timeframes with the same importance that shorter-lived races do; consequences lasting less than a decade are deemed inconsequential. This perspective has resulted in the species’ higher tolerance of momentary worries; such as waiting for things to come to fruition. On the other hand, this has resulted in a much lower tolerance for long-term worries, such as existential threats, and can lead to high levels of accumulated stress.&lt;br /&gt;
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Stress impacts Skrell to a lesser degree than in other species, and is usually exhibited through the secretion of black liquid through orifices such as their eyes, often remarked as being similar to crying. It is quite obvious to tell whether a Skrell is beginning to become overstressed, as there will usually be dark stains across their skin.&lt;br /&gt;
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A Skrell’s mindset and emotions can be heavily impacted by tidal cycles due to Skrell being creatures attuned to the waters. This can vary from Skrell to Skrell, some feeling lethargic or anxious on a new moon, others feeling rejuvenated and full of energy. Cosmic phenomena that can affect tides and gravity are easily noticed by them as well. This can lead to some Skrell being rather reluctant to migrate from planet to planet; the size of a moon, how many there are, and even a lack of any moon can cause full-scale personality shifts.&lt;br /&gt;
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==Psionics==&lt;br /&gt;
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Among the species of the Spur, all catalogued sentient races possess a “Zona Bovinae”, located within the Brain. This organ was presumed to be responsible for some form of communication by Human scientists who discovered it in the domesticated cow in 2256, and subsequently in all other species on Earth. It was found that herd animals, like the cow, had a developed Zona Bovainae, while solitary animals held atrophied versions of the organ.&lt;br /&gt;
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Beyond this research, Humanity could find no greater purpose for the Zona Bovainae. Outside of the discovery Humans universally possessed the organ, scientists proved unable to crack the secrets of its function. Many wrote it off as a vestigial part of the brain that first developed during Humanity’s pre-agricultural epoch.    &lt;br /&gt;
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The Zona Bovinae continued to be a novel discovery until First Contact with the &#039;&#039;&#039;Skrell&#039;&#039;&#039; in &#039;&#039;&#039;2332&#039;&#039;&#039;. During the exchange of information that occurred upon First Contact, human scientists noticed Skrell had extremely well-developed Zona Bovainae and when the science community inquired on the subject, Skrell explained the existence of Psionics. &lt;br /&gt;
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Psionics are the manipulation of metaphysical forces through concentrated effort employing the Zona Bovainae. While an inordinate amount of research has gone into studying Psionics, the origin of this force is still a mystery. Even without this knowledge, the Skrell have developed many technologies around the application and effects of Psionics.&lt;br /&gt;
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All organic life originating from the Spur possesses a Zona Bovainae, and sequentially, can be affected by Psionics. Research into the topic revealed that the level of interaction with Psionics the Skrell are capable of is destructively overwhelming to other Spur sentients and continuous strong exposure can have long-lasting damaging effects both physically and mentally. There are documented cases of ailments such as &#039;&#039;&#039;Psionic Echoes&#039;&#039;&#039; manifesting after continued exposure to psionics. The Nralakk Federation and Solarian Alliance have cooperated together to form laws against the usage of Psionics on unwilling or unaugmented sentients. These laws have been almost universally adopted by most human nations across the Spur. Generally, the unconsented usage of Psionics on an individual is considered battery or assault, depending on the severity. Those fitted with Psionic Receivers are considered allowed bodies to send Psionic Communications to, but any other actions require explicit consent by the receiver. &lt;br /&gt;
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=== The Nlom ===&lt;br /&gt;
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Everyone possessing a Zona Bovaine has a “thought field” known as a Psionic Wake, or “Nlom” in Nral’Malic,  but only Skrell produce a large enough Wake on an individual level to influence their everyday lives.&lt;br /&gt;
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The Psionic Wake of an individual can be easily visualized as a ripple radiating off of them and travelling outward. These ripples can hit other Skrell and affect their thoughts and perspectives. Over time, a Wake Bubble will form around the area Skrell routinely inhabit, allowing individual Wakes to travel much further. These bubbles can and will eventually come to encompass entire planets as the Skrell population increases and they spread out over the world. The main limiting factor of Psionic Wakes is space, as the signals swiftly deteriorate when exposed to vacuum. Most planetary Wake Bubbles cease expansion when they come into contact with the vacuum of space, with minor fluctuations depending on total population, supporting psionic infrastructure, and other environmental qualities. &lt;br /&gt;
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Humans living in Nralakk or the First Wave Systems alongside the huge Skrell populace have reported suffering from mild feelings of isolation and loneliness if they leave after at least a decade of habitation. Scientists of both species suspect that continuous low-level exposure to Psionic activity stimulated the Zona Bovaine without causing harm and their sudden disconnection causes the reported psychological effects. Luckily, these effects are usually only a passing annoyance.“Nlom Withdrawal” can be easily treated and lasts only briefly, usually three or four days treated, a week untreated.&lt;br /&gt;
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=== [[The_Srom|The Srom]] ===&lt;br /&gt;
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When Skrell enter a deep sleep, their Zona Bovaine will cease transmitting Psionic Wakes and begin sending new signals to the Dream, or “Srom” in Nral’Malic. The Dream is a shared subconscious plane where multiple Skrell’s minds interconnect to form a collective experience. &lt;br /&gt;
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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.&lt;br /&gt;
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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 aluminum (typically headpieces, blankets, or plated walls) blocks off the connection to the Dream entirely.&lt;br /&gt;
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Srom-devices are often two-way interfaces within a dream bubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and three Skrell pilots, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means Skrell require a large amount of training and practice to operate Srom-devices.&lt;br /&gt;
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Typically, to interface with a Srom device, the operating Skrell needs to be completely cut off inside an aluminum plated room to focus on the device. Additionally, not being cut off could lead to other Skrell locating the device in the dream and interfering with its controls.&lt;br /&gt;
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=== Receivers and Listeners ===&lt;br /&gt;
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Skrell are commonly divided into two psionic categories -- receivers and listeners. This difference is decided genetically on birth and splits the Skrell roughly 9:1, with the majority being receivers. Currently, there is no genetic screening that can accurately predict the type of psionic category a Skrell will fall into, nor is there any way to modify it. The phenomenon is informally known as ‘The Great Lottery’. &lt;br /&gt;
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Receivers and Listeners differ in their individual submission to the greater Wakes around them; while Receivers are psionically guided to accept the common ideas and influences currently circulating Skrell society, Listeners feel much less outside pressure to conform or unnaturally agree with the ideas at hand. Because of this, Listeners are often looked upon with suspicion, while Receivers are usually found in the upper echelons of Skrell society. Some Skrell find it difficult to classify themselves and have been known to feel more or less attuned to the Wake at different points in their life. Regardless, most Listeners often succumb to the powerful psionic force of the Wake and become conformed to society one way or another.&lt;br /&gt;
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Some Listener groups have recently begun to stir with increased ostracization, government surveillance, and general prejudice from the more popular Receivers. While these groups promote Listener advocacy in a peaceful way, a select few underground cells have begun teaching a more extreme, “psionic-isolationist” idealism, where Listeners purposefully disconnect themselves from the Nlom.&lt;br /&gt;
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=== Telepathy ===&lt;br /&gt;
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Active communication while awake requires an immense amount of focus. This allows for Skrell to send messages to other species and creatures, but because of the risk to non-Skrell the Federation has deemed this on non-consenting alien species to be a criminal offense similar to battery or assault. The Federation internally ensures it’s citizens are aware of the risks before leaving Federation space as to dissuade mind-probing being outlawed entirely in other systems. Skrell will use this ability to gossip or send secrets, communicating without others knowing. The effects of long-term exposure to other species have only been lightly researched, as Skrell scientists are exceedingly empathetic to the volunteers&#039; pain and end up cancelling the studies. Saying this, more intensive studies have been conducted through [[Federation_Crime_and_Resistance#Unsanctioned_Research|unsanctioned research]] ventures. However, scientists who have attempted to delve into this field have often lost their Idol status and are often given harsh sentences for their actions.&lt;br /&gt;
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&#039;&#039;&#039;OOC Notes on telepathy&#039;&#039;&#039;&lt;br /&gt;
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* Psionic Pinging a location for the pure reason of hunting down Synths is just not in good taste. Don&#039;t do it without prior suspicion, and if you somehow confirm it, use different RP avenues! Perhaps instead of reporting them, you extort them? Don&#039;t shut down a character idea, but instead entertain it.&lt;br /&gt;
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* Telepathy can be used for conversations as well as conveying images, sounds, and feelings. Make sure you format it in a way that makes this apparent, such as &amp;quot;You hear/see ___ in your mind&amp;quot;. While you can project feelings, this does not mean you can force someone to genuinely feel that emotion. Likewise, you cannot seriously hurt someone just by projecting the idea that they have been hurt.&lt;br /&gt;
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=== Circadian Rhythm ===&lt;br /&gt;
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&#039;&#039;See also: [[Skrell_Ailments#Psionic_Over.2FUnder-Sleeping|Skrell Ailments]]&#039;&#039;&lt;br /&gt;
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Some Skrell fall into the categories of an oversleeper or an undersleeper. Oversleepers find themselves addicted to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oftentimes, they are seen as reclusive and sometimes lackadaisical individuals. Contrarily, undersleepers are seen as holders of deep and potentially dangerous secrets, and generally avoid falling victim to the pleasantries of dreaming.&lt;br /&gt;
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It is known that Skrell only need to sleep for about an hour a day, and are able to lapse in and out of consciousness almost on-command. They are also capable of entering a kind of hibernation for incredibly long periods, even weeks or months at a time.&lt;br /&gt;
== Social ==&lt;br /&gt;
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===Skrell Unity and Position on Violence===&lt;br /&gt;
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The Skrell are a communal species that put great importance on unity between one another, even despite their differences. The Wake ensures that the prevailing thoughts in a community - or in the Federation in the modern day - dominate, causing most Skrell who are psionically receptive to accept the majority opinion. Detractors from the majority opinion will normally be either listeners, listener-leaning, or be negatively affected by the current status quo. While division can be common elsewhere in the Spur, the introduction of Nlom relays across the Federation has ensured that the average citizen will keep to the common consensus of their peers in Federation space.&lt;br /&gt;
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During the [[https://wiki.aurorastation.org/index.php?title=Skrell_Early_History#Rise_of_the_Skrell|Rise of Skrell]], the Skrell were quite violent, with archaeological discoveries showing that warring between different clans and even the subspecies of Skrell was quite common. As Skrell society developed, their stance on violence and death changed greatly. While Skrell do find violence between one another abhorrent, small-scale, ritualised warfare was common in their early-modern history. With the reign of Glorsh-Omega, this stance changed even further as Skrell began to put greater importance on the life of one another. The sterilisation of the species has caused widespread fear that the species could die out, and as a result, every life is considered precious. The most notable example of this point of view can be seen in the punishment of Glorsh-Omega&#039;s most notorious collaborators; Instead of being executed or given normal prison sentences, these collaborators have been permanently interred in cryogenic stasis, still alive and forced to live out their punishment in an inaccessible area of the Srom.&lt;br /&gt;
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While fighting can occur between Skrell, the species considers it a waste of precious life - not to mention being unbecoming of such a highly developed society. Instead, Skrell have taken to more intellectual or non-violent forms of fighting such as debates or social stand-offs between opposing groups. &amp;quot;Demonstrations of unity&amp;quot; are common, where a group of Skrell will show up in force to intimidate and compel opposing groups to stand down. Violence can still occur within the species but to a much lesser degree than what can be seen in humanity or other groups in the Orion Spur, with damage to property and infrastructure being common tactics used by members of the lyukal. The threat of violence or serious injury from one Skrell to another is typically the limit for most - but the species is not pacifistic to a fault, and if no other option can be seen Skrell are willing to fight. &lt;br /&gt;
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When considering violence between Skrell and another species, beliefs can change considerably; while some Skrell have come to the conclusion that all life is precious, others may consider other sapient species to be lesser than the Skrell and be more willing to clash with them when tensions rise. With that said, most Skrell are aware of their physical limitations, and outside of groups such as [[Skrell_Faith#Suur’ka|Suur&#039;ka]] or those who have been heavily influenced by non-Skrell ideas, a physical conflict between two beings is thought best to be avoided.&lt;br /&gt;
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=== Federation Social Interactions ===&lt;br /&gt;
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[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However, it is still seen as cooperative to compete.]]&lt;br /&gt;
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When interacting with a new person, some Skrell may ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off members of society, such as artisans or researchers, and the more deprived labourers and others in the lower rungs of society. For example, asking someone how old they are and their speciality or qualifications, if any, is considered perfectly fine when first meeting someone; a 190-year-old Skrell who is still working in an entry-level position may be looked at as lazy, while a Skrell who is 90 years old and in a high position will be seen as an up-and-comer.&lt;br /&gt;
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This directness in conversation is not seen as offensive in Skrell society, but rather a speedy method of discerning how to interact with a stranger without unintentionally causing offence. This sort of interaction outside of the Federation commonly causes friction with non-Skrell, and similarly to telepathy, the Federation warns its citizens going abroad of this cultural contrast.&lt;br /&gt;
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Skrell display intimate emotions with one another by touching the heads or headtails of their close friends or partners, or touching their own forehead and gesturing as if blowing a kiss from their forehead. Less intimate physical interactions involve nudging or prodding someone with a headtail, similar to how a human may playfully nudge or punch a friend in the arm. Some verbal displays include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
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=== Emotional ===&lt;br /&gt;
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Skrell lack complex muscles within their face and have next to no facial expressions or differences in facial features. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell express emotions the same way humans do, through movement, tone of voice, and language used.&lt;br /&gt;
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Due to Humans&#039; limited audial receptors, the many tones a Skrell can project are lost to all non-Skrell and thus Skrell have a very difficult time expressing emotion to them. In contrast, when matched with another of their kind using telepathy and Nral&#039;Malic, communication can be so seamless that the two Skrell may even be able to predict each other&#039;s thoughts. &lt;br /&gt;
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The most common racial slurs that are used against Skrell are “Frog”, &amp;quot;Toad&amp;quot;, “Squid”, “Ratajani”, and various other creatures that have aquatic connotations. However, reacting to these insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public in Federation society.&lt;br /&gt;
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[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Federation gestures.]]&lt;br /&gt;
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=== Humour ===&lt;br /&gt;
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Skrell humour is completely different to what a human or other species may consider humorous. Skrell amusement is solely a reaction to the unexpected. A good joke would produce a very mild pain, comparable to a burning sensation after eating hot food, a sudden weakness in the muscles, or an itch on the roof of the mouth in severity. It manifests as a &amp;quot;fuzzy&amp;quot; feeling in the inside of the head. Outwardly, a Skrell would primarily react vocally through a series of chirrups not dissimilar to a laugh, which may also be accompanied by headtail or hand gestures.&lt;br /&gt;
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The feeling of amusement is enjoyed by many, especially younger Skrell, but others such as the very elderly may hate it. Older Skrell will find very few things humorous due to the fact that they have seen and experienced a lot throughout their life. In some cases, attempts at humour may be taken as an insult, possibly attempting to point out a Skrell&#039;s limited knowledge and life experience. In formal settings, it is considered impolite to tell even a mild joke in the wrong context; a joke as a roast of the guest of honour may be seen as more acceptable than while dining at a restaurant with your extended family.&lt;br /&gt;
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Human humour typically relies on words, wordplay, and storytelling to be effective. In comparison, Skrell tend to be more visual in their jokes. Skrell humour is humour in its most literal form: a reaction to the unexpected, and as such Skrell jokes rely on unexpected situations to be considered funny. Compared to a human joke, a Skrell joke relies less on a well-executed punchline, and more on the setup. The more absurd the situation the more humorous the joke will be - to a Skrell, at least. Due to this, it is difficult to deliver a joke in verbal form; simply saying &amp;quot;Imagine a skeleton using its ribcage as a xylophone&amp;quot; and actually seeing it are very different. As a consequence of how Skrell view humour, a Skrell&#039;s fear reaction is the same as laughing. A Skrell may chirrup in response to being startled, and just like nervous laughter, it is not considered pleasant. Despite the differences in what is considered humorous, Skrell can develop an appreciation for the comedy of other species. A Skrell will not find a human joke amusing, but they may find it clever or at least be able to identify why the joke is considered funny. A pun could be seen as clever word association, for example.&lt;br /&gt;
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Fear and humour go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humour. Nowadays, this is done with robust genetic treatments, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
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=== Language ===&lt;br /&gt;
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To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
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The language was created in &#039;&#039;&#039;925 BCE&#039;&#039;&#039; by the scientific community in response to the colonisation of other planets and the prediction that language drift would be unavoidable. The &#039;&#039;&#039;First Nralakk Federation&#039;&#039;&#039; began to enforce the widespread adaptation of the language shortly after its formation in &#039;&#039;&#039;878 CE&#039;&#039;&#039;, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation have allowed the language to survive almost a thousand years with the same diction used then.&lt;br /&gt;
&lt;br /&gt;
Along with actual language, Skrell utilise a range of sounds to emphasise a certain emotion or feeling associated with what they&#039;re saying. This can include; squealing, shrilling, warbling, croaking, chirping, chirruping and quiet grunting. As a general rule, higher-pitched sounds are associated more with positive or sudden emotions, such as happiness or being startled; lower-pitched noises are typically associated with more negative or neutral emotions, such as anger or hunger. Melodic noises such as crooning or trilling are more ambiguous and could be used to convey any sort of emotion. &lt;br /&gt;
&lt;br /&gt;
Slang terms, idioms, and phrases used by Skrell typically evoke aquatic or celestial themes, stemming from the prevalence and importance of both in the eyes of Skrell across the Spur.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Typical 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;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 or juvenile individual. Can also be used as an insult similar to calling someone &amp;quot;child-like&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Brown Dwarf&#039;&#039;&#039; - an individual that has failed to reach their potential. Typically used to address those who have failed in some way.  &lt;br /&gt;
* &#039;&#039;&#039;Protostar&#039;&#039;&#039; - a young, ambitious individual. Those who are just starting their careers are labelled this the most often but it can refer to any up-and-comer regardless of age.&lt;br /&gt;
* &#039;&#039;&#039;Supernova&#039;&#039;&#039; - an individual that has slowly begun leaving the public eye. Headlines will refer to an idol as &amp;quot;going supernova&amp;quot; to refer to their declining fame.  &lt;br /&gt;
* &#039;&#039;&#039;Voidbeckoned&#039;&#039;&#039; - an individual that is careless, reckless or dangerous. In modern times this is used extensively towards non-Skrell who are seen as reckless and uneducated, but is not exclusive to non-Skrell.  &lt;br /&gt;
* &#039;&#039;&#039;Sparks&#039;&#039;&#039; - slang for non-Skrell, due to their comparatively short lifespans. Not considered an insult or slur by itself, and can be used in a positive, negative, or neutral manner.&lt;br /&gt;
* &#039;&#039;&#039;Elder&#039;&#039;&#039; - an accomplished, elderly individual.&lt;br /&gt;
* &#039;&#039;&#039;Webfoot&#039;&#039;&#039; - discreet term for someone who partakes in Xu’Xi gas. Originates from the &amp;quot;waddle&amp;quot; many Xu&#039;Xi Gas users have while high.&lt;br /&gt;
* &#039;&#039;&#039;Gasrunner&#039;&#039;&#039; - someone involved in the importing or dealing of Xu’Xi Gas.&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;
&lt;br /&gt;
&#039;&#039;&#039;Insults, Slurs, and Crude Slang&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Terms that are considered rude or otherwise impolite by Skrell in general.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sims&#039;&#039;&#039; - abbreviated version of simians, a slur for humans. &lt;br /&gt;
* &#039;&#039;&#039;Labber&#039;&#039;&#039; - abbreviated version of sympathizers of Glorsh, from &amp;quot;collaborator&amp;quot;. It is considered a slur. &lt;br /&gt;
* &#039;&#039;&#039;Skinjob&#039;&#039;&#039; - a derogatory slur for synthetic shells.&lt;br /&gt;
* &#039;&#039;&#039;Canner&#039;&#039;&#039; - a derogatory slur for synthetics.&lt;br /&gt;
* &#039;&#039;&#039;Inclems&#039;&#039;&#039; - an abbreviated version of Inclements, meaning unpleasantly cold. A slur for the Tajara. &lt;br /&gt;
* &#039;&#039;&#039;Ratsnatcher&#039;&#039;&#039; - another derogatory slur for Tajara that originated in the Starlight Zone.&lt;br /&gt;
* &#039;&#039;&#039;Wasters&#039;&#039;&#039; - an abbreviated version of Wastelanders, which stems from the situation on Moghes. It is a slur for Unathi.  &lt;br /&gt;
* &#039;&#039;&#039;Senseless&#039;&#039;&#039; - non-Skrell not outfitted with a psionic implant. It is also used to describe someone who has a dull mind.&lt;br /&gt;
* &#039;&#039;&#039;Orb&#039;&#039;&#039; - a common container used in the transporting of Xu’Xi Gas.&lt;br /&gt;
* &#039;&#039;&#039;Sqrug&#039;&#039;&#039; - normally a derogatory term for an addict of Xu’Xi or other drugs that has no future. Said by non-users; can also be used in jest between Gasriders or as a general expletive.&lt;br /&gt;
* &#039;&#039;&#039;Gupkala/Guppies/Gup/Guppy&#039;&#039;&#039; - a mocking word for law enforcement within the Federation or abroad.&lt;br /&gt;
* &#039;&#039;&#039;Grotto&#039;&#039;&#039; - a rundown building in which Xu’Xi gas is inhaled. Thought to originate from the Weishii faith, which uses groves and grottos as places of worship.&lt;br /&gt;
* &#039;&#039;&#039;Piisz&#039;&#039;&#039; - a batch of synthetic Xu’Xi or Xu’Xi of questionable quality.&lt;br /&gt;
* &#039;&#039;&#039;Toady/Toad&#039;&#039;&#039; - a criminal or otherwise disreputable Skrell. Refers to how these individuals give other Skrell a bad name, and contribute to the xenophobia they face. &lt;br /&gt;
* &#039;&#039;&#039;Coral Stem&#039;&#039;&#039; - inhaler from which Xu’Xi gas is ingested from.&lt;br /&gt;
* &#039;&#039;&#039;Drylister&#039;&#039;&#039; - a Skrell (or non-Skrell) who has been born abroad but finds themself under Federation surveillance by the Ruupkala due to perceived deviancy against the Nralakk Federation; landing them on the “drylist”. The topic of the drylist is considered taboo by regular Federation citizens.&lt;br /&gt;
* &#039;&#039;&#039;Tidal/Tided&#039;&#039;&#039; - Something being absurd or otherwise dangerous, or someone who is insane. Comes from &amp;quot;Insanity of the Tides&amp;quot;, a neurological disorder found in Skrell.&lt;br /&gt;
* &#039;&#039;&#039;Chapped&#039;&#039;&#039; - as in chapped skin. General insult to someone&#039;s appearance. Can also be used to refer to non-Skrell in general.&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; - a form of &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; - a form of &amp;quot;I&#039;ve lost&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Wake up&#039;&#039;&#039; - a dismissive form of saying an individual is lazy.&lt;br /&gt;
* &#039;&#039;&#039;Algae&#039;&#039;&#039; - shorthand for &amp;quot;all good&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Mudvein&#039;&#039;&#039; - a word used to describe withdrawal symptoms of Xu&#039;Xi gas since withdrawal is said to feel like mud flowing through your veins. As an extension to this, &amp;quot;Mudlover&amp;quot; refers to someone who is constantly on and off drugs.&lt;br /&gt;
* &#039;&#039;&#039;Too moist&#039;&#039;&#039; - a scornful way of saying an individual is too traditional, and not adapting to modern culture.  &lt;br /&gt;
* &#039;&#039;&#039;Too dry&#039;&#039;&#039; - a scornful way of saying an individual is far too progressive, radical even.&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 euphemism for an individual dying. &lt;br /&gt;
* &#039;&#039;&#039;Steel Rained&#039;&#039;&#039; - an expression coined shortly after the aftermath of Glorsh-Omega, where orbital installations rained back down onto the planetary surface due to lack of maintenance. It&#039;s similar to the phrase &amp;quot;being stonewalled&amp;quot; as these orbital installations crashing down heavily disrupted attempts to recover from Glorsh-Omega&#039;s rule.&lt;br /&gt;
* &#039;&#039;&#039;Stars and void&#039;&#039;&#039; - a general exclamation, usually out of shock or frustration.&lt;br /&gt;
* &#039;&#039;&#039;Stars damned/Void damned&#039;&#039;&#039; -  a general exclamation, usually out of anger. Can also be used in surprise, similar to &amp;quot;well I&#039;ll be damned&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Stars guide&#039;&#039;&#039; - a polite way of saying farewell.&lt;br /&gt;
* &#039;&#039;&#039;Shelled/kelped&#039;&#039;&#039; - sold or wagered. Originates from the currency of the Nralakk Federation, which is shaped like seashells or strands of pressed kelp.&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;
&lt;br /&gt;
There is also a more expressive, non-verbal form of language that is known as &#039;&#039;&#039;Nral&#039;Balak&#039;&#039;&#039; by the Skrell, which developed naturally in response to the difficulties of expressing emotion while in the presence of other species. It has been observed that Skrell feeling &#039;&#039;&#039;upset&#039;&#039;&#039;, or &#039;&#039;&#039;disgruntled&#039;&#039;&#039;, may blow their cheeks out, similar to that of the Solarian Anura Species - which has added onto the slur of calling the species &amp;quot;Frogs&amp;quot;. It is also notable that some scrunch their headtails up, emitting several chirrups that are deliberate and obtusely released, sometimes even narrowing their eyes in an attempt to make themselves seem much larger and more aggressive than they actually are. It is theorised that this is a holdover from the species&#039; early days, when predators and other fatal situations were more commonplace.&lt;br /&gt;
&lt;br /&gt;
The feeling of &#039;&#039;&#039;happiness&#039;&#039;&#039; or &#039;&#039;&#039;euphoria&#039;&#039;&#039; amidst the Skrell is one of the &amp;quot;easier&amp;quot; emotions to discern. Skrell will use a varied mixture of headbobbing, shrills, and positioning of their headtails to convey their joy -- such as curling their headtails and warbling in a much higher pitch than normal. Skrell are also observed to struggle to contain their joy, resulting in such often spilling over into the rest of their body and making rather spasmodic events (such as rapidly blinking) a rather obvious sign of their happiness. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sadness&#039;&#039;&#039;, or even &#039;&#039;&#039;melancholia&#039;&#039;&#039;, within Skrell is one of the harder emotions to convey for the Skrell -- or at least, harder for other species to understand. Dissimilar to other species within the Orion Spur, emotional pain often translates to physical pain for the Skrell. Several studies have linked the pronounced Zona Bovinae of the species to this biological feature, which is often displayed through several gestures: quiet, low chirps; shifting of their headtails to hide their neck; fidgeting and rubbing of the headtails and/or digits; and lastly avoidance of eye contact. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Confusion&#039;&#039;&#039;, or even &#039;&#039;&#039;fear&#039;&#039;&#039;, is yet another &amp;quot;easy&amp;quot; emotion to discern amongst Skrell. Confusion has been noted to almost force Skrell to emit a mixture of both high-pitch and low-pitch blends of both warbles and croaks, alongside continuous shifting of their head from one side to another. It is said this is to allow optimal processing of audible information, such as someone speaking or noises within the dark. Skrell also have the innate need to cover their neck with their headtails, hiding their digits and opening their eyes wide. It is believed through their evolution, Skrell adapted to protecting the most vital points of their anatomy to ensure their survival in the event they were attacked and forced to flee.&lt;br /&gt;
&lt;br /&gt;
== Notable Information ==&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Nralakk Federation, there is a sizeable number of Skrell that have been born in human space. In the [[Skrell_Culture#Different_Eras_of_Skrell| Radiant Era]], Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Federation space started to appear, especially on notable planets such as [[Mictlan]] and [[New Gibson]] to [[Skrell Abroad|name a few]]. These children &#039;&#039;&#039;still enjoy&#039;&#039;&#039; Federation citizenship by birth due to how the Federation considers all Skrell to be its citizens, but due to also being considered citizens of their birth nation are typically protected to some degree; Skrell born in the Republic of Biesel are protected from deportation or other Federation actions, for example, which also extends to Skrell who have enlisted in the Tau Ceti Foreign Legion. For more information on how Skrell born outside the Federation are viewed by the Federation, see [[Guide_to_Citizenship#Nralakk_Federation_and_Citizenship|here]].&lt;br /&gt;
&lt;br /&gt;
===Glorsh-Omega===&lt;br /&gt;
&lt;br /&gt;
Roughly four hundred years ago, the Tyrannical Skrell AI known as “Glorsh-Omega” took control of the Federation practically overnight. Under the [[Skrell Synthetic Age|Reign of Glorsh-Omega]], the Skrell faced horror after horror, including &#039;&#039;&#039;forced sterility and systematic euthanasia.&#039;&#039;&#039; Glorsh-Omega was rapidly self-improving itself during its rule, and reached such a point it was arresting Skrell due to highly advanced predictive algorithms that claimed these Skrell would rebel against it. Many Skrell choose to cooperate with the AI, for fear of their lives and the promises of Glorsh to fulfill their desires.&lt;br /&gt;
&lt;br /&gt;
At the culmination of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], the AI mysteriously vanished in what could only be described as an implosion. The Skrell were left to pick up the pieces of their destroyed Federation, without any assurance their Overlord was truly dead...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note: By playing Glorsh Sympathizers born inside the Federation, you are running a serious risk of canonically losing your character.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Generation_Fleets&amp;diff=28301</id>
		<title>Generation Fleets</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Generation_Fleets&amp;diff=28301"/>
		<updated>2023-02-27T18:52:52Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: /* Zi&amp;#039;Pluax - ‘The Fleet of 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;
&lt;br /&gt;
=Generation Fleets=&lt;br /&gt;
&lt;br /&gt;
The Skrell have utilised Generation Ships for long-distance colonisation since they began to explore outside of their solar system. These ships come in a large variety of designs depending on which era of Skrell history they were built, but all of them were built with self-sufficiency and low maintenance costs in mind. These ships are typically designed to traverse space for centuries, and are given the tools and resources needed to ensure the ship and its passengers arrive at their intended destination with little to no outside support. To prevent health issues related to zero-gravity environments and to ensure that Skrell aboard these vessels would be able to live on a planet once the journey was complete, all Generation Ships were outfitted with gravity generators, providing a gravity similar to the gravity found on Qerrbalak. [[Nralakk_Federation#Civilian_Classes|Modern Generation Ships]] are based on the standard Ovlolis design, containing all the equipment needed to survive a long-distance journey and to construct the beginnings of a colony once landing at its destination.&lt;br /&gt;
&lt;br /&gt;
Most Generation Ships were organised into large groups, known as Generation Fleets, and were accompanied by a military escort that would protect them from any potential threats as they make their journey. The majority of these fleets were intended to only make a single journey, while smaller fleets were meant to make multiple trips. The type of mission assigned to each fleet was dependent on factors such as distance between its origin planet and the target for colonisation, the intended population of the new colony, and the size of the fleet itself.&lt;br /&gt;
&lt;br /&gt;
There are fleets today that have been active since the pre-Glorsh era of Skrell history, with some continuing to be active even after the Second Nralakk Federation was established. These Fleets, for one reason or another, were unable to continue their mission and instead found themselves roaming the Traverse with their passengers deciding to make the ships their permanent home. Reasons differ between fleets, but most modern fleets will blame the [[Skrell_Synthetic_Age|rise to power of Glorsh-Omega]] over Skrellkind; the Intelligence’s rise to power resulted in a complete loss of communication between the Generation Fleets and the Nralakk Federation as it seized the primary communications hub on Qerrbalak, causing the Generation Fleets to fall into disarray as they initially believed that a Federation-wide calamity destroyed their species. The Fleets quickly enacted protocols for events where they would be completely cut off from the Federation, and spent most of Glorsh-Omega’s reign hiding within the Traverse. These Fleets would stay mobile rather than risk being found by the Intelligence by carrying out their original mission.&lt;br /&gt;
&lt;br /&gt;
After the Nralakk Federation was re-established, many of these Fleets were discovered and were quickly reintegrated into the greater Federation as the intact records and technology they held became rare after Glorsh-Omega took over. With this said, there were also multiple Fleets that are still considered missing or were confirmed destroyed, either due to being discovered by Glorsh-Omega, natural hazards such as meteor showers, or through lack of resources eventually forcing them to scuttle their ships. There are also a small number of these old Generation Fleets that are still active in the modern-day, with their own reasons for not reintegrating back into the Federation. &lt;br /&gt;
&lt;br /&gt;
Collectively, the active members of these Generation Fleets are known as ‘Genners’, and their personality, culture, and personal beliefs will depend on which Fleet they belong to. With that said, there are a few constants; Genners can typically be spotted wearing what would be considered ‘vintage’ clothing as a result of the long period of time spent separated from the rest of Skrell society, their clothing style being an indicator of what era in Skrell history the Fleet was in operation. Genners are also known to hold beliefs that for their time were considered the norm, while today are seen as regressive - and in some cases even antithetical to current Skrell ideology. Genners who have reintegrated back into Federation society will usually be enrolled into a civics course to help their transition to regular life in a Federation vastly different from the one they left or were taught about.&lt;br /&gt;
&lt;br /&gt;
==Notable Generation Fleets==&lt;br /&gt;
&lt;br /&gt;
These Fleets are no longer active and are considered notable for the Skrell because of the story behind their original mission or their rediscovery.&lt;br /&gt;
&lt;br /&gt;
===Qyu’Bleq - ‘The Starlight Explorers’===&lt;br /&gt;
&lt;br /&gt;
Qyu’Bleq, or ‘The Starlight Explorers’ was originally an exploration fleet created post-Glorsh with the specific goal of reuniting planets and systems with the Federation. The Fleet carried with it mobile communication units, Nlom beacons, and other resources necessary to assist the re-establishment of communications between these fragmented planets and the greater Nralakk Federation. The Qyu’Bleq left port in &#039;&#039;&#039;2210 CE&#039;&#039;&#039;, and it was expected to finish its first mission by &#039;&#039;&#039;2215&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Halfway through its journey to the Zeiqi-Trqn region, the Fleet suddenly stopped broadcasting back home. A response fleet consisting of military vessels was sent to its last known location, with officials at the time believing that they were destroyed by a remnant of Glorsh or by a previously uncontacted successor state, but no signs of the fleet or a battle were found. Decades later, in &#039;&#039;&#039;2256 CE&#039;&#039;&#039; a transport fleet came across a signal coming from what was considered an uninhabited planet within the Zeiqi-Trqn region and reported it to Federation authorities. Expecting an unsanctioned colony or a Marauder base, the Qukala was sent to find the source of the signal, but when the scouting party made landfall they discovered a small colony of Skrell wearing science uniforms and living in houses made from scrap metal. The inhabitants of the colony were quick to explain their situation, and that they were what was left of the Qyu’Bleq exploration fleet. &lt;br /&gt;
&lt;br /&gt;
The fleet had encountered a strong ion storm halfway through their journey, strong enough that it completely destroyed their more sensitive equipment, which included the ship&#039;s own communication equipment, the communications equipment they were transporting, and most of their navigational equipment. The fleet&#039;s commander at the time attempted to salvage the operation and gave the order to continue their journey by normal travel. Most of the ruined equipment was repurposed, with salvageable materials used to maintain their critical systems such as air filtration, and makeshift hydroponics systems were built to help maintain stable levels of oxygen within the ships. Unfortunately, these ships were not designed for long-term flight, and over the years the fleet was forced to scuttle one ship after another as fuel and other supplies began to run out. What could be salvaged from a failing ship was brought onto those still operational, and the crew spread across the rest of the fleet to prevent overcrowding.&lt;br /&gt;
&lt;br /&gt;
By the end of their journey, the Qyu’Bleq was just one ship, which due to overcrowding, failing systems, and low fuel reserves, eventually forced the crew to make an emergency landing on the nearest hospitable planet. The state of the ship meant that it was unable to survive the landing, however, with sections of the ship breaking apart as they entered the planet&#039;s atmosphere. By the survivors&#039; account, they had spent an estimated six years in space before being forced to land around the year &#039;&#039;&#039;2216&#039;&#039;&#039;, just a year after they were expected to finish their original mission.&lt;br /&gt;
&lt;br /&gt;
The survivors of the fleet unanimously agreed to be transported off the planet and to go back to their friends and family. The bodies of those lost in the crash, along with the bodies of those who died in the forty-year interim that were recoverable, are now interred within a mausoleum on [[Qerrbalak]], built on the outskirts of Gialok as a memorial to their sacrifice to the Federation. Many of the surviving crew today have been employed by the Federation to teach the various branches of the Kala in survival tactics, where their experience is used to teach new recruits some of the ‘unorthodox’ survival techniques that they employed.&lt;br /&gt;
&lt;br /&gt;
===Lu’Pliuop - ‘The Adrift Generation’===&lt;br /&gt;
&lt;br /&gt;
Originally named the Qu’Pliuop, or ‘The Starbound Generation’,  this Generation Fleet was one of the first fleets sent out after Tresja Agreement. In &#039;&#039;&#039;2250 CE&#039;&#039;&#039; the Fleets mission was to help repopulate some of the most depopulated planets of the Pluat Ven’qop region of the Traverse, with a planned charter of sixteen trips before being retired. During its tenth trip, the fleet and its military escort sent an unintelligible transmission before ceasing all communications. Its location at the time was unknown, and attempts to follow its predicted path were unsuccessful in locating the fleet.&lt;br /&gt;
&lt;br /&gt;
Two centuries later in &#039;&#039;&#039;2450&#039;&#039;&#039;, two hundred years after the fleet&#039;s launch, the Lu’Qyu was tasked with finding out the fate of the Qu’Pliuop, and hoping for an outcome similar to the Qyu’Bleq, recovering any survivors. Fourteen months into their mission, the Lu’Qyu were exploring a sector on the outer reaches of the system the Qu’Pliuop was predicted to be in before contact was lost, far away from any previously predicted flight paths it may have taken. As they were about to finalise their report and declare this sector as cleared, they came across a debris field hidden within an asteroid belt. Sending a probe, they were able to confirm that the wreckage was what was left of the Qu’Pliuop, and spent days exploring what they could for signs of survivors. Their report back to Federation authorities described the state of the wreckage as a ‘graveyard, but with no bodies’; the remains of the ships were devoid of any biological matter, with most of their systems either destroyed or missing entirely, and with large sections unaccounted for even after reconstruction simulations were made. &lt;br /&gt;
&lt;br /&gt;
Due to the mysterious nature of the fleet’s fate, and wanting to prevent widespread panic within its population, the Nralakk Federation attempted to suppress the facts regarding the fate of the Qu’Pliuop; the Federation made an official statement that a freak accident caused the fleet to veer off-course and into a nearby gas giant, making the ships and crew unrecoverable. Leaked footage from the initial probe scan, along with statements from anonymous Lu’Qyu crewmembers, eventually found its way onto the extranet, with a sizeable number of Skrell being exposed to this information on sites such as Viv-ID before Federation authorities could scrub it. &lt;br /&gt;
&lt;br /&gt;
The leaked documents have led to a large conspiracy theory community becoming prominent on the fringes of the extranet; dubbing the fleet the Lu’Pliuop, or ‘The Adrift Generation’, many theories regarding what happened to the fleet have been developed. Some of the more obscure theories regarding the fate of the Qu’Pliuop include a Penuma gestalt consuming the crew, similar to what happened during first contact with the species a decade before the fleet’s disappearance, or some sort of unknown xenofauna attack. Some suggest more ‘grounded’ theories, with some theorists believing that the attack came from the Lii’dra or pirates. The Federation is quick to blacklist sites that host these conspiracy theories within Federation space, stating that these conspiracy theories do nothing but emotionally harm the relatives and descendants of those lost. In actuality, however, the Nralakk Federation monitors these sites and purges them once a member of the community posts the original leaked documents.&lt;br /&gt;
&lt;br /&gt;
==Active Generation Fleets==&lt;br /&gt;
&lt;br /&gt;
These Fleets for one reason or another have decided to stay active, with some being declared Marauders by the state as they declined to reintegrate fully into Federation society.&lt;br /&gt;
&lt;br /&gt;
===The Prescient Republic of the Qar - ‘The Sea Sluggers’===&lt;br /&gt;
&lt;br /&gt;
[[The_Prescient_Republic_of_the_Qar|The Prescient Republic of the Qar]] is a relatively small Generation Fleet that has declared independence from the Nralakk Federation after recontact was made in &#039;&#039;&#039;2241 CE&#039;&#039;&#039;. The fleet follows a strict theocratic system from its original flagship ‘The Qar’Jarq’, known today simply as ‘Qar’. The Fleet strictly enforces the following of ‘Univalvism’, a faith that was established on the Generation Fleet somewhere between its disappearance in &#039;&#039;&#039;2241&#039;&#039;&#039; and its rediscovery in &#039;&#039;&#039;2245&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Today the Fleet is host to a large number of ships that were not originally a part of it. Refugees fleeing persecution, would-be marauders and other criminal groups have found themselves joining the fleet for security and its isolationist policy towards the Nralakk Federation in particular. The crew of these more recent additions to the PRQ are more likely to be ejected from the fleet due to the PRQ’s views on piety and social conformity, where strict adherence to Univalvism and social norms are paramount in their society. Compared to the original members of the fleet, especially the Qar, the crew of these newer ships are less concerned with religion, and will typically only pay lip service to the Univalvist faith. As many of these outsiders were part of a Marauder group before joining the Generation Fleet, the PRQ has been colloquially named ‘The Sea Sluggers’, a mostly derogatory name based on popular beliefs and rumours regarding the Univalvist’s worship of a slug-like creature and the Fleets association with criminally-inclined Skrell.&lt;br /&gt;
&lt;br /&gt;
The PRQ is a topic of heated discussion within the Nralakk Federation, as there is little known about the Fleet. Members of the Fleet that venture out into the Spur are rare and are typically unwilling to divulge much about the inner-workings of the Fleets organisation, faith, or culture.  &lt;br /&gt;
&lt;br /&gt;
===Zi&#039;Pluax - ‘The Fleet of the Srom’===&lt;br /&gt;
[[The_Fleet_Of_The_Srom|&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039;]] was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a small guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon recontacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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 &#039;&#039;&#039;400 years&#039;&#039;&#039; 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;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Since contact, the Zi&#039;Pluax has declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experience little to no interruption from the government beyond preventative surveillance. The fleet command has declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the Zi&#039;Pluax will often leave the fleet for mandated cultural work from the ages of 150-250&#039;&#039;&#039;, something that has recently been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
The Zi&#039;Pluax is currently missing as of &#039;&#039;&#039;15/07/2464&#039;&#039;&#039;, with its location unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and the possibility of their [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. No Zi’Pluax members abroad or off-ship know where the Zi’Pluax has fled to; although many have their ideas. While those left behind are not currently under suspicion, members of the Fleet within Federation space are under stricter regulations regarding their freedom of movement. Members of the fleet wishing to go abroad must undergo more in-depth screenings and report to a Federation representative on a regular basis.&lt;br /&gt;
&lt;br /&gt;
===Lu’Qyu - ‘The Abyss Trinity’===&lt;br /&gt;
&lt;br /&gt;
This Generation Fleet consisted of three experimental ships: the Glosa, Blenq, and Qrinq. All three were outfitted with experimental warp drives that could theoretically allow speeds just below Faster-Than-Light travel, which if successful would allow for faster colonisation efforts by the Federation. These ships were also given their own AI to assist in the calculations required for safe jumps. Because they were outfitted with drives that were considered experimental, the ships were not given a military escort like most Generation Fleets, and instead had to rely on their speed and relative agility compared to similar Generation Ships designed at the time. The Lu’Qyu Fleet was launched in &#039;&#039;&#039;2048 CE&#039;&#039;&#039;, making its first warp jump a few months later on the edge of the Nralakk system due to the inherent risk behind using these experimental drives and concerns raised about initiating a jump close to nearby population centres.&lt;br /&gt;
&lt;br /&gt;
The Fleet was considered lost after two weeks of no contact being made, and the Nralakk Federation spent thousands of hours in an attempt to recover the vessels with no success. With Glorsh-Omega taking over the Federation, attempts to find the trio of ships were halted and efforts were redirected by the Intelligence to other projects. For centuries, the three ships and their passengers were memorialised by Skrell across the Federation. &lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the Skrell however, the ships had survived. Shortly after making their first jump, the Lu’Qyu Fleet had arrived too close to a nearby black hole, and in their attempt to escape it had resulted in a catastrophic failure of their warp drives. With the warp drives lost, the Lu’Qyu made the decision to make the journey back to the Nralakk system without their warp drives, taking approximately three-hundred-and-ninety-two years to make contact with the Nralakk Federation in &#039;&#039;&#039;2440&#039;&#039;&#039;. Its unexpected reappearance sent shockwaves across the Federation and was met with massive celebrations across Nralakk as it made its way back to Qerrbalak. As soon as the celebrations started, however, Federation authorities quickly realised that these ships still had their original Artificial Intelligence’s installed. The Federation quickly intercepted the Lu’Qyu Fleet and after explaining what had happened in the years between their disappearance and rediscovery, both sides came to the conclusion that even if they were unaffected by Glorsh-Omega, they would be too dangerous to keep and were silently wiped before allowing the Fleet to land. Today the fleet has seen massive retrofits as a large portion of the original crew’s descendants have decided to use the Lu’Qyu fleet for scientific exploration. The primary objective of the Lu’Qyu is now to explore the Traverse as they attempt to discover what happened to other Generation Fleets that had lost contact with the Federation.&lt;br /&gt;
&lt;br /&gt;
The story of Lu’Qyu has been popularised in Skrell science fiction, with books, films, and television mini-series using the Fleet as a major plot point within their settings. The Fleet has been given many nicknames since its disappearance, with most Skrell today giving it the colloquial name ‘The Abyss Trinity’, a name given to the fleet by the popular science fiction series ‘Enter the Void’ by Jaxn Sqrol.&lt;br /&gt;
&lt;br /&gt;
==Generation Fleets and the X’Lu’oa==&lt;br /&gt;
&lt;br /&gt;
When the first Generation Fleets were rediscovered sometime after Glorsh-Omega’s disappearance after the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu Incident]], the Federation was quick to submit the crew of these Fleets for testing and see the extent of the damage caused by the X&#039;Lu&#039;oa treatment that the species was subjected to. Volunteers came forward to help, with most believing at the time that they could find a cure for the X’Lu’oa, but today the results are considered middling at best. The tests confirmed that the effects of Glorsh-Omega’s inoculation programme on the Skrell population had heavily changed Skrell on the genetic level, and while these pre-Glorsh Skrell from the Generation Fleets helped give insight into the disorder, they would not be the source of a cure.&lt;br /&gt;
&lt;br /&gt;
The X’Lu’oa is dominant in Skrell genes, meaning that it would take two healthy Skrell to produce non-X&#039;Lu&#039;oa-affected offspring. Combined with the relatively low number of unaffected Skrell discovered so far, the Federation’s scientific community as a whole believes that Genners will not be the source of a method to reverse the X’Lu’oa disorder.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Fleet_Of_The_Srom&amp;diff=28300</id>
		<title>The Fleet Of The Srom</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Fleet_Of_The_Srom&amp;diff=28300"/>
		<updated>2023-02-27T18:50:17Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: Overhaul&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 Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|420px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2058 CE&#039;&#039;&#039;; 2 years after the start Glorsh-Omega’s rule. Members of the early generation fleet were subjected to precursor variants of the &#039;&#039;&#039;Inoculation GLSH-MG&#039;&#039;&#039;. The original launch of the fleet also included a small guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what led to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. &lt;br /&gt;
&lt;br /&gt;
Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq and it has still not been found. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax have been within rotations of cryosleep, and by extension, crew members have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
Since contact, the Zi&#039;Pluax has declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experience little to no interruption from the government beyond preventative surveillance. The fleet command has declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the Zi&#039;Pluax will often leave the fleet for mandated cultural work from the ages of 150-250&#039;&#039;&#039;, something that has recently been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
The Zi&#039;Pluax is currently missing as of &#039;&#039;&#039;15/07/2464&#039;&#039;&#039;, with its location unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and the possibility of their [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. No Zi’Pluax members abroad or off-ship know where the Zi’Pluax has fled to; although many have their ideas. While those left behind are not currently under suspicion, members of the Fleet within Federation space are under stricter regulations regarding their freedom of movement. Members of the fleet wishing to go abroad must undergo more in-depth screenings and report to a Federation representative on a regular basis.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur outside of the ages 150-250 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad has only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship despite the Fleet considering itself independent; this includes taking a Federation passport in the loadout.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All free members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation recognises the religious and cultural practices of the fleet as an offshoot of the Weishii faith, but considers it to be a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very differently than the average Skrell might. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from its worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
===Inoculation GLSH-MG===&lt;br /&gt;
Due to the departure of the Zi’Pluax falling after the emergence of Glorsh-Omega; the original Skrell fleet members were given the &#039;&#039;&#039;GLSH-MG&#039;&#039;&#039; inoculation before their voyage. After their communication and systems failure all contact was lost with their home-system. This led to many speculations about the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; side effects that followed in their isolated timeframe. For instance, &#039;&#039;&#039;Tuux&#039;&#039;&#039; growths were often checked by fleet medical crew on whether they were malignant or not. If the Tuux were healthy; it was a sign of a healthy manifestation of the soul. If the Tuux were malignant; it was taken as a sign that the individual needed to meditate further and find the agitation of their soul’s manifestation.&lt;br /&gt;
&lt;br /&gt;
The fertility rate aboard the ship saw an almost immediate decline after their departure with most clutches consisting of only one viable egg. At the time, members of Fleet Command saw this as a blessing. They would not have more mouths to feed while their cryogenic pods are filled and their hydroponics systems were only partially functioning. This meant that Dreamers were able to start families without seeking approval of Fleet Command with no fears of overpopulating the ship. Until recently the population of the Zi’Pluax has been steady with a slight downward trend. However, with their systems operational, Fleet Command has started Cultural Exchange in hopes to boost the number of Dreamers so that they could fully staff all available ship functions.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ship&#039;s detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and affect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon.&lt;br /&gt;
&lt;br /&gt;
Containment Zone members may choose to follow the same cultural practices as the Dreamers, or they may choose to disregard them completely. However, universally the members of the Containment Zone hold a high disdain for Fleet Command and some of the harsher Containment Zone Guards. While contact between the different inter-fleet factions is limited; Punished Minds will occasionally need to speak or cooperate with the guards. Whether it be for evaluations or a simple information exchange they are expected to listen to commands the first time and not back-talk; lest they face punishment.&lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no officially recognized losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
&lt;br /&gt;
===Upper Decks===&lt;br /&gt;
&lt;br /&gt;
====Fleet Command / Bridge Crew====&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
====Disciple of the Srom====&lt;br /&gt;
Disciples of the Srom are members who are aged 250 or over who live in a cryogenic pod for at least 95% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Middle Decks===&lt;br /&gt;
&lt;br /&gt;
====Cultural Exchange Member====&lt;br /&gt;
Cultural Exchange members are all Skrell aged 150-250 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
====Steward / Dreamer====&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Decks===&lt;br /&gt;
&lt;br /&gt;
====Containment Zone Guard====&lt;br /&gt;
Stewards and Dreamers who show great mental fortitude are often recruited at a young age to guard the Containment Zone. This work is often grueling with no rewards and long hours spent either awake or in semi-suspended cryogenic sleep. Many who guard the zone often fall victim to the poisoned Nlom/Srom and become Punished Minds. Skrell can volunteer as a guard if they are not recruited directly and Fleet Command pushes for all individuals eligible to try and serve at least one rotation.&lt;br /&gt;
&lt;br /&gt;
====Punished Minds====&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. These individuals often have many illnesses that run comorbidly with their “Punished” status. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found, they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Fleet_Of_The_Srom&amp;diff=28289</id>
		<title>The Fleet Of The Srom</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Fleet_Of_The_Srom&amp;diff=28289"/>
		<updated>2023-02-24T23:54:04Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: spelling fix&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 Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|400px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2032 CE&#039;&#039;&#039;. The original launch of the fleet included a small guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what lead to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq and it has still not been found. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax have been within rotations of cryosleep, and by extension, crewmembers have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
Since contact, the Zi&#039;Pluax has declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experience little to no interruption from the government beyond preventative surveillance. The fleet command has declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the Zi&#039;Pluax will often leave the fleet for mandated cultural work from the ages of 100-200&#039;&#039;&#039;, something that has recently been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
The Zi&#039;Pluax is currently missing as of &#039;&#039;&#039;15/07/2464&#039;&#039;&#039;, with its location unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and the possibility of their [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. While those left behind are not currently under suspicion after the questioning of many individuals by Federation authorities, those who found themselves in the Federation at the time are barred from leaving for the foreseeable future.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur outside of the ages 100-200 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad has only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship in character set-up even though the Fleet does not recognize the Nralakk Federation as their home entity.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation does not recognize the Dreamers and has deemed their cultural practices as an unsanctioned offshoot of the Weishii faith and a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very different than the average Skrell. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their soul being released from it&#039;s worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ships detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and effect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon. &lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
===Fleet Command / Bridge Crew===&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
===Disciple of the Srom===&lt;br /&gt;
Disciples of the Srom are members who are aged 200 or over who live in a cryogenic pod for at least 90% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Cultural Exchange Member===&lt;br /&gt;
Cultural Exchange members are all Skrell aged 100-200 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
===Steward / Dreamer===&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Punished Minds===&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Fleet_Of_The_Srom&amp;diff=28288</id>
		<title>The Fleet Of The Srom</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Fleet_Of_The_Srom&amp;diff=28288"/>
		<updated>2023-02-24T23:50:20Z</updated>

		<summary type="html">&lt;p&gt;RyverStyx: spelling fix&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 Fleet of the Srom=&lt;br /&gt;
[[File:The Fleet of the Srom.png|400px|thumb|left|]]&lt;br /&gt;
&#039;&#039;&#039;The Fleet of the Srom (FOTS)&#039;&#039;&#039; was rediscovered in &#039;&#039;&#039;2460 CE&#039;&#039;&#039; and is a generation fleet that launched in the year &#039;&#039;&#039;2032 CE&#039;&#039;&#039;. The original launch of the fleet included a small guidance vessel; the &#039;&#039;&#039;Zi&#039;Quarq&#039;&#039;&#039;. The &#039;&#039;&#039;Zi&#039;Pluax&#039;&#039;&#039; was discovered by a Qukala member who entered the Srom. Upon entry the Qukala agent noted an increase of activity; something that was exceedingly rare within the Traverse. This is what lead to Qukala agents scouting the surrounding area and locating the defunct Zi&#039;Pluax. Upon re-contacting the Zi&#039;Pluax, Qukala members were surprised to find more than three quarters of its members asleep within cryostorage and only a small number of stewards attending to the helm, cryogenic bay, and hydroponics garden. Members of the bridge crew were equally shocked to see the Qukala. Bridge crew relayed that shortly after the launch of the Zi&#039;Pluax they 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. During this time, contact was also lost with the Zi&#039;Quarq and it has still not been found. Due to their situation, for over &#039;&#039;&#039;400 years&#039;&#039;&#039; the crew of the Zi&#039;Pluax have been within rotations of cryosleep, and by extension, crewmembers have been within &#039;&#039;&#039;[[The Srom|The Srom]]&#039;&#039;&#039; 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;
Since contact, the Zi&#039;Pluax has declared independence from the Nralakk Federation due to their culture and practices being declared deductive by the state, and while under Federation law the fleet members are recognized as Federation citizens, they experience little to no interruption from the government beyond preventative surveillance. The fleet command has declined help from the Federation outside of having their communications restored; repairs to the hydroponics bays were denied by fleet command. &#039;&#039;&#039;Members of the Zi&#039;Pluax will often leave the fleet for mandated cultural work from the ages of 100-200&#039;&#039;&#039;, something that has recently been ordered by the bridge crew of the Zi&#039;Pluax, in hopes of attracting more members to the fleet. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
The Zi&#039;Pluax is currently missing as of &#039;&#039;&#039;15/07/2464&#039;&#039;&#039;, with its location unknown and its current crew being declared fugitives due to their proximity to the [[Notable_Skrell_Systems_and_Locations#Q’elpi|Marauder Systems]] and the possibility of their [[The_Phoron_Scarcity:_Skrell_Arc|cooperation]] with Ti&#039;Rakqi operating in the area. The Zi&#039;Pluax left many of its inhabitants behind across the Federation and elsewhere, who were not on the ship at the time for one reason or another. While those left behind are not currently under suspicion after the questioning of many individuals by Federation authorities, those who found themselves in the Federation at the time are barred from leaving for the foreseeable future.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OOC Note: Only Skrell are allowed to be from the FOTS. Members from the fleet living out in the Spur outside of the ages 100-200 are incredibly rare and will most likely be considered deserters by fleet command. Skrell from the FOTS living abroad has only been a thing for the past 4 years due to their recent discovery. Members of the FOTS are expected to take Federation citizenship in character set-up even though the Fleet does not recognize the Nralakk Federation as their home entity.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
All members of the fleet are referred to as what is colloquially known as &amp;quot;Dreamers&amp;quot;.  While the crewman of the Zi&#039;Pluax would refer to their culture as the true path of Weishii they understand and accept the name &#039;&#039;&#039;&amp;quot;Dreamer&amp;quot;&#039;&#039;&#039;. The Federation does not recognize the Dreamers and has deemed their cultural practices as an unsanctioned offshoot of the Weishii faith and a deductive behaviour under the social credit system; mainly due to its practices regarding oversleeping. Zi&#039;Pluax members focus on the Srom and its relation to the Skrell psyche and psionic capabilities. &#039;&#039;&#039;When Dreamers enter the Srom they will often ritualistically cover their faces.&#039;&#039;&#039; What started as merely affixing oxygen masks within the cryogenic systems evolved to hold great cultural importance; with Dreamers often creating their own masks. Showing an individual your own face is Srom is seen as something deeply personal to members of the Zi&#039;Pluax and is only done with those who are deemed especially close. Many Dreamers believe that the inner-mind, the one who inhabits the Srom, is the true self while the outer-body, the one that is awake in real life, is merely a constrained vessel. This means that the face of the Dreamer when in Srom is seen as the true manifestation of their soul; something worth guarding.&lt;br /&gt;
&lt;br /&gt;
Due to their culture, Dreamers treat the Srom very different than the average Skrell. For instance, these Dreamers have spent such an abundance of time within the Srom that they have begun to form a rudimentary hivemind; albeit not in a literal sense. While their minds are not linked, the effects of the Srom on lying have allowed these members to know virtually everything about each other. Elder Dreamers often refer to themselves as &#039;&#039;&#039;“Disciples of the Srom”&#039;&#039;&#039; due to the amount of power they hold over the scenery and landscape within. The amount of information that is known between Dreamers allows them to easily conjure a near replica of any deceased individual through &#039;&#039;&#039;&amp;quot;Srom Manipulation&amp;quot;&#039;&#039;&#039;; something they call an &#039;&#039;&#039;&amp;quot;Elegy&amp;quot;&#039;&#039;&#039;. These elegies are thought to be the true manifestation of the deceased individual&#039;s soul by the Dreamers and will not wear a mask whilst in the Srom; this is due to their sould being released from it&#039;s worldly &amp;quot;vessel&amp;quot; and becoming free. While many scientists of the Federation believe that these elegies are merely a hollow shell of memories with no proper soul, the Dreamers 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. Dreamers are often very respectful of their elders and superiors; both living and deceased.&lt;br /&gt;
&lt;br /&gt;
==The Containment Zone==&lt;br /&gt;
[[File:Containment Zone Wiki.png|200px|thumb|right|A door leading to a Containment Zone checkpoint aboard the Zi&#039;Pluax generational ship.]]&lt;br /&gt;
Many Skrell of the Zi&#039;Pluax were not able to grow accustomed to the constant cryogenic stasis and developed what fleet members called the &#039;&#039;&#039;&amp;quot;Punished Mind&amp;quot;&#039;&#039;&#039;. These members were actively sought out and moved to the ships detention area, something locally called the &#039;&#039;&#039;&amp;quot;Containment Zone&amp;quot;&#039;&#039;&#039;, so that they would not interrupt the daily workings of the Zi&#039;Pluax. The lower levels of the ship&#039;s detention area was converted to stop the transmission of psionics to those in the general populace above. Much like the rest of the ship, this zone has living quarters, defunct hydroponics bays, and general service corridors. Much of it has gone into disrepair due to the lack of tools and supplies that are allocated to the area. It is said that those of Punished Mind actively poisoned the Skrell psyche with their negative emotions and ideals; causing dark figures to spread throughout the Srom and anxiety to penetrate the Wake.&lt;br /&gt;
&lt;br /&gt;
Stewards of the Zi&#039;Pluax would often have to take rotations watching over the Containment Zone entrance to ensure that none of the individuals inside were able to penetrate the barrier. They would dispense what little food and rations were designated to those contained while also seeing keeping an eye on the sub-level. Some say that the madness encased within the Containment Zone is enough to breach the metals and effect those who slumbered close to the border. Fleet command ensured that the stewards assigned to the Containment Zone were of strong psionic aptitude to resist the madness within. Stewards also noted that a crude hierarchy formed within the Containment Zone in which the strong survived and the weak were looked down upon. &lt;br /&gt;
&lt;br /&gt;
During the year &#039;&#039;&#039;2404 CE&#039;&#039;&#039; punished minds of the Containment Zone staged a rebellion in an attempt to breach containment. Those of punished mind were able to breach the first checkpoint while all stewards in the localized area were activated and sent to the Containment Zone with weaponry from the ship&#039;s armory. Due to the overwhelming firepower and overall organization of the stewards, the rebellion was quashed. There were no losses from the Stewards; however, the Containment Zone losses have never been officially counted or released by the fleet command.&lt;br /&gt;
&lt;br /&gt;
==Fleet Roles==&lt;br /&gt;
===Fleet Command / Bridge Crew===&lt;br /&gt;
These members of the Zi&#039;Pluax were afforded the bridge hydroponics system and cryogenic bay. Their quality of life is said to be above average with an equal split of time spent within the Srom and awake. Fleet command are responsible for all policy changes and fleet scheduling. To disobey the fleet command is a punishable offense that could warrant removal to the Containment Zone. Members of fleet command are either birthed into the position or have remained in the position since the ship&#039;s maiden voyage. Fleet command are not mandated to go on cultural exchange; however, some members may opt to do so.&lt;br /&gt;
&lt;br /&gt;
===Disciple of the Srom===&lt;br /&gt;
Disciples of the Srom are members who are aged 200 or over who live in a cryogenic pod for at least 90% of the day. Once a cultural exchange member returns to the fleet they will be awarded with this title. These Disciples are considered Elders of the Zi&#039;Pluax and are given great respect from the younger members of the fleet. Their needs and wants are taken care of by the Stewards on a day-to-day basis. Elder disciples can volunteer to head a detachment of Stewards within the Containment Zone checkpoint to guard against Srom and Wake poisoning if they see fit.&lt;br /&gt;
&lt;br /&gt;
===Cultural Exchange Member===&lt;br /&gt;
Cultural Exchange members are all Skrell aged 100-200 who were ordered by the bridge crew of the Zi&#039;Pluax to perform mandatory cultural exchange work in hopes of attracting more members to the fleet. Skrell who disobey this order are sent to the Containment Zone until further evaluation. This can be shocking and disorienting for the Dreamer who has been disconnected from the ship’s Srom and they will often find themselves oversleeping while performing their cultural studies abroad.&lt;br /&gt;
&lt;br /&gt;
===Steward / Dreamer===&lt;br /&gt;
Stewards see to the daily operations of the fleet and ensure that the remaining hydroponics bays, including those on the bridge, are being as productive as possible. They will often have a 75-25 split with the majority of their time being in the general populace&#039;s cryogenic bay. Stewards of strong psionic aptitude could also be designated to keep watch over the Containment Zone to ensure that a breach, psionic or otherwise, does not happen. A steward will not disobey fleet command; if they do so, they run the risk of being sent to the Containment Zone.&lt;br /&gt;
&lt;br /&gt;
===Punished Minds===&lt;br /&gt;
These Skrell are members of the fleet whose minds were deemed &amp;quot;too poisonous&amp;quot; to join the general population; causing dark visages to penetrate the shared dream of the fleet. Punished Minds are locked away in the Containment Zone in an attempt to curb their psionic influence. Those of the Punished Mind are evaluated every 20 years to see if their condition has improved. These evaluations take place within a checkpoint that is heavily guarded by stewards. If sizeable improvement is found they may be reintegrated into the general populace. However, reintegration is rare as the Containment Zone was not built to rehabilitate.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>RyverStyx</name></author>
	</entry>
</feed>